Files
pixelheros/assets/script/game/map/HerosListComp.ts
panFD bef521683c refactor(heroList): 替换卡牌选中高亮方式为显隐标记
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
2026-08-23 23:40:54 +08:00

404 lines
14 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/**
* @file HerosListComp.ts
* @description 英雄图鉴弹出页面UI 视图层)
*
* 职责:
* 1. 以卡片列表形式展示所有可用英雄(使用 CardLiteComp 预制体)。
* 2. 点击卡片选中英雄,右侧详情面板显示 idle 动画、名称、AP、HP、CD、技能描述。
* 3. 支持卡池等级筛选(全部 / Lv1 / Lv2 / Lv3
*
* 关键设计:
* - cards_node 为卡片容器,通过 instantiate(card_lite_prefab) 动态生成卡片。
* - 选中状态通过 selectNode 高亮管理,同一时间只有一张卡片高亮。
* - hero_icon 使用 Animation + iconVisualToken 机制防止异步加载竞态。
*
* 依赖:
* - HeroInfo / HeroListheroSet—— 英雄静态配置与全量 UUID 列表
* - CardLiteComp —— 轻量卡片组件
* - buildSkillDescHeroSkillDesc—— 技能描述生成器
*/
import { _decorator, Animation, AnimationClip, Label, Node, Prefab, Sprite, UITransform, Widget, instantiate, resources } 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 { mLogger } from "../common/Logger";
import { HeroInfo, HeroList } from "../common/config/heroSet";
import { buildSkillDesc } from "../common/config/HeroSkillDesc";
import { CKind } from "../common/config/CardSet";
import { GameEvent } from "../common/config/GameEvent";
import { HERO_UPGRADE_NEED_FRAGMENTS } from "../common/config/GameSet";
import { CardBgComp } from "./CardBgComp";
import { CardLiteComp } from "./CardLiteComp";
import { ChipComp } from "./ChipComp";
import { smc } from "../common/SingletonModuleComp";
const { property, ccclass } = _decorator;
@ccclass('HerosListComp')
@ecs.register('HerosListComp', false)
export class HerosListComp extends CCComp {
// ======================== 编辑器绑定节点 ========================
@property(Node)
hero_icon = null!
@property(Node)
ap_node = null!
@property(Node)
def_node = null!
@property(Node)
hp_node = null!
@property(Node)
cd_node = null!
/** 卡牌背景底框节点(按卡池等级切换子节点显示) */
@property(Node)
BG_node=null!
@property(Node)
info_node = null!
@property(Node)
name_node = null!
@property(Node)
cards_node = null!
@property(Prefab)
card_lite_prefab = null!
@property(Node)
lv_node = null!
@property(Node)
type_node = null!
/** 升级按钮节点 */
@property(Node)
upgrade_btn = null!
/** 碎片数量显示节点Label */
@property(Node)
fragment_node = null!
/** 碎片图标节点(挂载 ChipComp 用于渲染碎片图标) */
@property(Node)
chip_node = null!
// ======================== 运行时状态 ========================
huuid: number = 0
private iconVisualToken: number = 0
private selectNode: Node | null = null
debugMode: boolean = false
start() {
this.initCardList()
if (HeroList.length > 0) {
this.onCardSelect(HeroList[0])
}
}
protected onEnable(): void {
oops.message.on(GameEvent.HERO_GROWTH_UPDATE, this.onGrowthUpdate, this)
if (this.cards_node && this.cards_node.children.length > 0) {
this.onCardSelect(this.huuid || HeroList[0])
}
}
protected onDisable(): void {
oops.message.off(GameEvent.HERO_GROWTH_UPDATE, this.onGrowthUpdate, this)
}
private onGrowthUpdate() {
if (this.huuid) {
this.updateHeroDetail(this.huuid)
}
}
closeHeros() {
this.node.active = false
}
/**
* 升级按钮点击回调
* 消耗碎片提升英雄局外等级,成功后刷新详情面板
*/
onUpgradeClick() {
const uuid = this.huuid
if (!uuid) return
const success = smc.upgradeHero(uuid)
if (success) {
mLogger.log(this.debugMode, "HerosListComp", `英雄 ${uuid} 升级成功`)
this.updateHeroDetail(uuid)
} else {
const growth = smc.getHeroGrowth(uuid)
const need = HERO_UPGRADE_NEED_FRAGMENTS[growth.lv + 1]
mLogger.log(this.debugMode, "HerosListComp", `英雄 ${uuid} 升级失败`, {
currentLv: growth.lv,
fragments: growth.fragments,
needFragments: need ?? "MAX",
})
}
}
