259 lines
9.0 KiB
TypeScript
259 lines
9.0 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. 根据卡牌配置渲染 **图标**(英雄卡为 idle 动画,其他卡为静态图集帧)。
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* 2. 根据 card_lv / kind 渲染 **背景底框**。
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*
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* 说明:
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* - 仅保留图标与背景渲染能力,名称、费用、等级等展示由外部组件负责。
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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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* 依赖:
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* - CardConfig / CardType / CKind / CardPoolList(CardSet)
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* - HeroInfo(heroSet)、SkillSet(SkillSet)
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* - smc —— 全局单例,访问图标图集缓存
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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 { CardConfig, CardType, CKind, CardPoolList } from "../common/config/CardSet";
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import { CardBgComp } from "./CardBgComp";
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import { HeroInfo } from "../common/config/heroSet";
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import { SkillSet } from "../common/config/SkillSet";
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import { smc } from "../common/SingletonModuleComp";
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const { ccclass, property } = _decorator;
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/**
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* ChipComp —— 单张卡牌图标/背景视图组件
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*
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* 挂载在图鉴卡预制体上,仅负责图标与背景的渲染。
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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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card_type: CardType = CardType.Hero
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private cardData: CardConfig | null = null;
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private iconVisualToken: number = 0;
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// ======================== 生命周期 ========================
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onLoad() {
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if (!this.cardData) {
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this.applyEmptyUI();
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}
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}
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// ======================== 对外接口 ========================
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/**
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* 设置卡牌数据并渲染图标与背景。
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* @param data 卡牌配置数据
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*/
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setData(data: CardConfig) {
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if (!data) return;
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this.cardData = data;
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this.card_uuid = data.uuid;
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this.card_type = data.type;
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this.node.active = true;
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this.applyCardUI();
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mLogger.log(this.debugMode, "ChipComp", "setData", {
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uuid: this.card_uuid,
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type: this.card_type
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});
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}
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/**
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* 便捷方法:通过英雄 UUID 和卡池等级直接设置英雄卡。
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* 自动从 CardPoolList 查找匹配的卡牌配置。
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* @param uuid 英雄 UUID
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* @param cardLv 卡牌等级(默认 1)
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*/
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setHeroByUuid(uuid: number, cardLv: number = 1) {
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const card = CardPoolList.find(c => c.uuid === uuid && c.card_lv === cardLv);
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if (card) {
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this.setData(card);
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return;
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}
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const hero = HeroInfo[uuid];
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if (hero) {
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this.setData({
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uuid: hero.uuid,
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type: CardType.Hero,
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cost: 0,
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weight: 0,
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card_lv: cardLv,
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kind: CKind.Hero,
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hero_lv: smc.getHeroOuterLv(hero.uuid)
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});
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}
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}
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/** 查询当前是否有卡牌数据 */
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hasCard(): boolean {
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return !!this.cardData;
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}
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/** 获取当前卡牌数据 */
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getCardData(): CardConfig | null {
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return this.cardData;
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}
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/** 清空卡牌数据并重置 UI */
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clear() {
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this.cardData = null;
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this.card_uuid = 0;
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this.card_type = CardType.Hero;
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this.applyEmptyUI();
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this.node.active = false;
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}
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// ======================== UI 渲染 ========================
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/** 渲染图标与背景 */
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private applyCardUI() {
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if (!this.cardData) {
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this.applyEmptyUI();
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return;
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}
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this.iconVisualToken += 1;
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const kindName = CKind[this.cardData.kind];
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// 背景:按 kind 显示对应底框,按 card_lv 应用等级样式
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if (this.BG_node) {
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const bgLv = this.cardData.base_card_lv ?? this.cardData.card_lv;
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this.BG_node.children.forEach(child => {
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child.active = (child.name === kindName);
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const bg = child.getComponent(CardBgComp);
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if (bg) child.active ? bg.apply(bgLv) : bg.clear();
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});
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}
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// 图标:英雄卡播放 idle 动画,其他卡使用静态图集帧
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if (this.icon_node) {
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const iconNode = this.icon_node;
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if (this.card_type === CardType.Hero) {
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// 英雄图标做镜像翻转(原图朝右,卡面需朝左)
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iconNode.setScale(new Vec3(-1.5, 1.5, 1));
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this.updateHeroAnimation(iconNode, this.card_uuid, this.iconVisualToken);
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return;
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}
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iconNode.setScale(new Vec3(1, 1, 1));
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this.clearIconAnimation(iconNode);
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const iconId = this.resolveCardIconId(this.card_type, this.card_uuid);
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if (iconId) {
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this.updateIcon(iconNode, iconId);
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} else {
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const sprite = iconNode.getComponent(Sprite) || iconNode.getComponentInChildren(Sprite);
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if (sprite) sprite.spriteFrame = null;
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}
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}
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}
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/** 渲染空槽状态:清空图标与背景 */
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private applyEmptyUI() {
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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 => {
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child.active = false;
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const bg = child.getComponent(CardBgComp);
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if (bg) bg.clear();
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});
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}
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if (this.icon_node) {
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this.icon_node.setScale(new Vec3(1, 1, 1));
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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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}
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// ======================== 工具方法 ========================
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/** 更新图标:从全局缓存图集中获取对应帧 */
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private updateIcon(node: Node, iconId: string) {
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if (!node || !iconId) return;
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const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
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if (!sprite) return;
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if (smc.uiconsAtlas) {
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const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
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sprite.spriteFrame = frame || null;
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}
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}
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/** 根据卡牌类型和 UUID 解析出图标 ID(在 SpriteAtlas 中的帧名) */
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private resolveCardIconId(type: CardType, uuid: number): string {
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if (type === CardType.Skill) {
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return SkillSet[uuid]?.icon || `${uuid}`;
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}
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if (type === CardType.Hero) {
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return HeroInfo[uuid]?.icon || `${uuid}`;
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}
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return `${uuid}`;
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}
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/**
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* 为英雄卡图标加载并播放 idle 动画。
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* 使用 token 做竞态保护,确保异步回调时不会覆盖已更新的图标。
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*/
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private updateHeroAnimation(node: Node, uuid: number, token: number) {
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const sprite = node?.getComponent(Sprite) || node?.getComponentInChildren(Sprite);
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if (sprite) sprite.spriteFrame = null;
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const hero = HeroInfo[uuid];
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if (!hero) return;
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const anim = node.getComponent(Animation) || node.addComponent(Animation);
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this.clearAnimationClips(anim);
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const path = `game/heros/hero/${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.cardData || this.card_type !== CardType.Hero || 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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