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pixelheros/assets/script/game/map/HerosListComp.ts
panFD 08c5a4e5a8 fix(HerosListComp): 修改英雄等级显示逻辑
将updateLvDisplay方法参数从传入uuid获取英雄外显等级替换原有的hero对象直接取card_lv
2026-08-23 23:55:24 +08:00

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/**
* @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 { GameEvent } from "../common/config/GameEvent";
import { HERO_UPGRADE_NEED_FRAGMENTS, CARD_LV_BG_COLORS } from "../common/config/GameSet";
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!
/** 卡池等级 Label直接显示 lv.X */
@property(Label)
lv_label = 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, `${(hero.hp ?? 0) * heroLv}`)
this.updateCdDisplay(hero)
if (this.info_node) {
const desc = buildSkillDesc(hero)
const infoLabel = this.info_node.getChildByName("info")?.getComponent(Label)
|| this.info_node.getComponent(Label)
|| this.info_node.getComponentInChildren(Label)
if (infoLabel) infoLabel.string = desc || hero.info || ""
}
this.updatePoolLvBg(hero.card_lv ?? 1)
this.updateLvDisplay(uuid)
this.updateTypeDisplay(hero)
this.updateHeroAnimation(uuid)
this.updateGrowthPanel(uuid)
}
private updatePoolLvBg(card_lv: number) {
if (!this.BG_node) return
// BG_node 下直接放置颜色节点green/blue/purple/yellow/red按卡池等级激活对应颜色
const color = CARD_LV_BG_COLORS[Math.min(card_lv, 5) - 1]
this.BG_node.children.forEach(child => {
child.active = (child.name === color)
})
}
private updateCdDisplay(hero: typeof HeroInfo[number]) {
if (!this.cd_node) return
const skillKeys = Object.keys(hero.skills)
if (skillKeys.length === 0) return
const firstSkill = hero.skills[Number(skillKeys[0])]
if (firstSkill) {
this.setLabelText(this.cd_node, `${firstSkill.cd}s`)
}
}
private updateLvDisplay(uuid: number) {
if (!this.lv_label) return
const outerLv = smc.getHeroOuterLv(uuid)
this.lv_label.string = `lv.${outerLv}`
}
private updateTypeDisplay(hero: typeof HeroInfo[number]) {
if (!this.type_node) return
this.type_node.active = true
const typeStr = `${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()
}
}