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2361 lines
88 KiB
2361 lines
88 KiB
import { _decorator, BlockInputEvents, Component, isValid, Node, Prefab, Sorting2D, sp, Tween, tween, UIOpacity, UITransform, v3, Vec2, Vec3, type EventTouch } from 'cc';
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import type { EntityId } from 'db://assets/mx/module/ecs';
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import type { ComposedUnit } from 'db://assets/mx/module/merge';
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import { isElementGlyphType, Weapon2TileType } from 'db://assets/mx/module/merge';
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import { GEvent } from 'db://assets/mx/module/event/GEvent';
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import { GBundle, GPath } from '../../game/ConfigRes';
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import { BATTLE_HERO_BUFF_PATH, BATTLE_HERO_NUM_PATH } from '../res/BattleHeroResCollector';
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import { TableNames } from '../../game/ConfigTableData';
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import { BattleMapSpec } from '../map/BattleMapSpec';
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import { WEAPON_LEFT_OFFSET_PX } from './HeroWeaponMount';
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import { PEACH_TREE_WEAPON2_ID } from '../bag/BagPrepConfig';
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import { WeaponComposeConfigProvider } from '../bag/WeaponComposeConfigProvider';
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import { textIconName } from '../config/BattleHeroTable';
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import type { DeploySync } from '../runtime/DeploySync';
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import type { TileEntitySnapshot, TileLocation, TowerRuntimeSnapshot } from '../combat/TowerQueryTypes';
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import type { BattleBagSession } from '../bag/BattleBagSession';
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import { TowerQueryService } from '../combat/TowerQueryService';
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import { findEntityIdByGridIndex } from '../runtime/DeployEntityQuery';
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import { Skill } from '../skill/Skill';
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import { BattleSpinePlayback } from '../presentation/BattleSpinePlayback';
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import { ensureSpineSkeletonDataRuntime } from 'db://assets/mx/module/lang/spineRuntimePatch';
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import { HERO_GLYPH_RESOURCES, isHeroActorWeapon1 } from '../heros/HeroActorRes';
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import { aiPlaceCampForPlayer } from '../ai/runtime/AiCampArea';
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import { HeroActorHost } from '../heros/HeroActorHost';
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import { HeroActor } from '../heros/HeroActor';
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import { ClientErrorReporter } from '../../../mx/tools/ClientErrorReporter';
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import { applyGlyphSpineSkin, glyphSpineHasSkin } from './GlyphSpineSkin';
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import 'db://assets/mx/extension/NodeDragExt';
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export type {
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TileEntitySnapshot,
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TileLocation,
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TileBindRecord,
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TowerConfigSnapshot,
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TowerCombatStats,
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TowerRuntimeSnapshot,
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} from '../combat/TowerQueryTypes';
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export { TowerQueryService } from '../combat/TowerQueryService';
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/** @deprecated 使用 TileEntitySnapshot */
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export type TextGridEntityData = TileEntitySnapshot;
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/** @deprecated 使用 TileLocation */
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export type TextGridLocation = TileLocation;
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/** @deprecated 使用 TileBindRecord */
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export type TextGridTileRecord = import('../combat/TowerQueryTypes').TileBindRecord;
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const { ccclass } = _decorator;
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/** 字块 buff 特效 Sorting2D 层(与 textGrid.prefab canUpEff 一致) */
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const TEXT_GRID_BUFF_FX_SORT_LAYER = 3;
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/** 字形 skin Sorting2D order(与 textGrid.prefab 内升级特效一致) */
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const TEXT_GRID_GLYPH_SORT_ORDER = 3;
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/** 字块下方 buff 特效 order(须低于字形) */
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const TEXT_GRID_BUFF_FX_UNDER_ORDER = 2;
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/** 字块上方 buff 特效 order(须高于 canUpEff=4) */
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const TEXT_GRID_BUFF_FX_OVER_ORDER = 5;
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/** 主动 buff 特效挂层 */
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export type TextGridBattleBuffFxLayer = 'over' | 'under';
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/** 字块脚下阴影节点 */
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const SHADOW_NODE = 'ebg';
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/** ebg 未旋转时的局部坐标 */
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interface RuinDecorRest {
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/** 节点 */
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n: Node;
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/** 局部 x */
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x: number;
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/** 局部 y */
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y: number;
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/** 局部 z */
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z: number;
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}
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/** 字块显示颜色(hex,不含 #) */
