1. 重构英雄列表卡牌选中逻辑,移除缩放高亮,改用active子节点显隐标记选中状态 2. 重构CardLiteComp,新增setSelected方法统一处理选中态 3. 调整卡牌预制体尺寸与布局,新增选中标记节点 4. 优化英雄图标加载逻辑,改为静态首帧展示而非播放动画 5. 调整图集边框配置与精灵帧引用
410 lines
15 KiB
TypeScript
410 lines
15 KiB
TypeScript
/**
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* @file CardLiteComp.ts
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* @description 英雄图鉴卡预制体组件(UI 视图层)
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*
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* 职责:
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* 1. 管理英雄图鉴中单张卡牌的 **显示**(名称、图标动画、费用、卡池等级、等级)。
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* 2. 接收 CardConfig 数据并渲染对应卡面(英雄 / 技能 / 特殊卡)。
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* 3. 点击卡牌时通过事件通知父组件(HerosListComp)切换选中英雄详情。
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*
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* 关键设计:
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* - 轻量版 CardComp,无拖拽使用、无锁定、无费用扣除等交互。
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* - 英雄卡图标加载 idle 动画剪辑并提取首帧静态展示;非英雄卡使用静态图标。
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* - 通过 iconVisualToken 防止异步加载竞态。
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*
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* 依赖:
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* - CardConfig / CardType / CKind 等卡牌数据结构(CardSet)
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* - HeroInfo(heroSet)—— 用于渲染英雄卡面信息
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* - SkillSet(SkillSet)—— 用于渲染技能卡图标
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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, AnimationClip, EventTouch, Label, Node, NodeEventType, Sprite, SpriteFrame, Tween, tween, UIOpacity, 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, SpecialRefreshCardList, SpecialUpgradeCardList, CKind, CardPoolList } from "../common/config/CardSet";
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import { SkillCardList } from "../common/config/SCardSet";
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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 { getLvColor } from "../common/config/GameSet";
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import { smc } from "../common/SingletonModuleComp";
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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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* CardLiteComp —— 单张卡牌简单视图组件
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*
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* 挂载在英雄图鉴卡预制体上,由 HerosListComp 实例化并管理。
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* 负责单卡的渲染与点击选择。
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*/
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@ccclass('CardLiteComp')
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@ecs.register('CardLiteComp', false)
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export class CardLiteComp 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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name_node: Node = null!
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@property(Node)
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icon_node: Node = null!
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@property(Node)
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cost_node: Node = null!
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@property(Node)
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Ckind_node: Node = null!
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@property(Node)
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BG_node: Node = null!
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@property(Label)
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lvl_node: Label = null!
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// ======================== 运行时状态 ========================
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card_cost: number = 0
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card_type: CardType = CardType.Hero
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card_uuid: number = 0
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private cardData: CardConfig | null = null;
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private iconVisualToken: number = 0;
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private opacityComp: UIOpacity | null = null;
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/** 点击回调(由外部 HerosListComp 设置) */
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onClickCallback: ((comp: CardLiteComp) => void) | null = null;
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// ======================== 生命周期 ========================
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onLoad() {
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this.bindEvents();
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this.opacityComp = this.node.getComponent(UIOpacity) || this.node.addComponent(UIOpacity);
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this.opacityComp.opacity = 255;
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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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onDestroy() {
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super.onDestroy();
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this.unbindEvents();
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}
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start() {
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this.node.active = true;
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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。
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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.card_cost = data.cost ?? 0;
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this.node.active = true;
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this.applyCardUI();
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mLogger.log(this.debugMode, "CardLiteComp", "setData", {
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uuid: this.card_uuid,
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type: this.card_type,
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cost: this.card_cost
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});
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}
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/**
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* 通过英雄 UUID 直接设置英雄卡(纯展示场景)。
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* 从 HeroInfo 读取静态配置,不再依赖 CardPoolList。
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* @param uuid 英雄 UUID
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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.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: hero.card_lv ?? 1,
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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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/** 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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/**
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* 清空卡牌数据并重置 UI。
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*/
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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_cost = 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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/**
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* 设置选中态:切换根节点下 `active` 子节点的显隐(不再通过缩放表达选中)。
