1. 移除非英雄卡牌渲染能力,仅保留英雄卡展示逻辑 2. 简化背景框切换逻辑,使用常量映射直接匹配颜色节点 3. 清理冗余的卡牌配置依赖与工具方法 4. 统一对外接口为setHeroByUuid,移除旧的setData和setHeroIconByUuid
137 lines
5.0 KiB
TypeScript
137 lines
5.0 KiB
TypeScript
/**
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* @file ChipComp.ts
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* @description 英雄图鉴卡预制体组件(UI 视图层·精简版)
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*
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* 职责:
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* 1. 根据英雄 UUID 渲染 **图标**(idle 动画)。
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* 2. 根据 HeroInfo.card_lv 切换 **背景底框颜色**(BG_node 下的 green/blue/purple/yellow/red 子节点)。
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*
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* 说明:
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* - 仅处理英雄展示,数据源为 heroSet 的 HeroInfo,不依赖 CardSet。
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* - 通过 iconVisualToken 防止异步动画加载竞态。
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*/
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import { mLogger } from "../common/Logger";
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import { _decorator, Animation, AnimationClip, Node, Sprite, Vec3, resources } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroInfo } from "../common/config/heroSet";
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const { ccclass, property } = _decorator;
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/** card_lv → BG_node 子节点(颜色)名映射:1=green 2=blue 3=purple 4=yellow 5=red */
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const BG_COLORS = ["green", "blue", "purple", "yellow", "red"];
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/**
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* ChipComp —— 单张英雄卡图标/背景视图组件
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*
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* 挂载在图鉴卡预制体上,仅负责英雄图标(idle 动画)与背景底框的渲染。
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*/
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@ccclass('ChipComp')
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@ecs.register('ChipComp', false)
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export class ChipComp extends CCComp {
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private debugMode: boolean = false;
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// ======================== 编辑器绑定节点 ========================
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@property(Node)
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icon_node: Node = null!
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@property(Node)
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BG_node: Node = null!
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// ======================== 运行时状态 ========================
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card_uuid: number = 0
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private iconVisualToken: number = 0;
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// ======================== 对外接口 ========================
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/**
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* 通过英雄 UUID 渲染英雄卡(idle 动画图标 + 背景底框)。
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* @param uuid 英雄 UUID(须存在于 HeroInfo)
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*/
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setHeroByUuid(uuid: number) {
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const hero = HeroInfo[uuid];
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if (!hero) return;
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this.card_uuid = uuid;
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this.node.active = true;
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this.iconVisualToken += 1;
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// 背景:按 card_lv 切换颜色底框(green/blue/purple/yellow/red)
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if (this.BG_node) {
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const color = BG_COLORS[Math.min(Math.max(hero.card_lv ?? 1, 1), 5) - 1];
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this.BG_node.children.forEach(child => child.active = (child.name === color));
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}
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// 图标:idle 动画(镜像翻转,原图朝右,卡面需朝左)
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if (this.icon_node) {
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this.updateHeroAnimation(this.icon_node, uuid, this.iconVisualToken);
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}
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mLogger.log(this.debugMode, "ChipComp", "setHeroByUuid", { uuid });
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}
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/** 清空并重置 UI */
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clear() {
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this.card_uuid = 0;
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this.iconVisualToken += 1;
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if (this.BG_node) {
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this.BG_node.children.forEach(child => child.active = false);
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}
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if (this.icon_node) {
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this.clearIconAnimation(this.icon_node);
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const sprite = this.icon_node.getComponent(Sprite) || this.icon_node.getComponentInChildren(Sprite);
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if (sprite) sprite.spriteFrame = null;
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}
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this.node.active = false;
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}
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// ======================== 动画 ========================
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/**
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* 为英雄图标加载并播放 idle 动画。
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* 使用 token 做竞态保护,确保异步回调时不会覆盖已更新的图标。
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*/
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private updateHeroAnimation(node: Node, uuid: number, token: number) {
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const sprite = node?.getComponent(Sprite) || node?.getComponentInChildren(Sprite);
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if (sprite) sprite.spriteFrame = null;
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const hero = HeroInfo[uuid];
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if (!hero) return;
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const anim = node.getComponent(Animation) || node.addComponent(Animation);
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this.clearAnimationClips(anim);
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const path = `game/heros/hero/${hero.path}/idle`;
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resources.load(path, AnimationClip, (err, clip) => {
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if (err || !clip) {
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mLogger.log(this.debugMode, "ChipComp", `load hero animation failed ${uuid}`, err);
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return;
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}
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if (token !== this.iconVisualToken || this.card_uuid !== uuid) {
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return;
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}
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this.clearAnimationClips(anim);
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anim.addClip(clip);
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anim.play("idle");
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});
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}
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/** 清除图标节点上的动画(停止播放并移除所有 clip) */
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private clearIconAnimation(node: Node) {
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const anim = node?.getComponent(Animation);
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if (!anim) return;
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anim.stop();
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this.clearAnimationClips(anim);
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}
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/** 移除 Animation 组件上的全部 AnimationClip */
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private clearAnimationClips(anim: Animation) {
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const clips = anim.clips as AnimationClip[] | undefined;
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if (!clips || clips.length === 0) return;
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[...clips].forEach(clip => anim.removeClip(clip, true));
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}
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// ======================== 生命周期钩子 ========================
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/** ECS 组件移除时的释放钩子:销毁节点 */
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reset() {
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this.node.destroy();
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}
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}
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