// ======================== 卡片列表 ========================
private initCardList() {
mLogger.log(this.debugMode, "HerosListComp", "initCardList start", {
hasCardsNode: !!this.cards_node,
hasPrefab: !!this.card_lite_prefab,
heroListLen: HeroList.length,
})
if (!this.cards_node || !this.card_lite_prefab) return
mLogger.log(this.debugMode, "HerosListComp", "cards_node info", {
name: this.cards_node.name,
active: this.cards_node.active,
childrenCount: this.cards_node.children.length,
pos: this.cards_node.position.toString(),
scale: this.cards_node.scale.toString(),
parentName: this.cards_node.parent?.name || "none",
})
this.cards_node.removeAllChildren()
const sorted = [...HeroList].sort((a, b) => {
return (HeroInfo[a]?.card_lv ?? 1) - (HeroInfo[b]?.card_lv ?? 1);
});
for (const uuid of sorted) {
const hero = HeroInfo[uuid]
if (!hero) continue
const cardNode = instantiate(this.card_lite_prefab)
cardNode.name = `card_${uuid}`
mLogger.log(this.debugMode, "HerosListComp", `card instantiated ${uuid}`, {
cardActive: cardNode.active,
cardPos: cardNode.position.toString(),
cardScale: cardNode.scale.toString(),
cardChildren: cardNode.children.map(c => c.name),
cardWidth: cardNode.getComponent("cc.UITransform")?.width,
cardHeight: cardNode.getComponent("cc.UITransform")?.height,
})
const comp = cardNode.getComponent(CardLiteComp) || cardNode.addComponent(CardLiteComp)
comp.setHeroByUuid(uuid)
comp.onClickCallback = (cardComp: CardLiteComp) => {
this.onCardSelect(uuid)
this.highlightCard(cardNode)
}
this.cards_node.addChild(cardNode)
}
mLogger.log(this.debugMode, "HerosListComp", "initCardList done", {
totalChildren: this.cards_node.children.length,
})
this.updateContentSize()
}
private updateContentSize() {
const total = this.cards_node.children.length
if (total === 0) return
const cols = 4
const rows = Math.ceil(total / cols)
const cardH = 200
const spacingY = 10
const contentH = Math.max(1000, rows * (cardH + spacingY) + 50)
const uiTrans = this.cards_node.getComponent(UITransform)
if (uiTrans) {
uiTrans.setContentSize(uiTrans.width, contentH)
}
mLogger.log(this.debugMode, "HerosListComp", "updateContentSize", {
total, cols, rows, contentH,
})
}
private highlightCard(cardNode: Node) {
// 取消旧选中:关闭其 active 标识节点
if (this.selectNode) {
this.selectNode.getComponent(CardLiteComp)?.setSelected(false)
}
this.selectNode = cardNode
// 新选中:激活根节点下的 active 标识节点(替代原缩放高亮)
cardNode.getComponent(CardLiteComp)?.setSelected(true)
}
private onCardSelect(uuid: number) {
this.huuid = uuid
this.updateHeroDetail(uuid)
}
// ======================== 详情面板 ========================
private updateHeroDetail(uuid: number) {
const hero = HeroInfo[uuid]
if (!hero) return
const heroLv = Math.max(1, Math.floor(hero.lv ?? 1))
const suffix = heroLv >= 2 ? "★".repeat(heroLv - 1) : ""
this.setLabelText(this.name_node, `${suffix}${hero.name || ""}${suffix}`)
this.setLabelText(this.ap_node, `${(hero.ap ?? 0) * heroLv}`)
this.setLabelText(this.def_node, `${(hero.def ?? 0) * heroLv}`)
this.setLabelText(this.hp_node, `${(hero.hp ?? 0) * heroLv}`)
this.updateCdDisplay(hero)
if (this.info_node) {
const desc = buildSkillDesc(hero)
const infoLabel = this.info_node.getChildByName("info")?.getComponent(Label)
|| this.info_node.getComponent(Label)
|| this.info_node.getComponentInChildren(Label)
if (infoLabel) infoLabel.string = desc || hero.info || ""
}
this.updatePoolLvBg(hero.card_lv ?? 1)
this.updateLvDisplay(hero)
this.updateTypeDisplay(hero)
this.updateHeroAnimation(uuid)
this.updateGrowthPanel(uuid)
}
private updatePoolLvBg(poolLv: number) {