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* @param selected 是否选中
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*/
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setSelected(selected: boolean) {
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const mark = this.node.getChildByName("active");
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if (mark) mark.active = selected;
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}
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// ======================== 事件绑定 ========================
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private bindEvents() {
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this.node.on(NodeEventType.TOUCH_END, this.onCardClick, this);
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}
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private unbindEvents() {
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if (this.node && this.node.isValid) {
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this.node.off(NodeEventType.TOUCH_END, this.onCardClick, this);
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}
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}
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/** 点击卡牌:触发回调通知父组件 */
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private onCardClick(event: EventTouch) {
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if (!this.cardData) return;
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event.propagationStopped = true;
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if (this.onClickCallback) {
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this.onClickCallback(this);
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}
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mLogger.log(this.debugMode, "CardLiteComp", "card clicked", {
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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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// ======================== UI 渲染 ========================
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/**
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* 根据当前 cardData 渲染卡面。
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*
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* 渲染逻辑根据卡牌类型分三路:
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* 1. 英雄卡:显示英雄名、等级、idle 动画。
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* 2. 技能卡:显示技能名、静态图标。
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* 3. 特殊卡:显示卡名、静态图标。
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*
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* 同时根据 card_lv 切换背景底框,根据 kind 切换种类标识。
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*/
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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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if (this.opacityComp) this.opacityComp.opacity = 255;
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mLogger.log(this.debugMode, "CardLiteComp", "applyCardUI nodes", {
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uuid: this.card_uuid,
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hasName: !!this.name_node,
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hasIcon: !!this.icon_node,
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hasCost: !!this.cost_node,
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hasBG: !!this.BG_node,
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hasLvl: !!this.lvl_node,
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nodeActive: this.node.active,
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nodeScale: this.node.scale.toString(),
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nodePos: this.node.position.toString(),
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parentName: this.node.parent?.name || "none",
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});
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// 背景:按 card_lv 切换颜色底框(BG_node 下为 green/blue/purple/yellow/red 子节点)
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if (this.BG_node) {
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const bgLv = Math.min(Math.max(this.cardData.base_card_lv ?? this.cardData.card_lv ?? 1, 1), 5);
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const color = BG_COLORS[bgLv - 1];
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this.BG_node.children.forEach(child => child.active = (child.name === color));
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}
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if (this.card_type === CardType.Hero) {
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const hero = HeroInfo[this.card_uuid];
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const heroLv = Math.max(1, smc.getHeroOuterLv(this.card_uuid) || hero?.lv || 1);
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this.setLabel(this.name_node, `${hero?.name || ""}`);
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if (this.lvl_node) {
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this.lvl_node.string = `Lv.${heroLv}`;
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this.lvl_node.color = getLvColor(heroLv);
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this.lvl_node.node.active = true;
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}
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} else if (this.card_type === CardType.Skill) {
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if (this.lvl_node) this.lvl_node.node.active = false;
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const skill = SkillSet[this.card_uuid];
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const skillCard = SkillCardList.find(c => c.uuid === this.card_uuid) ?? CardPoolList.find(c => c.uuid === this.card_uuid);
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const card_lv = Math.max(1, Math.floor(this.cardData.card_lv ?? 1));
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const spSuffix = card_lv >= 2 ? "★".repeat(card_lv - 1) : "";
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this.setLabel(this.name_node, `${spSuffix}${skillCard?.name || skill?.name || ""}${spSuffix}`);
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} else {
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if (this.lvl_node) this.lvl_node.node.active = false;
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// 动态升级卡:显示对应英雄名 + "升级"后缀(注意:升级卡绑定的是 target_hero_eid 而非 uuid,
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// 此轻量列表场景通常不展示升级卡;为保持渲染健壮性,回退到本卡 uuid 查 HeroInfo)
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if (this.card_type === CardType.SpecialUpgrade && this.cardData.target_hero_eid) {
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const targetHero = HeroInfo[this.card_uuid];
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this.setLabel(this.name_node, `${targetHero?.name || ""} 升级`);
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} else {
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const specialCard = this.card_type === CardType.SpecialUpgrade
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? SpecialUpgradeCardList[this.card_uuid]
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: SpecialRefreshCardList[this.card_uuid];
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const card_lv = Math.max(1, Math.floor(this.cardData.card_lv ?? 1));
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const spSuffix = card_lv >= 2 ? "★".repeat(card_lv - 1) : "";
