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463 lines
16 KiB
463 lines
16 KiB
import { _decorator, Color, Component, Graphics, Node, UITransform, Vec3, isValid, sp } from 'cc';
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import { isElementGlyphType } from 'db://assets/mx/module/merge';
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import { GBundle } from '../../game/ConfigRes';
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import { AI_VIEW_LOCAL_CAMP } from '../ai/runtime/AiCampArea';
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import type { BattleBagSession } from '../bag/BattleBagSession';
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import { WeaponComposeConfigProvider } from '../bag/WeaponComposeConfigProvider';
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import type { MapManager } from '../map/legacy/MapManager';
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import { BattleSpinePlayback } from '../presentation/BattleSpinePlayback';
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import type { TextGrid } from './TextGrid';
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const { ccclass } = _decorator;
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/** 引导虚线框预制体路径 */
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const FRAME_PATH = 'prefab/障碍物/';
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/** 引导虚线框预制体名 */
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const FRAME_NAME = '引导虚线框';
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/** 虚线框 Spine 动画名 */
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const FRAME_ANIM = 'animation';
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/** 连线层节点名 */
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const LINE_LAYER = 'ui_areaUnlockGuideLine';
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/** 黑白交替每段长度(对齐效果图) */
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const DASH_LEN = 12;
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/** 斑马段半宽 */
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const DASH_HALF_W = 2.5;
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/** 描边相对半宽加宽 */
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const DASH_OUTLINE_EXTRA = 1.5;
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/** 流动速度:像素/秒(背包→地图) */
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const FLOW_SPEED = 48;
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/** 交替色:黑 */
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const DASH_BLACK = new Color(15, 15, 15, 255);
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/** 交替色:白 */
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const DASH_WHITE = new Color(255, 255, 255, 255);
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/**
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* 连线层每帧推进斑马相位。
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*/
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@ccclass('AreaUnlockGuideFlowTick')
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class AreaUnlockGuideFlowTick extends Component {
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/** 宿主 */
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host: AreaUnlockGuidePresenter | null = null;
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/**
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* @param dt 帧间隔
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*/
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update(dt: number): void {
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this.host?.onFlowTick(dt);
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}
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}
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/** 世界坐标复用 */
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const _bagWorld = new Vec3();
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/** 气泡世界坐标复用 */
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const _tipWorld = new Vec3();
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/** 本地起点复用 */
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const _fromLocal = new Vec3();
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/** 本地终点复用 */
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const _toLocal = new Vec3();
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/** 解锁引导刷新入参 */
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export interface AreaUnlockGuideRefresh {
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/** 本机背包会话 */
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bagSession: BattleBagSession;
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/** 地图 */
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map: MapManager;
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/** 阵营 CampAreaID;默认本机下方 */
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campAreaId?: number;
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/** 取背包槽字块 */
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slotGridAt: (slotIndex: number) => TextGrid | null;
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/** 取背包槽位节点(虚线框挂这里,禁止挂 TextGrid,避免合成叠字) */
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slotNodeAt: (slotIndex: number) => Node | null;
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/** 槽位是否可拖(开启且非待开启) */
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canDragSlot: (slotIndex: number) => boolean;
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/** 为 true 时只清不显(拖动中 / 入场中 / 落子飞行中) */
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skip?: boolean;
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}
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/**
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* 背包可解锁当前地图区域时:随机标一个背包字 + 连到格子锁气泡。
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* 虚线框挂在槽位节点上,不进入 TextGrid 子树,避免合成/回收把框和字皮搅在一起。
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*/
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export class AreaUnlockGuidePresenter {
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/** 连线层父节点 */
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private _parent: Node | null = null;
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/** Graphics 连线层 */
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private _lineLayer: Node | null = null;
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private _graphics: Graphics | null = null;
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/** 背包虚线框 */
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private _frame: Node | null = null;
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/** 当前标识的背包槽;null 表示未展示 */
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private _slotIndex: number | null = null;
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/** 连线本地起点 x */
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private _fromX = 0;
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/** 连线本地起点 y */
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private _fromY = 0;
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/** 连线本地终点 x */
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private _toX = 0;
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/** 连线本地终点 y */
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private _toY = 0;
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/** 斑马流动相位(像素) */
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private _flowPhase = 0;
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/** 是否正在播流动 */
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private _flowing = false;
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/**
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* 绑定连线层父节点(须同时覆盖地图与背包,如 BattleGame 根)。
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* @param parent 父节点
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*/
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bind(parent: Node | null): void {
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this.unbind();
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if (!parent?.isValid) return;
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this._parent = parent;
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this._ensureLineLayer();
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}
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/** 释放节点与池资源 */
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unbind(): void {
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this.clear();
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const tick = this._lineLayer?.getComponent(AreaUnlockGuideFlowTick);
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if (tick) tick.host = null;
