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pixelheros/assets/script/game/map/HeroBoxComp.ts
panFD 4532cb5c61 refactor(herobox): 重构英雄框更多按钮交互逻辑
1. 将点击切换改为长按显示、松手隐藏的交互方式
2. 移除冗余的属性栏高度计算和状态按钮切换逻辑
3. 简化次级属性栏的显示隐藏实现
4. 更新相关注释和变量命名
2026-08-01 20:35:44 +08:00

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/**
* @file HeroBoxComp.ts
* @description 英雄面板单个英雄盒组件UI 视图层)
*
* 职责:
* 1. 同步显示一个已登场英雄的详细信息(图标 / 名称 / 等级 / AP / HP / 描述)。
* 2. 由 MissionCardComp 实例化到 herosBoxNode 下,最多 3 个,与场上英雄一一对应。
* 3. 英雄卖出 / 死亡后槽位保留,通过 applyEmpty() 显示为空英雄信息。
*
* 依赖:
* - HeroAttrsComp —— 英雄属性数据模型
* - HeroInfoheroSet—— 英雄静态配置
*/
import { mLogger } from "../common/Logger";
import { _decorator, Node, Sprite, Label, RichText, resources, AnimationClip, SpriteFrame, NodeEventType, Tween, tween, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { HeroInfo } from "../common/config/heroSet";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { getLvColor } from "../common/config/GameSet";
import { buildSkillDescRich } from "../common/config/HeroSkillDesc";
const { ccclass, property } = _decorator;
/**
* HeroBoxComp —— 英雄面板单个英雄信息盒
*
* 与场上英雄一一绑定eid英雄移除后显示空状态。
*/
@ccclass('HeroBoxComp')
@ecs.register('HeroBoxComp', false)
export class HeroBoxComp extends CCComp {
private debugMode: boolean = false;
// ======================== 编辑器绑定节点 ========================
/** 英雄图标节点 */
@property({ type: Node })
private icon_node: Node = null;
/** 背景节点 */
@property({ type: Node })
private bg_node: Node = null;
/** 英雄名称 */
@property(Label)
private name_label: Label = null;
/** 等级标签 */
@property(Label)
private level_label: Label = null;
/** 空槽位标识节点(未绑定英雄时激活,点击打开英雄卡池) */
@property(Node)
private noHero: Node = null;
/** 技能描述富文本(多行,展示当前等级触发技能,数值高亮) */
@property(RichText)
private skill_label: RichText = null;
/** 技能描述富文本内容缓存(避免 refresh 降频内重复重解析排版) */
private skillDescCache: string = "";
// ======================== 战斗信息标签(总值 + 附加值) ========================
/** 攻击总值 */
@property(Label)
private ap_all_label: Label = null;
/** 攻击附加值 */
@property(Label)
private ap_plus_label: Label = null;
/** 生命总值 */
@property(Label)
private hp_all_label: Label = null;
/** 生命附加值 */
@property(Label)
private hp_plus_label: Label = null;
/** 暴击率总值(百分点) */
@property(Label)
private crt_all_label: Label = null;
/** 暴击率附加值 */
@property(Label)
private crt_plus_label: Label = null;
/** 击退率总值(百分点) */
@property(Label)
private knockback_all_label: Label = null;
/** 击退率附加值 */
@property(Label)
private knockback_plus_label: Label = null;
/** 风怒率总值(百分点) */
@property(Label)
private wfuny_all_label: Label = null;
/** 风怒率附加值 */
@property(Label)
private wfuny_plus_label: Label = null;
/** 击晕率总值(百分点) */
@property(Label)
private stun_all_label: Label = null;
/** 击晕率附加值 */
@property(Label)
private stun_plus_label: Label = null;
/** 攻击速度总值(攻击间隔,秒;速度提升时间隔变短,附加值为负) */
@property(Label)
private speed_all_label: Label = null;
/** 攻击速度附加值 */
@property(Label)
private speed_plus_label: Label = null;
/** 冰冻率总值(百分点) */
@property(Label)
private freeze_all_label: Label = null;
/** 冰冻率附加值 */
@property(Label)
private freeze_plus_label: Label = null;
/** 穿透率总值(百分点) */
@property(Label)
private puncture_all_label: Label = null;
/** 穿透率附加值 */
@property(Label)
private puncture_plus_label: Label = null;
/** 暴击伤害总值(额外暴伤,百分点) */
@property(Label)
private crit_dmg_all_label: Label = null;
/** 暴击伤害附加值 */
@property(Label)