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this.setLabel(this.name_node, `${spSuffix}${specialCard?.name || ""}${spSuffix}`);
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}
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}
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if (this.cost_node) {
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this.cost_node.active = true;
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const numNode = this.cost_node.getChildByName("num");
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if (numNode) {
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this.setLabel(numNode, `${this.card_cost}`);
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}
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}
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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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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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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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/**
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* 渲染空槽状态:清空名称、费用、等级、图标等。
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*/
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private applyEmptyUI() {
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this.iconVisualToken += 1;
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this.setLabel(this.name_node, "");
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if (this.cost_node) {
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const numNode = this.cost_node.getChildByName("num");
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if (numNode) {
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this.setLabel(numNode, "");
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}
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this.cost_node.active = false;
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}
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if (this.lvl_node) this.lvl_node.node.active = false;
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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.icon_node.setScale(new Vec3(1, 1, 1));
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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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// ======================== 动画 ========================
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/**
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* 入场动画:先缩小再弹大再回归正常比例。
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*/
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playRefreshAnim() {
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Tween.stopAllByTarget(this.node);
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this.node.setScale(new Vec3(0.92, 0.92, 1));
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tween(this.node)
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.to(0.08, { scale: new Vec3(1.06, 1.06, 1) })
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.to(0.1, { scale: new Vec3(1, 1, 1) })
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.start();
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}
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// ======================== 工具方法 ========================
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/**
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* 安全设置文本,兼容节点上或子节点上的 Label。
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*/
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private setLabel(node: Node | null, value: string) {
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if (!node) return;
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const label = node.getComponent(Label) || node.getComponentInChildren(Label);
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if (label) label.string = value;
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}
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/**
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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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*/
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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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/**
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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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*/
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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 `${uuid}`;
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}
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/**
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* 为英雄图标加载 idle 动画剪辑,提取首帧 SpriteFrame 静止展示(参考 CHeroComp)。
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* 使用 token 做竞态保护,确保异步回调时不会覆盖已更新的图标。
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*/
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private updateHeroAnimation(node: Node, uuid: number, token: number) {
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if (!node || !node.isValid) return;
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const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
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if (sprite) sprite.spriteFrame = null;
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const hero = HeroInfo[uuid];
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if (!hero) return;
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const path = `game/heros/hero/${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, "CardLiteComp", `load hero idle failed ${uuid}`, err);
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return;
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}
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// 竞态保护:仅允许最新一次图标请求落地
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if (token !== this.iconVisualToken || !node.isValid) return;
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const target = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
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if (!target || !target.isValid) return;
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// 帧动画数据存于 spriteFrame 轨道的 _channel._curve._values(裸 SpriteFrame 数组)
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let firstFrame: SpriteFrame | undefined;
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for (const track of clip.tracks) {
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const curve = (track as unknown as { channel?: { curve?: { _values?: unknown[] } } }).channel?.curve;
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const frame = curve?._values?.[0];
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if (frame instanceof SpriteFrame) {
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firstFrame = frame;
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break;
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}
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}
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if (firstFrame) {
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target.spriteFrame = firstFrame;
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}
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});
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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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