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export enum TextColor {
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Black = '000000',
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Yellow = 'F8D874',
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Pink = 'FF69B4',
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}
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/** 字块视图/UI 状态 */
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export interface TextGridViewState {
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nodeActive: boolean;
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draggable: boolean;
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skinReady: boolean;
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displayText: string;
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textColorHex: string | null;
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}
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/** 地图格语义(仅 location=map) */
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export interface TextGridMapCellState {
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gridIndex: number;
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row: number;
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col: number;
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isCanWalk: boolean;
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isCanPutText: boolean;
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isCanPutGrid: boolean;
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isCanBeDig: boolean;
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isCanRemove: boolean;
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isBestPlace: boolean;
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isFreePlace: boolean;
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}
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/** Skill 表现组件状态 */
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export interface TextGridSkillState {
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present: boolean;
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isActive: boolean;
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}
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/** getData():战斗层实体 + 视图 + 实时 runtime */
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export interface TextGridData extends TileEntitySnapshot {
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view: TextGridViewState;
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mapCell: TextGridMapCellState | null;
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skill: TextGridSkillState | null;
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/** 场上实时(AttributeSystem;未部署为 null) */
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runtime: TowerRuntimeSnapshot | null;
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}
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/**
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* 背包/地图字块视图(textGrid 预制体)。
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* 五行字:按 Hero.number 从 battleHero/prefab/num 出池,挂到 skin,并切金/木/水/火/土皮。
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* 地图激活后按当前 Hero.herotype 挂 weaponType*。
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*/
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@ccclass('TextGrid')
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export class TextGrid extends Component {
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private static readonly CLICK_MOVE_THRESHOLD_SQ = 10 * 10;
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weapon2Id = 0;
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weapon1Id = 0;
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level = 1;
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location: TileLocation | null = null;
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private _skinNode: Node | null = null;
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/** 当前 Text.icon 皮肤名 */
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private _skinIconName: string | null = null;
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/** 字块脚下阴影(ebg) */
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private _shadowNode: Node | null = null;
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private _dragSurface: Node | null = null;
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private _originParent: Node | null = null;
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private _originPos = { x: 0, y: 0, z: 0 };
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/** 当前五行数字皮节点(battleHero/prefab/num,挂在 skin 下) */
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private _numberNode: Node | null = null;
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/** 当前数字节点已套的五行皮名(金/木/水/火/土) */
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private _elementSkinApplied = '';
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private _clickStart: Vec2 | null = null;
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private _entity: TileEntitySnapshot | null = null;
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private _dragFollow = true;
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/** 地图字块点击(查看攻击范围等) */
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private _mapClickHandler: ((grid: TextGrid) => void) | null = null;
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/** 拖拽悬停选中(绿色) */
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private _isSelectStatus = false;
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/** 拖拽悬停不可放置(红色,textGrid/redSelect) */
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private _isRedSelectStatus = false;
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selectNode: Node | null = null;
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redSelectNode: Node | null = null;
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/** 牛魔王损毁:字形倒下 */
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private _ruin = false;
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/** 字形倒下 tween 进行中 */
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private _ruinFalling = false;
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/** 正在倒下的字形节点(回收后须作废 tween) */
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private _ruinFallNode: Node | null = null;
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/** ebg 未旋转时的局部坐标 */
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private readonly _decorRest: RuinDecorRest[] = [];
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/** 可升级提示箭头(battleGame/prefab/canUpEff,按需出池) */