private crit_dmg_plus_label: Label = null;
// ======================== 更多属性折叠栏 ========================
/** 次级属性栏容器(默认隐藏,长按更多按钮时显示) */
@property(Node)
private attr_box: Node = null;
/** 更多按钮(长按显示次级属性栏,放开隐藏) */
@property(Node)
private more_btn: Node = null;
// ======================== 运行时状态 ========================
/** 绑定的英雄实体 ID0 表示空槽位) */
private eid: number = 0;
/** 绑定的英雄属性数据模型引用 */
private model: HeroAttrsComp | null = null;
/** 图标视觉令牌(异步加载竞态保护) */
private iconVisualToken: number = 0;
/** 当前显示的英雄 UUID避免相同 UUID 重复加载动画) */
private iconHeroUuid: number = 0;
// ======================== 生命周期 ========================
onLoad() {
// 次级属性栏默认隐藏,长按更多按钮时显示,放开隐藏
if (this.attr_box && this.attr_box.isValid) {
this.attr_box.active = false;
}
this.more_btn?.on(NodeEventType.TOUCH_START, this.onMoreBtnTouchStart, this);
this.more_btn?.on(NodeEventType.TOUCH_END, this.onMoreBtnTouchEnd, this);
this.more_btn?.on(NodeEventType.TOUCH_CANCEL, this.onMoreBtnTouchEnd, this);
// 空槽位点击 → 打开英雄卡池
this.noHero?.on(NodeEventType.TOUCH_END, this.onNoHeroClick, this);
}
onDestroy() {
if (this.more_btn && this.more_btn.isValid) {
this.more_btn.off(NodeEventType.TOUCH_START, this.onMoreBtnTouchStart, this);
this.more_btn.off(NodeEventType.TOUCH_END, this.onMoreBtnTouchEnd, this);
this.more_btn.off(NodeEventType.TOUCH_CANCEL, this.onMoreBtnTouchEnd, this);
}
if (this.noHero && this.noHero.isValid) {
this.noHero.off(NodeEventType.TOUCH_END, this.onNoHeroClick, this);
}
}
/**
* 空槽位点击:播放主节点点击动画,并派发事件通知 MissionCardComp 展示英雄卡池。
*/
private onNoHeroClick() {
oops.audio.playEffect("music/button");
this.playClickAnim();
oops.message.dispatchEvent(GameEvent.HeroBoxEmptyClick);
}
/** 主节点点击动画:缩放按下 → 回弹 */
private playClickAnim() {
if (!this.node || !this.node.isValid) return;
Tween.stopAllByTarget(this.node);
this.node.setScale(1, 1, 1);
tween(this.node)
.to(0.06, { scale: new Vec3(0.94, 0.94, 1) })
.to(0.1, { scale: new Vec3(1, 1, 1) })
.start();
}
/** 刷新计时累计(降频刷新实时属性) */
private refreshElapsed: number = 0;
/** 实时刷新间隔(秒) */
private static readonly REFRESH_INTERVAL = 0.25;
/**
* 帧更新:绑定英雄后按固定间隔实时刷新面板信息。
* Why: AP/HP/暴击等属性受 buff/光环影响实时变化,需降频轮询同步;
* 实体失效时 refresh 会自动切换为空状态。
*/
update(dt: number) {
if (!this.model) return;
this.refreshElapsed += dt;
if (this.refreshElapsed < HeroBoxComp.REFRESH_INTERVAL) return;
this.refreshElapsed = 0;
this.refresh();
}
/** 更多按钮按下:显示次级属性栏 */
private onMoreBtnTouchStart() {
oops.audio.playEffect("music/button");
this.setAttrBoxVisible(true);
}
/** 更多按钮放开/取消:隐藏次级属性栏 */
private onMoreBtnTouchEnd() {
this.setAttrBoxVisible(false);
}
/** 切换次级属性栏容器可见性 */
private setAttrBoxVisible(visible: boolean) {
if (this.attr_box && this.attr_box.isValid) {
this.attr_box.active = visible;
}
}
/** ECS 组件移除时销毁节点 */
reset() {
if (this.node && this.node.isValid) {
this.node.destroy();
}
}
// ======================== 数据绑定 ========================
/** 当前槽位是否绑定了英雄 */
public get hasHero(): boolean {
return this.eid > 0 && !!this.model;
}
/** 当前绑定的英雄实体 ID */
public get bindEid(): number {
return this.eid;
}
/**
* 绑定场上英雄并刷新显示。
* @param eid 英雄 ECS 实体 ID
* @param model 英雄属性组件
*/
public bindHero(eid: number, model: HeroAttrsComp) {
this.eid = eid;
this.model = model;
this.node.active = true;
if (this.noHero && this.noHero.isValid) {
this.noHero.active = false;
}
this.refresh();
}
/** 清空槽位,显示空英雄信息 */
public applyEmpty() {
this.eid = 0;
this.model = null;
this.iconHeroUuid = 0;