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if (this._lineLayer?.isValid) {
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this._lineLayer.destroy();
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}
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this._lineLayer = null;
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this._graphics = null;
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this._parent = null;
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}
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/** 当前标识的背包槽;无引导时 null */
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get slotIndex(): number | null {
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return this._slotIndex;
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}
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/** 立刻隐藏虚线框与连线 */
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clear(): void {
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const prevHost = this._frame?.parent;
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this._slotIndex = null;
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this._stopFlow();
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this._releaseFrame();
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if (prevHost?.isValid) this._purgeOrphanFrames(prevHost);
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if (this._graphics?.isValid) this._graphics.clear();
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if (this._lineLayer?.isValid) this._lineLayer.active = false;
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}
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/**
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* 连线层帧 tick:推进相位并重绘。
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* @param dt 帧间隔
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*/
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onFlowTick(dt: number): void {
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if (!this._flowing) return;
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if (!this._lineLayer?.isValid || !this._lineLayer.active) return;
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if (!this._graphics?.isValid) return;
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const step = Math.max(0, Number(dt) || 0) * FLOW_SPEED;
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if (step <= 0) return;
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// 相位减小:斑马段沿起点(背包)→终点(地图)滑动
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this._flowPhase -= step;
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const period = DASH_LEN * 2;
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if (this._flowPhase < 0) this._flowPhase = (this._flowPhase % period + period) % period;
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this._redrawLine();
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}
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/**
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* 按背包与当前解锁条件刷新引导。
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* 原槽仍可解锁时保持不变,避免频繁乱跳。
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*/
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refresh(opts: AreaUnlockGuideRefresh): void {
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if (opts.skip || !this._parent?.isValid) {
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this.clear();
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return;
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}
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const camp = Math.floor(Number(opts.campAreaId) || AI_VIEW_LOCAL_CAMP);
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const tip = opts.map.areaUnlock.tipOf(camp);
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if (!tip?.isValid) {
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this.clear();
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return;
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}
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const current = opts.map.areaUnlock.currentId(camp);
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if (current <= 0) {
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this.clear();
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return;
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}
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const unlockGrids = opts.map.areaUnlock.gridsOf(current, camp);
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if (unlockGrids.length <= 0) {
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this.clear();
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return;
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}
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const probeIndex = unlockGrids[0].Index;
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const candidates = this._collectCandidates(opts, probeIndex);
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if (candidates.length <= 0) {
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this.clear();
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return;
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}
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let slot = this._slotIndex;
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if (slot == null || !this._listHas(candidates, slot)) {
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slot = candidates[Math.floor(Math.random() * candidates.length)];
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}
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const grid = opts.slotGridAt(slot);
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const slotNode = opts.slotNodeAt(slot);
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if (!grid?.node?.isValid || !slotNode?.isValid) {
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this.clear();
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return;
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}
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if (!this._attachFrame(slotNode, grid.node)) {
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this.clear();
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return;
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}
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this._slotIndex = slot;
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this._drawLine(grid.node, tip);
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}
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/**
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* 收集可解锁当前区域的背包槽。
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* @param opts 刷新入参
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* @param probeIndex 探测用地图格
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*/
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private _collectCandidates(opts: AreaUnlockGuideRefresh, probeIndex: number): number[] {
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const out: number[] = [];
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WeaponComposeConfigProvider.instance.load();
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const provider = WeaponComposeConfigProvider.instance;
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const slots = opts.bagSession.getBagSlots();
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for (let i = 0; i < slots.length; i++) {
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const slot = slots[i];
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if (!slot) continue;
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if (!opts.canDragSlot(i)) continue;
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const t = Number(provider.getWeapon2Type(slot.weapon2Id));
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if (!isElementGlyphType(t)) continue;
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if (!opts.slotGridAt(i)?.node?.isValid) continue;
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if (!opts.bagSession.canUnlockArea(probeIndex, slot.weapon2Id, slot.level)) continue;
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out.push(i);
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}
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return out;
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}
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/**
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* @param list 候选槽
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* @param slot 槽下标
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*/