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private _canUpEff: Node | null = null;
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private _canUpEffBaseX = 0;
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private _canUpEffBaseY = 0;
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/** 入场拖尾 trail1(按需出池) */
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private _trail1: Node | null = null;
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/** 入场拖尾 trail2(按需出池) */
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private _trail2: Node | null = null;
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/** 入场拖尾 trail3(按需出池) */
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private _trail3: Node | null = null;
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/** 拖动时可合成目标:每秒抖动一次 */
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private _mergeShakeOn = false;
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private _mergeShakeBase = { x: 0, y: 0, z: 0 };
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/** 正面 buff 特效节点(怪_攻击buff) */
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private _positiveBuffFx: Node | null = null;
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/** 未组合组合字「睡觉」特效 */
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private _sleepFx: Node | null = null;
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/** 混乱(debuff_8)特效 */
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private _confusionFx: Node | null = null;
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/** attachBattleBuffFx 挂载的节点(施法幻魂镜等) */
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private readonly _attachedBattleBuffFx: Node[] = [];
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/**
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* AI 无头地图轻量模式:只刷等级/散字皮,禁止 ensure/destroy HeroActor
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*(避免与 DeploySync 双管并在物理步进中改节点导致 Box2D 崩)。
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*/
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private _aiMapLite = false;
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/**
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* 武器本地 X(须为负=靠左):索引 = 显示等级 - 1。
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* 数字:1,2,4,8,16,32,64,128,256,512,1024,2048,4096,8192
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*/
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wPosX = [-29, -29, -29, -29, -18, -18, -18, -24, -24, -24, -30, -30, -30, -12];
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protected onLoad(): void {
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this._skinNode = this.node.getChildByName('skin');
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this._shadowNode = this.node.getChildByName(SHADOW_NODE);
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this.selectNode = this.node.getChildByName('select');
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this.redSelectNode = this.node.getChildByName('redSelect');
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this._updateSelect();
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}
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/**
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* 挂载主动 buff 特效到字块根节点并校正层级。
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* over:置于字形之上(Sorting2D + sibling 置顶);under:置于 skin 之下。
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* 多格组合字时锚点对齐占格几何中心。
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*/
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attachBattleBuffFx(fx: Node, layer: TextGridBattleBuffFxLayer): void {
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if (!fx?.isValid || !this.node?.isValid) return;
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fx.parent = this.node;
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const anchor = this._resolveComposeSpineOffset();
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fx.setPosition(anchor.x, anchor.y, 0);
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fx.layer = this.node.layer;
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fx.active = true;
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this._ensureGlyphSkinSorting();
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const ref = this.node.getChildByName('skin');
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if (layer === 'under') {
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if (ref?.isValid) {
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fx.setSiblingIndex(ref.getSiblingIndex());
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} else {
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fx.setSiblingIndex(0);
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}
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this._applyBattleBuffFxSorting(fx, TEXT_GRID_BUFF_FX_UNDER_ORDER);
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return;
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}
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fx.setSiblingIndex(this.node.children.length - 1);
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this._applyBattleBuffFxSorting(fx, TEXT_GRID_BUFF_FX_OVER_ORDER);
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this._ensureDragSurface();
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this._attachedBattleBuffFx.push(fx);
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}
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/**
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* 回收单个 attachBattleBuffFx 节点(Presenter 中断施法时调用)。
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* @param fx 特效节点
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*/
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releaseAttachedBattleBuffFx(fx: Node): void {
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const idx = this._attachedBattleBuffFx.indexOf(fx);
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if (idx >= 0) this._attachedBattleBuffFx.splice(idx, 1);
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if (!fx?.isValid) return;
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Tween.stopAllByTarget(fx);
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if (fx['resKey']) gg.res.putNode(fx);
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else fx.destroy();
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}
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/**
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* 按节点名回收字块上的主动 buff 特效(含未登记的残留鬼手)。
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* @param name 预制体节点名
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*/