if (!this.BG_node) return
const kindName = CKind[CKind.Hero];
this.BG_node.children.forEach(child => {
child.active = (child.name === kindName);
const bg = child.getComponent(CardBgComp);
if (bg) child.active ? bg.apply(poolLv) : bg.clear();
});
}
private updateCdDisplay(hero: typeof HeroInfo[number]) {
if (!this.cd_node) return
const skillKeys = Object.keys(hero.skills)
if (skillKeys.length === 0) return
const firstSkill = hero.skills[Number(skillKeys[0])]
if (firstSkill) {
this.setLabelText(this.cd_node, `${firstSkill.cd}s`)
}
}
private updateLvDisplay(hero: typeof HeroInfo[number]) {
if (!this.lv_node) return
const cardLvStr = `lv${hero.card_lv ?? 1}`
this.lv_node.active = true
this.lv_node.children.forEach(child => {
child.active = (child.name === cardLvStr)
})
const widget = this.lv_node.getComponent(Widget)
if (widget) widget.updateAlignment()
this.lv_node.children.forEach(child => {
const childWidget = child.getComponent(Widget)
if (childWidget) childWidget.updateAlignment()
})
}
private updateTypeDisplay(hero: typeof HeroInfo[number]) {
if (!this.type_node) return
this.type_node.active = true
const typeStr = `${hero.type ?? 0}`
this.type_node.children.forEach(child => {
child.active = (child.name === typeStr)
})
}
/**
* 更新局外成长面板:碎片数量与升级按钮状态
* @param uuid 英雄模板 uuid
*/
private updateGrowthPanel(uuid: number) {
const growth = smc.getHeroGrowth(uuid)
const needFragments = HERO_UPGRADE_NEED_FRAGMENTS[growth.lv + 1]
const isMaxLv = needFragments === undefined
// 碎片数量显示:当前拥有 / 下一级所需(满级时显示 MAX
if (this.fragment_node) {
const fragmentText = isMaxLv
? `${growth.fragments} / MAX`
: `${growth.fragments} / ${needFragments}`
this.setLabelText(this.fragment_node, fragmentText)
}
// 碎片图标:使用 ChipComp 渲染英雄图标(自动读取 HeroInfo 配置)
if (this.chip_node) {
const chipComp = this.chip_node.getComponent(ChipComp) || this.chip_node.addComponent(ChipComp)
chipComp.setHeroByUuid(uuid)
}
// 升级按钮状态:未满级且碎片足够时可用
if (this.upgrade_btn) {
const canUpgrade = !isMaxLv && growth.fragments >= needFragments
this.upgrade_btn.active = true
const btnComp = this.upgrade_btn.getComponent("cc.Button") as import("cc").Button | null
if (btnComp) btnComp.interactable = canUpgrade
}
}
// ======================== 英雄动画 ========================
private updateHeroAnimation(uuid: number) {
if (!this.hero_icon) return
const hero = HeroInfo[uuid]
if (!hero) return
const sprite = this.hero_icon.getComponent(Sprite) || this.hero_icon.getComponentInChildren(Sprite)
if (sprite) sprite.spriteFrame = null
const anim = this.hero_icon.getComponent(Animation) || this.hero_icon.addComponent(Animation)
this.clearAnimationClips(anim)
this.iconVisualToken += 1
const token = this.iconVisualToken
const path = `game/heros/hero/${hero.path}/idle`
resources.load(path, AnimationClip, (err, clip) => {
if (err || !clip) {
mLogger.log(this.debugMode, "HerosListComp", `load hero animation failed ${uuid}`, err)
return
}
if (token !== this.iconVisualToken) return
this.clearAnimationClips(anim)
anim.addClip(clip)
anim.play("idle")
})
}
private clearAnimationClips(anim: Animation) {
const clips = anim.clips
if (clips && clips.length > 0) {
for (let i = clips.length - 1; i >= 0; i--) {
const clip = clips[i]
if (clip) anim.removeClip(clip, true)
}
}
}
// ======================== UI 工具 ========================
private setLabelText(node: Node, text: string) {
if (!node) return
const label = node.getComponent(Label) || node.getComponentInChildren(Label)
if (label) {
label.string = text
}
}
reset() {
this.node.destroy()
}
}