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private _listHas(list: readonly number[], slot: number): boolean {
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for (let i = 0; i < list.length; i++) {
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if (list[i] === slot) return true;
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}
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return false;
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}
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/**
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* 虚线框挂到背包槽位(不是 TextGrid),与字块同中心,不参与合成节点树。
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* @param slotNode 背包槽
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* @param glyphNode 字块(仅用于对齐位置)
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*/
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private _attachFrame(slotNode: Node, glyphNode: Node): boolean {
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this._purgeOrphanFrames(slotNode);
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this._purgeOrphanFrames(glyphNode);
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if (!this._frame?.isValid) {
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if (typeof gg === 'undefined' || !gg.res?.getNode) {
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console.warn('[AreaUnlockGuide] gg.res 未就绪,无法加载引导虚线框');
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return false;
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}
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const node = gg.res.getNode(FRAME_PATH, FRAME_NAME, GBundle.BattleMap);
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if (!node?.isValid) {
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console.warn('[AreaUnlockGuide] 缺少引导虚线框预制体', FRAME_NAME);
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return false;
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}
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this._frame = node;
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}
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const frame = this._frame;
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if (!frame.isValid) return false;
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frame.layer = slotNode.layer;
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if (frame.parent !== slotNode) {
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frame.parent = slotNode;
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}
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// 与槽内字块同局部坐标,避免挂 TextGrid 导致合成叠字
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frame.setPosition(glyphNode.position.x, glyphNode.position.y, glyphNode.position.z);
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frame.setScale(1, 1, 1);
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frame.setSiblingIndex(slotNode.children.length - 1);
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this._disableNodeHit(frame);
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frame.active = true;
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const sk = frame.getComponent(sp.Skeleton) ?? frame.getComponentInChildren(sp.Skeleton);
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if (sk?.isValid) {
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sk.node.layer = slotNode.layer;
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BattleSpinePlayback.play(sk, FRAME_ANIM, { loop: true, optional: true });
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}
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return true;
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}
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/**
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* 关闭节点树命中,防止 Spine/UITransform 截获拖拽。
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* @param root 虚线框或连线层
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*/
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private _disableNodeHit(root: Node): void {
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const uts = root.getComponentsInChildren(UITransform);
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for (let i = 0; i < uts.length; i++) {
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const ut = uts[i];
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if (!ut) continue;
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(ut as UITransform & { hitTest: () => boolean }).hitTest = () => false;
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}
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}
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/**
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* 清掉残留虚线框(含误挂在 TextGrid 上的旧实现残留)。
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* @param host 槽位或字块
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*/
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private _purgeOrphanFrames(host: Node): void {
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const children = host.children;
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for (let i = children.length - 1; i >= 0; i--) {
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const child = children[i];
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if (!child?.isValid || child.name !== FRAME_NAME) continue;
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if (child === this._frame) continue;
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if (child['resKey']) gg.res.putNode(child);
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else child.destroy();
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}
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}
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/** 归还虚线框 */
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private _releaseFrame(): void {
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const frame = this._frame;
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this._frame = null;
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if (!frame || !isValid(frame)) return;
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const sk = frame.getComponent(sp.Skeleton) ?? frame.getComponentInChildren(sp.Skeleton);
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if (sk?.isValid) {
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BattleSpinePlayback.clearPendingComplete(sk);
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BattleSpinePlayback.resetTracks(sk);
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}
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if (frame['resKey']) gg.res.putNode(frame);
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else frame.destroy();
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}
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/** 确保 Graphics 连线层 */
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private _ensureLineLayer(): void {
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const parent = this._parent;
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if (!parent?.isValid) return;
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let layer = parent.getChildByName(LINE_LAYER);
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if (!layer) {
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layer = new Node(LINE_LAYER);
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layer.layer = parent.layer;
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layer.parent = parent;
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layer.setPosition(0, 0, 0);
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const ut = layer.addComponent(UITransform);
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const parentUt = parent.getComponent(UITransform);
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if (parentUt) ut.setContentSize(parentUt.contentSize);
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else ut.setContentSize(2000, 2000);
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ut.setAnchorPoint(0.5, 0.5);
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layer.addComponent(Graphics);
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this._disableNodeHit(layer);
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}
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this._lineLayer = layer;
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this._graphics = layer.getComponent(Graphics);
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let tick = layer.getComponent(AreaUnlockGuideFlowTick);
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if (!tick) tick = layer.addComponent(AreaUnlockGuideFlowTick);