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releaseAttachedBattleBuffFxByName(name: string): void {
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if (!name) return;
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const tracked = this._attachedBattleBuffFx.slice();
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for (let i = 0; i < tracked.length; i++) {
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const fx = tracked[i];
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if (fx?.name === name) this.releaseAttachedBattleBuffFx(fx);
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}
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const root = this.node;
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if (!root?.isValid) return;
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const children = root.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 === name) this.releaseAttachedBattleBuffFx(child);
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}
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}
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/** 回收字块上由 attachBattleBuffFx 挂入的特效(回池/重建前) */
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clearAttachedBattleBuffFx(): void {
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while (this._attachedBattleBuffFx.length > 0) {
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const fx = this._attachedBattleBuffFx[0];
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this.releaseAttachedBattleBuffFx(fx);
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}
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}
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/** 主动 buff 特效锚点世界坐标(多格组合时为占格几何中心) */
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resolveBattleBuffFxWorldPosition(): Vec3 {
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const anchor = this._resolveComposeSpineOffset();
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const ut = this.node.getComponent(UITransform);
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if (ut) {
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return ut.convertToWorldSpaceAR(v3(anchor.x, anchor.y, 0));
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}
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const p = this.node.worldPosition;
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return v3(p.x + anchor.x, p.y + anchor.y, p.z);
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}
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/** 字形 skin 补 Sorting2D,与 buff 特效 order 对齐(地图格原先无 Sorting2D 导致下层盖字) */
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private _ensureGlyphSkinSorting(): void {
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const skin = this._skinNode?.isValid ? this._skinNode : this.node.getChildByName('skin');
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if (!skin?.isValid) return;
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let sorting = skin.getComponent(Sorting2D);
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if (!sorting) sorting = skin.addComponent(Sorting2D);
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sorting.sortingLayer = TEXT_GRID_BUFF_FX_SORT_LAYER;
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sorting.sortingOrder = TEXT_GRID_GLYPH_SORT_ORDER;
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}
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/** 主动 buff 特效 Spine Sorting2D(地图格 skin 无 Sorting2D,仅 sibling 不足) */
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private _applyBattleBuffFxSorting(fx: Node, order: number): void {
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for (const sk of fx.getComponentsInChildren(sp.Skeleton)) {
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if (!sk?.node?.isValid) continue;
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sk.node.layer = fx.layer;
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let sorting = sk.node.getComponent(Sorting2D);
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if (!sorting) sorting = sk.node.addComponent(Sorting2D);
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sorting.sortingLayer = TEXT_GRID_BUFF_FX_SORT_LAYER;
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sorting.sortingOrder = order;
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}
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for (const sort of fx.getComponents(Sorting2D)) {
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sort.sortingLayer = TEXT_GRID_BUFF_FX_SORT_LAYER;
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sort.sortingOrder = order;
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}
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}
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/** 显示正面 buff 特效(prefab/怪_攻击buff),挂在字块根节点 */
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showPositiveBuffFx(): void {
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if (!this.node?.isValid) return;
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if (this._positiveBuffFx?.isValid) return;
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let node: Node | null = null;
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try {
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node = gg.res.getNode('prefab/', '怪_攻击buff', GBundle.BattleGameMonster);
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} catch (e) {
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console.log('[TextGrid] 怪_攻击buff 预制体加载失败', String(e));
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return;
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}
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if (!node?.isValid) return;
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node.parent = this.node;
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node.setPosition(0, 0, 0);
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node.active = true;
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node.setSiblingIndex(this.node.children.length - 1);
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this._positiveBuffFx = node;
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for (const sk of node.getComponentsInChildren(sp.Skeleton)) {
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sk.setAnimationCacheMode(sp.SpineAnimationCacheMode.REALTIME);
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const anim = (sk as sp.Skeleton & { defaultAnimation?: string }).defaultAnimation || 'animation';
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sk.setAnimation(0, anim, true);
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}
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this._ensureDragSurface();
