Files
pixelheros/assets/script/game/map/MissionHomeComp.ts
walkpan 5ce02c95f5 refactor(map): 优化英雄切换动画及状态管理
- 将 HInfoComp 组件改为继承自 CCComp 并注册为 ECS 组件
- 新增动画锁定标志 isMoving 防止快速点击引起动画冲突
- 添加 moveTimeoutId 用于管理动画队列异步操作,避免重叠
- 优化英雄切换的移动动画,缩短动画时长为0.2秒
- moveHeroesLeft 与 moveHeroesRight 方法增加动画锁定与异步取消逻辑
- 在切换英雄时调用 smc.updateFihgtHero 以更新当前战斗英雄状态
- 清理和销毁动画节点时更严格以避免残留和内存泄漏
- MissionHomeComp 中 mission_end 方法增加日志输出
- MissionHeroComp 去除了冗余空行,优化代码结构
2025-10-20 22:59:38 +08:00

58 lines
1.7 KiB
TypeScript

import { _decorator, instantiate, Prefab, resources, Sprite, SpriteAtlas, UITransform } 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 "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
import { Timer } from "db://oops-framework/core/common/timer/Timer";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MissionHomeComp')
@ecs.register('MissionHome', false)
export class MissionHomeComp extends CCComp {
protected onLoad(): void {
this.on(GameEvent.MissionEnd,this.mission_end,this)
}
/** 视图层逻辑代码分离演示 */
start() {
this.home_active()
}
onEnable(){
}
update(dt:number){
}
start_mission() {
oops.message.dispatchEvent(GameEvent.MissionStart, {})
this.node.active=false;
}
mission_end(){
console.log("[MissionHomeComp]=>mission_end")
this.home_active()
}
home_active(){
this.uodate_data()
this.node.active=true
this.btn_func("","fight")
oops.message.dispatchEvent(GameEvent.UpdateHero, {})
}
uodate_data(){
}
isWxClient(){
return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
}
btn_func(e:string,data:any){
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
this.node.destroy();
}
}