this.iconVisualToken += 1;
if (this.noHero && this.noHero.isValid) {
this.noHero.active = true;
}
if (this.name_label && this.name_label.isValid) {
this.name_label.string = "";
}
if (this.level_label && this.level_label.isValid) {
this.level_label.string = "";
}
if (this.icon_node && this.icon_node.isValid) {
const sprite = this.icon_node.getComponent(Sprite) || this.icon_node.getComponentInChildren(Sprite);
if (sprite) sprite.spriteFrame = null;
}
this.clearStatRow(this.ap_all_label, this.ap_plus_label);
this.clearStatRow(this.hp_all_label, this.hp_plus_label);
this.clearStatRow(this.crt_all_label, this.crt_plus_label);
this.clearStatRow(this.knockback_all_label, this.knockback_plus_label);
this.clearStatRow(this.wfuny_all_label, this.wfuny_plus_label);
this.clearStatRow(this.stun_all_label, this.stun_plus_label);
this.clearStatRow(this.speed_all_label, this.speed_plus_label);
this.clearStatRow(this.freeze_all_label, this.freeze_plus_label);
this.clearStatRow(this.puncture_all_label, this.puncture_plus_label);
this.clearStatRow(this.crit_dmg_all_label, this.crit_dmg_plus_label);
if (this.skill_label && this.skill_label.isValid) {
this.skill_label.string = "";
}
this.skillDescCache = "";
}
/**
* 刷新显示同步英雄等级、名称、AP / HP、描述与图标。
* 绑定的英雄实体已失效时自动切换为空状态。
*/
public refresh() {
if (!this.model || !(this.model as any).ent) {
this.applyEmpty();
return;
}
const heroUuid = this.model.hero_uuid ?? 0;
const hero = HeroInfo[heroUuid];
// ---- 名称 ----
if (this.name_label && this.name_label.isValid) {
this.name_label.string = this.model.hero_name ?? "";
}
// ---- 等级 ----
if (this.level_label && this.level_label.isValid) {
const lv = this.model.lv ?? 1;
this.level_label.string = `Lv.${lv}`;
this.level_label.color = getLvColor(lv);
}
// ---- AP / HP ----
const finalAp = Math.max(0, Math.floor(this.model.getFinalAp()));
const baseAp = Math.max(0, Math.floor(this.model.base_ap ?? 0));
this.setStatRow(this.ap_all_label, this.ap_plus_label, finalAp, finalAp - baseAp);
const finalHp = Math.max(0, Math.floor(this.model.getFinalHpMax()));
const baseHp = Math.max(0, Math.floor(this.model.base_hp ?? 0));
this.setStatRow(this.hp_all_label, this.hp_plus_label, finalHp, finalHp - baseHp);
// ---- 暴击率 / 击退率 / 风怒率 / 击晕率(百分点,附加 = 最终 - 基础配置值) ----
const finalCrit = this.model.getFinalCritical();
this.setStatRow(this.crt_all_label, this.crt_plus_label, finalCrit, finalCrit - (this.model.critical ?? 0), "%");
const finalKnockback = this.model.getFinalKnockbackChance();
this.setStatRow(this.knockback_all_label, this.knockback_plus_label, finalKnockback, finalKnockback - (this.model.knockback_chance ?? 0), "%");
const finalWfuny = this.model.getFinalWindFury();
this.setStatRow(this.wfuny_all_label, this.wfuny_plus_label, finalWfuny, finalWfuny - (this.model.wfuny ?? 0), "%");
const finalStun = this.model.getFinalStunChance();
this.setStatRow(this.stun_all_label, this.stun_plus_label, finalStun, finalStun - (this.model.stun_chance ?? 0), "%");
// ---- 攻击速度(攻击间隔,秒;速度提升 → 间隔变短,附加值为负) ----
const skillIds = this.model.getSkillIds();
const displaySkillId = skillIds[1] ?? skillIds[0] ?? 0;
const baseCd = displaySkillId ? (this.model.skills[displaySkillId]?.cd ?? 0) : 0;
const finalCd = displaySkillId ? this.model.getEffectiveSkillCd(displaySkillId) : 0;
this.setStatRow(this.speed_all_label, this.speed_plus_label, finalCd, finalCd - baseCd, "s", 1);