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}
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clearPositiveBuffFx(): void {
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if (this._positiveBuffFx?.isValid) {
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gg.res.putNode(this._positiveBuffFx);
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}
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this._positiveBuffFx = null;
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}
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/**
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* 未组合成英雄的组合字:显示「睡觉」特效;组合/离场时回收。
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*/
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setSleepFx(visible: boolean): void {
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if (!visible) {
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this.clearSleepFx();
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return;
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}
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if (!this.node?.isValid) return;
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if (this._sleepFx?.isValid) {
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this._sleepFx.active = true;
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this._sleepFx.setSiblingIndex(this.node.children.length - 1);
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this._ensureDragSurface();
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return;
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}
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let node: Node | null = null;
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try {
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node = gg.res.getNode('prefab/', '睡觉', GBundle.BattleGameMonster);
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} catch {
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return;
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}
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if (!node?.isValid) return;
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node.parent = this.node;
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node.setPosition(0, 0, 0);
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node.active = true;
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node.setSiblingIndex(this.node.children.length - 1);
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this._sleepFx = node;
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for (const sk of node.getComponentsInChildren(sp.Skeleton)) {
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sk.setAnimationCacheMode(sp.SpineAnimationCacheMode.REALTIME);
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const anim = (sk as sp.Skeleton & { defaultAnimation?: string }).defaultAnimation || 'animation';
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sk.setAnimation(0, anim, true);
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}
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this._ensureDragSurface();
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}
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clearSleepFx(): void {
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if (this._sleepFx?.isValid) {
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gg.res.putNode(this._sleepFx);
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}
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this._sleepFx = null;
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}
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/**
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* 白无常 / 顺风耳混乱:格子上挂「混乱效果」。
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* @param visible 是否显示
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*/
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setConfusionFx(visible: boolean): void {
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if (!visible) {
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this.clearConfusionFx();
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return;
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}
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if (!this.node?.isValid) return;
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if (this._confusionFx?.isValid) {
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this._confusionFx.active = true;
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this._confusionFx.setSiblingIndex(this.node.children.length - 1);
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this._ensureDragSurface();
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return;
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}
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let node: Node | null = null;
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try {
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node = gg.res.getNode(GPath.HeroSkillPrefab(), '混乱效果', GBundle.BattleHero);
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} catch (err) {
|
|
console.log('[TextGrid] 混乱效果 getNode 失败', String(err));
|
|
return;
|
|
}
|
|
if (!node?.isValid) {
|
|
console.log('[TextGrid] 混乱效果预制体未加载');
|
|
return;
|
|
}
|
|
node.parent = this.node;
|
|
node.setPosition(0, BattleMapSpec.CELL_SIZE * 0.25, 0);
|
|
node.active = true;
|
|
node.layer = this.node.layer;
|
|
node.setSiblingIndex(this.node.children.length - 1);
|
|
this._confusionFx = node;
|
|
const sk = node.getComponent(sp.Skeleton) ?? node.getComponentInChildren(sp.Skeleton);
|
|
if (!sk?.isValid) {
|
|
console.log('[TextGrid] 混乱效果缺少 Skeleton');
|
|
this.clearConfusionFx();
|
|
return;
|
|
}
|
|
const anim = String((sk as sp.Skeleton & { defaultAnimation?: string }).defaultAnimation || 'animation').trim();
|
|
sk.setAnimationCacheMode(sp.SpineAnimationCacheMode.REALTIME);
|
|
if (!BattleSpinePlayback.play(sk, anim, { loop: true })) {
|
|
console.log('[TextGrid] 混乱效果无动画', anim);
|
|
this.clearConfusionFx();
|
|
return;
|
|
}
|
|
this._ensureDragSurface();
|
|
}
|
|
|
|
/** 回收混乱特效 */
|
|
clearConfusionFx(): void {
|
|
const node = this._confusionFx;
|
|
this._confusionFx = null;
|
|
if (!node?.isValid) return;
|
|
const sk = node.getComponent(sp.Skeleton) ?? node.getComponentInChildren(sp.Skeleton);
|
|
BattleSpinePlayback.clearPendingComplete(sk);
|
|
BattleSpinePlayback.resetTracks(sk);
|
|
gg.res.putNode(node);
|
|
}
|
|
|
|
/** 多格组合:特效锚点偏到占格几何中心(水平偏 X,竖直偏 Y) */
|
|
private _resolveComposeSpineOffset(): { x: number; y: number } {
|
|
const composition = this._getComposition();
|
|
if (!composition || composition.gridIndices.length < 2) {
|
|
return { x: 0, y: 0 };
|
|
}
|
|
const loc = this.location;
|
|