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tick.host = this;
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this._disableNodeHit(layer);
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layer.active = false;
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}
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/**
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* 背包字中心 → 地图待解锁格中心(气泡已挂在格心)。
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* @param bagNode 背包字块
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* @param tip 格子锁气泡
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*/
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private _drawLine(bagNode: Node, tip: Node): void {
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const layer = this._lineLayer;
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const g = this._graphics;
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if (!layer?.isValid || !g?.isValid) return;
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const layerUt = layer.getComponent(UITransform);
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if (!layerUt) return;
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_bagWorld.set(bagNode.worldPosition.x, bagNode.worldPosition.y, bagNode.worldPosition.z);
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_tipWorld.set(tip.worldPosition.x, tip.worldPosition.y, tip.worldPosition.z);
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layerUt.convertToNodeSpaceAR(_bagWorld, _fromLocal);
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layerUt.convertToNodeSpaceAR(_tipWorld, _toLocal);
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const nx = _fromLocal.x;
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const ny = _fromLocal.y;
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const mx = _toLocal.x;
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const my = _toLocal.y;
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const moved = Math.abs(nx - this._fromX) > 1
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|| Math.abs(ny - this._fromY) > 1
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|| Math.abs(mx - this._toX) > 1
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|| Math.abs(my - this._toY) > 1;
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this._fromX = nx;
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this._fromY = ny;
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this._toX = mx;
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this._toY = my;
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if (!this._flowing || moved) this._flowPhase = 0;
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this._redrawLine();
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layer.active = true;
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layer.setSiblingIndex(layer.parent!.children.length - 1);
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this._flowing = true;
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}
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/** 按当前相位重绘斑马线 */
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private _redrawLine(): void {
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const g = this._graphics;
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if (!g?.isValid) return;
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g.clear();
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this._fillZebraDash(g, this._fromX, this._fromY, this._toX, this._toY, this._flowPhase);
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}
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/** 停止流动(清相位,保留层节点) */
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private _stopFlow(): void {
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this._flowing = false;
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this._flowPhase = 0;
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}
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/**
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* 黑白段交替实心绳:相位沿背包→地图方向滑动。
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* @param g Graphics
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* @param x1 起点 x
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* @param y1 起点 y
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* @param x2 终点 x
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* @param y2 终点 y
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* @param phase 流动相位(像素)
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*/
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private _fillZebraDash(g: Graphics, x1: number, y1: number, x2: number, y2: number, phase: number): void {
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const dx = x2 - x1;
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const dy = y2 - y1;
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const len = Math.sqrt(dx * dx + dy * dy);
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if (len < 1) return;
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const ux = dx / len;
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const uy = dy / len;
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const period = DASH_LEN * 2;
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const offset = ((phase % period) + period) % period;
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let d = -offset;
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let useBlack = true;
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while (d < len) {
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const d0 = Math.max(d, 0);
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const d1 = Math.min(d + DASH_LEN, len);
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if (d1 > d0) {
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const fill = useBlack ? DASH_BLACK : DASH_WHITE;
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const outline = useBlack ? DASH_WHITE : DASH_BLACK;
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this._fillDashSeg(g, x1, y1, ux, uy, d0, d1, DASH_HALF_W + DASH_OUTLINE_EXTRA, outline);
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this._fillDashSeg(g, x1, y1, ux, uy, d0, d1, DASH_HALF_W, fill);
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}
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d += DASH_LEN;
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useBlack = !useBlack;
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}
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}
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/**
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* 沿路径画一段实心矩形。
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* @param g Graphics
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* @param x1 路径起点 x
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* @param y1 路径起点 y
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* @param ux 单位方向 x
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* @param uy 单位方向 y
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* @param d0 段起点路程
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* @param d1 段终点路程
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* @param halfW 半宽
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* @param color 填充色
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*/
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private _fillDashSeg(g: Graphics, x1: number, y1: number, ux: number, uy: number, d0: number, d1: number, halfW: number, color: Color): void {
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const ax = x1 + ux * d0;
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const ay = y1 + uy * d0;
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const bx = x1 + ux * d1;
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const by = y1 + uy * d1;
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const px = -uy * halfW;
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const py = ux * halfW;
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g.fillColor = color;
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g.moveTo(ax + px, ay + py);
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g.lineTo(bx + px, by + py);
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g.lineTo(bx - px, by - py);
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g.lineTo(ax - px, ay - py);
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g.close();
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g.fill();
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}
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}
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