// ---- 冰冻率 / 穿透率(百分点,附加 = 最终 - 基础配置值) ----
const finalFreeze = this.model.getFinalFreezeChance();
this.setStatRow(this.freeze_all_label, this.freeze_plus_label, finalFreeze, finalFreeze - (this.model.freeze_chance ?? 0), "%");
const finalPuncture = this.model.getFinalPunctureChance();
this.setStatRow(this.puncture_all_label, this.puncture_plus_label, finalPuncture, finalPuncture - (this.model.puncture_chance ?? 0), "%");
// ---- 暴击伤害(额外暴伤,百分点,附加 = 最终 - 基础配置值) ----
const finalCritDmg = this.model.getFinalCritDamage();
this.setStatRow(this.crit_dmg_all_label, this.crit_dmg_plus_label, finalCritDmg, finalCritDmg - (this.model.crit_damage ?? 0), "%");
// ---- 技能描述(当前等级触发技能,读运行时 model 最终配置;数值富文本高亮) ----
if (this.skill_label && this.skill_label.isValid) {
// 缓存未变则跳过重设,避免 refresh 降频内 RichText 重复重解析排版;隐藏「技能名」仅保留效果描述
const desc = buildSkillDescRich(this.model, false);
if (desc !== this.skillDescCache) {
this.skillDescCache = desc;
this.skill_label.string = desc;
}
}
// ---- 图标UUID 变化时重新加载首帧动画) ----
if (hero && heroUuid !== this.iconHeroUuid) {
this.iconHeroUuid = heroUuid;
this.iconVisualToken += 1;
this.updateHeroIcon(hero.path, heroUuid, this.iconVisualToken);
}
}
// ======================== 内部工具 ========================
/**
* 写入一行战斗信息(总值 + 附加值)。
* 总值始终显示0 不隐藏);附加值为 0 时隐藏,正/负分别显示 (+x) / (x)。
*
* @param allLabel 总值标签(可为空,空时跳过)
* @param plusLabel 附加值标签(可为空)
* @param total 总数值(最终生效值)
* @param bonus 附加数值(最终值 - 基础值)
* @param suffix 数值后缀(如 "%"
* @param decimals 保留小数位数(默认 0取整
*/
private setStatRow(allLabel: Label | null, plusLabel: Label | null, total: number, bonus: number, suffix: string = "", decimals: number = 0) {
const fmt = (v: number) => decimals > 0 ? v.toFixed(decimals) : `${Math.floor(v)}`;
if (allLabel && allLabel.isValid) {
allLabel.string = `${fmt(total)}${suffix}`;
}
if (plusLabel && plusLabel.isValid) {
if (bonus !== 0) {
plusLabel.string = bonus > 0 ? `(+${fmt(bonus)}${suffix})` : `(${fmt(bonus)}${suffix})`;
} else {
plusLabel.string = "";
}
}
}
/** 清空一行战斗信息(空槽位时使用) */
private clearStatRow(allLabel: Label | null, plusLabel: Label | null) {
if (allLabel && allLabel.isValid) allLabel.string = "";
if (plusLabel && plusLabel.isValid) plusLabel.string = "";
}
/**
* 加载英雄 idle 动画首帧作为静态图标。
* @param path 英雄美术资源名HeroInfo.path
* @param uuid 英雄 UUID竞态校验用
* @param token 视觉令牌(竞态保护)
*/
private updateHeroIcon(path: string, uuid: number, token: number) {
if (!this.icon_node || !this.icon_node.isValid) return;
const sprite = this.icon_node.getComponent(Sprite) || this.icon_node.getComponentInChildren(Sprite);
if (sprite) sprite.spriteFrame = null;
resources.load(`game/heros/hero/${path}/idle`, AnimationClip, (err, clip) => {
if (err || !clip) return;
// 异步加载期间槽位可能已被复用 / 清空
if (token !== this.iconVisualToken) return;
if (this.iconHeroUuid !== uuid) return;
if (!this.icon_node || !this.icon_node.isValid) return;
const target = this.icon_node.getComponent(Sprite) || this.icon_node.getComponentInChildren(Sprite);
if (!target || !target.isValid) return;
// 帧动画数据存于 spriteFrame 轨道的 _channel._curve._values裸 SpriteFrame 数组)
let firstFrame: SpriteFrame | undefined;
for (const track of clip.tracks) {
const curve = (track as unknown as { channel?: { curve?: { _values?: unknown[] } } }).channel?.curve;
const frame = curve?._values?.[0];
if (frame instanceof SpriteFrame) {
firstFrame = frame;
break;
}
}
if (firstFrame) {
target.spriteFrame = firstFrame;
}
});
}
}