if (loc?.kind !== 'map') return { x: 0, y: 0 };
|
|
|
|
const map = gg.game.CurentBattle?.Map;
|
|
const hostUt = this.node.getComponent(UITransform);
|
|
if (!map || !hostUt) return { x: 0, y: 0 };
|
|
|
|
let sx = 0;
|
|
let sy = 0;
|
|
let n = 0;
|
|
for (const idx of composition.gridIndices) {
|
|
const mg = map.getMapGridByIndex(idx);
|
|
if (!mg?.node?.isValid) continue;
|
|
const p = mg.node.worldPosition;
|
|
sx += p.x;
|
|
sy += p.y;
|
|
n++;
|
|
}
|
|
if (n === 0) return { x: 0, y: 0 };
|
|
|
|
const centerLocal = hostUt.convertToNodeSpaceAR(new Vec3(sx / n, sy / n, 0));
|
|
if (composition.direction === 'horizontal') {
|
|
return { x: centerLocal.x, y: 0 };
|
|
}
|
|
if (composition.direction === 'vertical') {
|
|
return { x: 0, y: centerLocal.y };
|
|
}
|
|
return { x: centerLocal.x, y: centerLocal.y };
|
|
}
|
|
|
|
/**
|
|
* 可合成/可升级提示:显示时出池并上下浮动;隐藏时回池。
|
|
* 蟠桃树不可合成,强制不显示。
|
|
*/
|
|
setCanUpgradeHint(visible: boolean): void {
|
|
if (!visible || this.isPeachTreeTile()) {
|
|
this._releaseCanUpEff();
|
|
return;
|
|
}
|
|
const n = this._ensureCanUpEff();
|
|
if (!n) return;
|
|
Tween.stopAllByTarget(n);
|
|
n.active = true;
|
|
const x = this._canUpEffBaseX;
|
|
const y = this._canUpEffBaseY;
|
|
n.setPosition(x, y, 0);
|
|
tween(n)
|
|
.repeatForever(
|
|
tween(n)
|
|
.to(0.45, { position: v3(x, y + 10, 0) }, { easing: 'sineInOut' })
|
|
.to(0.45, { position: v3(x, y, 0) }, { easing: 'sineInOut' }),
|
|
)
|
|
.start();
|
|
}
|
|
|
|
/**
|
|
* 拖动时可合成对应目标:每秒左右抖动一下(动 skin 节点,避免与背包 Layout 抢根节点坐标)。
|
|
*/
|
|
setMergeTargetShake(enabled: boolean): void {
|
|
const n = this._presentationRoot();
|
|
if (!n?.isValid) return;
|
|
Tween.stopAllByTarget(n);
|
|
if (this._mergeShakeOn) {
|
|
n.setPosition(this._mergeShakeBase.x, this._mergeShakeBase.y, this._mergeShakeBase.z);
|
|
}
|
|
this._mergeShakeOn = enabled;
|
|
if (!enabled) return;
|
|
|
|
const p = n.position;
|
|
this._mergeShakeBase = { x: p.x, y: p.y, z: p.z };
|
|
const { x, y, z } = this._mergeShakeBase;
|
|
const amp = 6;
|
|
tween(n)
|
|
.repeatForever(
|
|
tween(n)
|
|
.to(0.05, { position: v3(x + amp, y, z) })
|
|
.to(0.05, { position: v3(x - amp, y, z) })
|
|
.to(0.05, { position: v3(x + amp * 0.5, y, z) })
|
|
.to(0.05, { position: v3(x, y, z) })
|
|
.delay(0.8),
|
|
)
|
|
.start();
|
|
}
|
|
|
|
/** 拖拽悬停目标时显示 select 节点(绿色) */
|
|
get isSelectStatus(): boolean {
|
|
return this._isSelectStatus;
|
|
}
|
|
set isSelectStatus(value: boolean) {
|
|
this._isSelectStatus = value;
|
|
if (value) this._isRedSelectStatus = false;
|
|
this._updateSelect();
|
|
}
|
|
|
|
/** 拖拽悬停不可放置格时显示 redSelect 节点(红色) */
|
|
get isRedSelectStatus(): boolean {
|
|
return this._isRedSelectStatus;
|
|
}
|
|
set isRedSelectStatus(value: boolean) {
|
|
this._isRedSelectStatus = value;
|
|
if (value) this._isSelectStatus = false;
|
|
this._updateSelect();
|
|
}
|
|
|
|
protected onEnable(): void {
|
|
this._bindClickSurface();
|
|
}
|
|
|
|
protected onDisable(): void {
|
|
this._unbindClickSurface();
|
|
}
|
|
|
|
get dragNode(): Node {
|
|
this._ensureDragSurface();
|
|
return this._dragSurface!;
|
|
}
|
|
|
|
/** 停止根节点 tween 并还原 scale/angle(入场 squash 动画被打断时会残留) */
|
|
resetNodeTransform(): void {
|
|
const node = this.node;
|
|
if (!node?.isValid) return;
|
|
Tween.stopAllByTarget(node);
|
|
node.setScale(1, 1, 1);
|
|
node.angle = 0;
|
|
if (this._cellRuined()) this._holdRuinXform();
|
|
}
|
|
|
|
/** 根节点归零到父格/槽中心(合成升级、setData 时用;勿在 restoreOrigin 之后调用) */
|
|
resetLocalPosition(): void {
|
|
const node = this.node;
|
|
if (!node?.isValid) return;
|
|
Tween.stopAllByTarget(node);
|
|
node.setPosition(0, 0, 0);
|
|
}
|
|
|
|
/** 还原 skin 节点位移 */
|
|
resetSkinPresentation(): void {
|
|
this.setMergeTargetShake(false);
|
|
const n = this._presentationRoot();
|
|
if (!n?.isValid) return;
|
|
Tween.stopAllByTarget(n);
|
|
n.setPosition(0, 0, 0);
|
|
n.setScale(1, 1, 1);
|
|
n.angle = 0;
|
|
if (this._cellRuined()) this._holdRuinXform();
|
|
}
|
|
|
|
/** 当前地图格是否敌方放置区(本机看对面 CampAreaID,与出怪口无关) */
|
|
private _isEnemyCampMapCell(): boolean {
|
|
const loc = this.location;
|
|
if (loc?.kind !== 'map') return false;
|
|
const grid = gg.game.CurentBattle?.Map?.getMapGridByIndex(loc.gridIndex);
|
|
const campAreaId = (grid?.CampAreaID ?? 0) | 0;
|
|
const localId = gg.game.CurentBattle?.player?.playerId ?? 0;
|
|
const enemyPlayerId = localId === 0 ? 1 : 0;
|
|
return campAreaId === aiPlaceCampForPlayer(enemyPlayerId);
|
|
}
|
|
|
|
/** 绑定文字实体完整数据(来自 TowerQueryService.buildTileEntity) */
|
|
setData(data: TileEntitySnapshot): void {
|
|
const prevLoc = this.location;
|
|
this._invalidateHeroActorRetry();
|
|
this.resetNodeTransform();
|
|
this.resetSkinPresentation();
|
|
this._clearBattleCardVisual();
|
|
this._entity = data;
|
|
this.weapon2Id = Number(data.tile.id);
|
|
this.weapon1Id = Number(data.weapon1Id) || 0;
|
|
this.level = data.level;
|
|
this.location = data.location;
|
|
// 仅当场上真实占格节点收回背包时才拆英雄;对象池幽灵节点带旧 location 不得误伤
|
|
if (prevLoc?.kind === 'map' && data.location.kind === 'bag' && this._isLiveMapOccupant(prevLoc.gridIndex)) {
|
|
HeroActorHost.instance.destroyAtGrid(prevLoc.gridIndex);
|
|
}
|
|
|
|
const cardKind = Math.floor(Number(data.battleCardKind) || 0);
|
|
if (cardKind > 0) {
|
|
this._hideNumberNodes();
|
|
this._ensureSkinNode();
|
|
this._skinIconName = null;
|
|
this._applyBattleCardVisual(cardKind === 1 ? '倍率卡' : '属性卡');
|
|
this._finishSkinPresentation();
|
|
this._updateLevelLabel();
|
|
this.hideEntranceTrail();
|
|
this._ensureDragSurface();
|
|
this._forwardChildTouchToSurface();
|
|
return;
|
|
}
|
|
|
|
if (!this._isElementNumberTile()) {
|
|
this._hideNumberNodes();
|
|
this._ensureSkinNode();
|
|
const iconName = textIconName(data.tile);
|
|
this._skinIconName = null;
|
|
this._applySkinIcon(iconName);
|
|
} else {
|
|
// 五行数字不用 Text.icon;清掉池化残留,避免走英雄字形分支盖住数字子节点
|
|
this._skinIconName = null;
|
|
}
|
|
this._finishSkinPresentation();
|
|
this._updateLevelLabel();
|
|
this.hideEntranceTrail();
|
|
this._ensureDragSurface();
|
|
this._forwardChildTouchToSurface();
|
|
}
|
|
|
|
getEntityData(): TileEntitySnapshot | null {
|
|
if (!this.location && !this._entity) return null;
|
|
if (this._aiMapLite && this._entity) return this._entity;
|
|
return this._queryEntity();
|
|
}
|
|
|
|
setLocation(loc: TileLocation | null): void {
|
|
this.location = loc;
|
|
}
|
|
|
|
/** 完整快照:实体走战斗层查询,视图层只补 UI 字段 */
|
|
getData(deploySync?: DeploySync | null): TextGridData {
|
|
const entity = this._aiMapLite && this._entity
|
|
? this._entity
|
|
: this._queryEntity();
|
|
const runtime = entity.location.kind === 'map' && !this._aiMapLite
|
|
? TowerQueryService.instance.getRuntimeByGridIndex(entity.location.gridIndex, undefined, deploySync ?? null)
|
|
: null;
|
|
return {
|
|
...entity,
|
|
view: this._buildViewState(),
|
|
mapCell: this._buildMapCellState(),
|
|
skill: this._buildSkillState(),
|
|
runtime,
|
|
};
|
|
}
|
|
|
|
setMapClickHandler(handler: ((grid: TextGrid) => void) | null): void {
|
|
this._mapClickHandler = handler;
|
|
}
|
|
|
|
onClickText(e: EventTouch): void {
|
|
const data = this.getData();
|
|
const range = data.runtime?.stats.range ?? data.tower?.stats.range;
|
|
|
|
if (this.location?.kind === 'map' || this.location?.kind === 'bag') {
|
|
if (this._mapClickHandler) {
|
|
e.propagationStopped = true;
|
|
this._mapClickHandler(this);
|
|
} else {
|
|
console.log('[TextGrid] mapClickHandler 未绑定', this.weapon2Id, this.location);
|
|
}
|
|
}
|
|
}
|
|
|
|
getSkinNode(): Node | null {
|
|
return this._skinNode?.isValid ? this._skinNode : null;
|
|
}
|
|
|
|
rememberOrigin(): void {
|
|
this._originParent = this.node.parent;
|
|
const p = this.node.position;
|
|
this._originPos = { x: p.x, y: p.y, z: p.z };
|
|
}
|
|
|
|
restoreOrigin(): void {
|
|
const origin = this._originParent;
|
|
if (origin?.isValid && this.node.parent !== origin) {
|
|
if (this._originHoldsOtherGrid(origin)) {
|
|
console.log('[TextGrid] 原位已有其它数字,不再挂回', this.weapon2Id, this.location);
|
|
} else {
|
|
this.node.parent = origin;
|
|
}
|
|
}
|
|
if (this.node.parent === origin) {
|
|
this.node.setPosition(this._originPos.x, this._originPos.y, this._originPos.z);
|
|
}
|
|
this.resetNodeTransform();
|
|
}
|
|
|
|
/**
|
|
* 原位是否已挂着别的字块。
|
|
* 交换落地后再挂回会和槽上新数字叠在一起。
|
|
* @param origin 拖动前父节点
|
|
*/
|
|
private _originHoldsOtherGrid(origin: Node): boolean {
|
|
const children = origin.children;
|
|
for (let i = 0; i < children.length; i++) {
|
|
const child = children[i];
|
|
if (!child?.isValid || child === this.node) continue;
|
|
if (child.getComponent(TextGrid)) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/** 入场落地后恢复可见性:五行数字皮优先,其余字按 HeroActor 态同步 */
|
|
syncPresentationVisibility(): void {
|
|
if (!this.isValid) return;
|
|
if (this._isElementNumberTile()) {
|
|
this._updateLevelLabel();
|
|
}
|
|
this._syncSkillActiveState();
|
|
}
|
|
|
|
/**
|
|
* 拖动/交换落地后恢复字形可见。
|
|
* putNode 会把子树 Skeleton.enabled 关掉;地图原先跳过,交换后只剩 ebg 阴影和 lv。
|
|
* 已成将格只对账藏/显皮,不把格子皮强行打开(避免叠在 heroTemplate 上)。
|
|
* 根节点回到 rememberOrigin 位置(地图字在专用层上本地非 0)。
|
|
* @returns 是否曾发现异常并修复
|
|
*/
|
|
ensureBagGlyphVisible(): boolean {
|
|
if (!this.isValid || !this.node?.isValid) return false;
|
|
|
|
let repaired = false;
|
|
if (!this.node.active) {
|
|
this.node.active = true;
|
|
repaired = true;
|
|
}
|
|
const uo = this.node.getComponent(UIOpacity);
|
|
if (uo?.isValid && uo.opacity < 255) {
|
|
uo.opacity = 255;
|
|
repaired = true;
|
|
}
|
|
this.node.setScale(1, 1, 1);
|
|
// 地图字挂 ui_textGrids 时本地非 (0,0);归零会把字形和武器甩到层原点
|
|
this.restoreOrigin();
|
|
this.resetSkinPresentation();
|
|
|
|
if (this._isElementNumberTile()) {
|
|
// 背包必须强制露数字;飞行藏英雄期间 _shouldHideGridSkin 仍可能为 true
|
|
const forceShow = this.location?.kind === 'bag' || !this._shouldHideGridSkin();
|
|
if (this._repairElementNumberGlyph(forceShow, true)) repaired = true;
|
|
this._syncShadow();
|
|
} else if (this._isHeroActorComposeCell()) {
|
|
// 成将只对账:覆盖层已挂上则藏皮。禁止强行开皮叠在 heroTemplate 上。
|
|
this._syncSkillActiveState();
|
|
} else {
|
|
this._ensureSkinNode();
|
|
const skin = this._skinNode;
|
|
if (skin?.isValid && !skin.active) {
|
|
skin.active = true;
|
|
repaired = true;
|
|
}
|
|
const sk = this._getSkinSkeleton();
|
|
if (sk?.isValid) {
|
|
if (!sk.enabled) {
|
|
sk.enabled = true;
|
|
repaired = true;
|
|
}
|
|
sk.setAnimationCacheMode(sp.SpineAnimationCacheMode.REALTIME);
|
|
if (this._skinIconName) {
|
|
this._applySkinSpineIcon(this._skinIconName);
|
|
}
|
|
}
|
|
this._syncShadow();
|
|
}
|
|
if (repaired) {
|
|
console.log(
|
|
'[TextGrid] ensureBagGlyphVisible 修复字形',
|
|
this.weapon2Id,
|
|
this.location,
|
|
);
|
|
}
|
|
return repaired;
|
|
}
|
|
|
|
/**
|
|
* AI 无头地图:轻量表现(等级标 + 散字皮),不碰 HeroActor 生命周期。
|
|
* @param on 是否开启
|
|
*/
|
|
setAiMapLite(on: boolean): void {
|
|
this._aiMapLite = !!on;
|
|
}
|
|
|
|
/** 松手飞入目标格前:组合/英雄皮可能被 HeroActor 隐藏,先恢复可见再播弧线 */
|
|
preparePlaceFlightVisual(): void {
|
|
if (this._isElementNumberTile()) {
|
|
// 飞行中 HeroActor 透明隐藏,须强制露数字,否则落地背包只剩阴影
|
|
// 飞行途中勿 _syncNumberSkill,避免又挂回 HeroActor 把字皮藏掉
|
|
this._repairElementNumberGlyph(true, false);
|
|
return;
|
|
}
|
|
if (this._skinNode?.isValid) this._skinNode.active = true;
|
|
}
|
|
|
|
/** 落子/交换落地后:按 HeroActor 状态收起格子皮;收回背包再强制露数字 */
|
|
finishPlaceFlightVisual(): void {
|
|
if (!this.isValid || !this.location) return;
|
|
this._syncSkillActiveState();
|
|
if (this.location?.kind === 'bag' && this._isElementNumberTile()) {
|
|
this.ensureBagGlyphVisible();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 回节点池前:停入场/拖拽残留,清选中与透明度。
|
|
* 否则下次取出会带着旋转角、绿色 select 框进背包。
|
|
*/
|
|
prepareForPool(): void {
|
|
if (!this.isValid) return;
|
|
this.releaseNumberSkill();
|
|
this.clearPositiveBuffFx();
|
|
this.clearSleepFx();
|
|
this.clearConfusionFx();
|
|
this.clearAttachedBattleBuffFx();
|
|
this.resetNodeTransform();
|
|
this.resetSkinPresentation();
|
|
this._skinIconName = null;
|
|
this._hideNumberNodes();
|
|
this.hideEntranceTrail();
|
|
this.isSelectStatus = false;
|
|
this.isRedSelectStatus = false;
|
|
this.setCanUpgradeHint(false);
|
|
this.setRuinStyle(false, true);
|
|
this.enableDrag(false);
|
|
this.setMapClickHandler(null);
|
|
this.setDragFollow(true);
|
|
this.setAiMapLite(false);
|
|
this.location = null;
|
|
this._entity = null;
|
|
this.weapon2Id = 0;
|
|
this.weapon1Id = 0;
|
|
this.level = 1;
|
|
this.node.name = 'textGrid';
|
|
const uo = this.node.getComponent(UIOpacity);
|
|
if (uo) uo.opacity = 255;
|
|
this.node.setPosition(0, 0, 0);
|
|
}
|
|
|
|
enableDrag(enabled: boolean): void {
|
|
if (!this.isValid || !this.node?.isValid) return;
|
|
this._ensureDragSurface();
|
|
const surface = this._dragSurface!;
|
|
surface.off(Node.DragEvent.DRAG_MOVE, this._syncDragMove, this);
|
|
surface.off(Node.DragEvent.DRAG_END, this._resetDragSurface, this);
|
|
if (enabled) {
|
|
surface.on(Node.DragEvent.DRAG_MOVE, this._syncDragMove, this);
|
|
surface.on(Node.DragEvent.DRAG_END, this._resetDragSurface, this);
|
|
}
|
|
surface.draggable = enabled;
|
|
const canClick = this.location?.kind === 'map' || this.location?.kind === 'bag';
|
|
const block = surface.getComponent(BlockInputEvents);
|
|
if (block) {
|
|
// 禁拖拽时仍保留点击(查看攻击范围 / 武器详情)
|
|
block.enabled = enabled || canClick;
|
|
}
|
|
if (canClick) {
|
|
this._bindClickSurface();
|
|
}
|
|
}
|
|
|
|
setDragFollow(enabled: boolean): void {
|
|
this._dragFollow = enabled;
|
|
if (!enabled) this._resetDragSurface();
|
|
}
|
|
|
|
onDestroy(): void {
|
|
this.releaseNumberSkill();
|
|
this.clearPositiveBuffFx();
|
|
this.clearSleepFx();
|
|
this.clearConfusionFx();
|
|
this.clearAttachedBattleBuffFx();
|
|
this._releaseCanUpEff();
|
|
this._releaseTrails();
|
|
if (this._mergeShakeOn) {
|
|
this.setMergeTargetShake(false);
|
|
}
|
|
this.resetSkinPresentation();
|
|
this._hideNumberNodes();
|
|
if (this._dragSurface?.isValid) {
|
|
this._dragSurface.removeDragEvent?.();
|
|
this._dragSurface.destroy();
|
|
}
|
|
this._dragSurface = null;
|
|
this._skinIconName = null;
|
|
this.node.removeDragEvent?.();
|
|
}
|
|
|
|
private _queryEntity(): TileEntitySnapshot {
|
|
const location = this.location ?? this._entity?.location;
|
|
if (!location) return this._entity!;
|
|
const composition = this._findComposition() ?? this._entity?.composition ?? null;
|
|
const level = composition?.level ?? this.level;
|
|
return TowerQueryService.instance.buildTileEntity(
|
|
location,
|
|
{
|
|
weapon2Id: this.weapon2Id,
|
|
weapon1Id: this.weapon1Id > 0 ? this.weapon1Id : undefined,
|
|
level,
|
|
source: this._entity?.source ?? undefined,
|
|
},
|
|
{ composition, player: gg.game.localPlayer },
|
|
) ?? this._entity!;
|
|
}
|
|
|
|
private _findComposition(): ComposedUnit | null {
|
|
const loc = this.location;
|
|
if (loc?.kind !== 'map') return null;
|
|
const local = gg.game.localPlayer?.compositions.find(c => c.gridIndices.includes(loc.gridIndex));
|
|
if (local) return local;
|
|
const remote = gg.game.CurentBattle?.remotePlayer?.compositions.find(
|
|
c => c.gridIndices.includes(loc.gridIndex),
|
|
);
|
|
return remote ?? null;
|
|
}
|
|
|
|
/** 优先用 MergeSession 当前组合;快照仅在 live 尚未覆盖本格时回落 */
|
|
private _getComposition(): ComposedUnit | null {
|
|
const live = this._findComposition();
|
|
if (live) return live;
|
|
const loc = this.location;
|
|
const fromEntity = this._entity?.composition;
|
|
if (fromEntity && loc?.kind === 'map' && this._compHasGrid(fromEntity, loc.gridIndex)) {
|
|
return fromEntity;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/** 组合是否仍占该格 */
|
|
private _compHasGrid(composition: ComposedUnit, gridIndex: number): boolean {
|
|
const idx = composition.gridIndices;
|
|
for (let i = 0; i < idx.length; i++) {
|
|
if (idx[i] === gridIndex) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private _buildViewState(): TextGridViewState {
|
|
const skinReady = !!this._getSkinSkeleton();
|
|
return {
|
|
nodeActive: this.node.active,
|
|
draggable: this._dragSurface?.draggable ?? false,
|
|
skinReady,
|
|
displayText: '',
|
|
textColorHex: null,
|
|
};
|
|
}
|
|
|
|
private _buildMapCellState(): TextGridMapCellState | null {
|
|
const loc = this.location;
|
|
if (loc?.kind !== 'map') return null;
|
|
const grid = gg.game.CurentBattle?.Map?.getMapGridByIndex(loc.gridIndex);
|
|
if (!grid) return null;
|
|
return {
|
|
gridIndex: loc.gridIndex,
|
|
row: grid.Row,
|
|
col: grid.Col,
|
|
isCanWalk: grid.isCanWalk,
|
|
isCanPutText: grid.isCanPutText,
|
|
isCanPutGrid: grid.isCanPutGrid,
|
|
isCanBeDig: grid.isCanBeDig,
|
|
isCanRemove: grid.isCanRemove,
|
|
isBestPlace: grid.isBestPlace,
|
|
isFreePlace: grid.isFreePlace,
|
|
};
|
|
}
|
|
|
|
private _buildSkillState(): TextGridSkillState | null {
|
|
const loc = this.location;
|
|
if (loc?.kind === 'map') {
|
|
const entityId = TowerQueryService.instance.getRuntimeByGridIndex(loc.gridIndex)?.entityId;
|
|
if (entityId != null) {
|
|
const actor = HeroActorHost.instance.getActor(entityId);
|
|
if (actor?.isValid) {
|
|
return { present: true, isActive: actor.isActive };
|
|
}
|
|
}
|
|
}
|
|
const skin = this._skinNode?.isValid ? this._skinNode : null;
|
|
if (!skin) return null;
|
|
const skill = skin.getComponent(Skill) ?? skin.getComponentInChildren(Skill);
|
|
return skill ? { present: true, isActive: skill.isActive } : { present: false, isActive: false };
|
|
}
|
|
|
|
private _bindClickSurface(): void {
|
|
this._ensureDragSurface();
|
|
const surface = this._dragSurface;
|
|
if (!surface?.isValid) return;
|
|
this._unbindClickSurface();
|
|
surface.on(Node.EventType.TOUCH_START, this._onSurfaceTouchStart, this);
|
|
surface.on(Node.EventType.TOUCH_END, this._onSurfaceTouchEnd, this);
|
|
surface.on(Node.EventType.TOUCH_CANCEL, this._onSurfaceTouchCancel, this);
|
|
}
|
|
|
|
private _unbindClickSurface(): void {
|
|
const surface = this._dragSurface;
|
|
if (!surface?.isValid) return;
|
|
surface.off(Node.EventType.TOUCH_START, this._onSurfaceTouchStart, this);
|
|
surface.off(Node.EventType.TOUCH_END, this._onSurfaceTouchEnd, this);
|
|
surface.off(Node.EventType.TOUCH_CANCEL, this._onSurfaceTouchCancel, this);
|
|
}
|
|
|
|
private _onSurfaceTouchStart = (e: EventTouch): void => {
|
|
if (!this._clickStart) this._clickStart = new Vec2();
|
|
this._clickStart.set(e.getUILocation());
|
|
};
|
|
|
|
private _onSurfaceTouchEnd = (e: EventTouch): void => {
|
|
if (!this._clickStart) return;
|
|
const end = e.getUILocation();
|
|
const dx = end.x - this._clickStart.x;
|
|
const dy = end.y - this._clickStart.y;
|
|
this._clickStart = null;
|
|
if (dx * dx + dy * dy > TextGrid.CLICK_MOVE_THRESHOLD_SQ) return;
|
|
const surface = this._dragSurface as (Node & { _dragging?: boolean }) | null;
|
|
if (surface?._dragging) return;
|
|
this.onClickText(e);
|
|
};
|
|
|
|
private _onSurfaceTouchCancel = (): void => {
|
|
this._clickStart = null;
|
|
};
|
|
|
|
private _syncDragMove = (): void => {
|
|
if (!this._dragFollow) {
|
|
this._resetDragSurface();
|
|
return;
|
|
}
|
|
const surface = this._dragSurface;
|
|
if (!surface?.isValid) return;
|
|
const lp = surface.position;
|
|
if (lp.x === 0 && lp.y === 0) return;
|
|
const np = this.node.position;
|
|
this.node.setPosition(np.x + lp.x, np.y + lp.y, np.z + lp.z);
|
|
surface.setPosition(0, 0, 0);
|
|
};
|
|
|
|
private _resetDragSurface = (): void => {
|
|
this._dragSurface?.setPosition(0, 0, 0);
|
|
};
|
|
|
|
/** 拖拽悬停 select / redSelect */
|
|
private _updateSelect(): void {
|
|
if (this.selectNode && isValid(this.selectNode)) {
|
|
this.selectNode.active = this._isSelectStatus;
|
|
}
|
|
if (this.redSelectNode && isValid(this.redSelectNode)) {
|
|
this.redSelectNode.active = this._isRedSelectStatus;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 牛魔王损毁:只倒本格字形(HeroActor / skin),格子根不转。
|
|
* ebg 保持世界旋转与世界坐标不变。
|
|
* 是否倒下跟当前格/槽字块 ruined,禁止拧到另一座同名英雄。
|
|
* @param on 是否处于损毁失效
|
|
* @param fromPool 回池强制清本格节点;字块仍 ruined 时不得扶正场上 HeroActor
|
|
*/
|
|
setRuinStyle(on: boolean, fromPool = false): void {
|
|
if (!this.isValid) return;
|
|
this._snapAngle(this.node, 0);
|
|
if (fromPool && !on) {
|
|
this._ruin = false;
|
|
this._clearRuinXform(true);
|
|
return;
|
|
}
|
|
const tileRuined = this._cellRuined();
|
|
const next = tileRuined || !!on;
|
|
if (!on && tileRuined) {
|
|
if (this._ruin) this._holdRuinXform();
|
|
else {
|
|
this._ruin = true;
|
|
this._playRuinFall();
|
|
}
|
|
return;
|
|
}
|
|
if (this._ruin === next) {
|
|
if (next) this._holdRuinXform();
|
|
else this._clearLeftoverRuinAngle();
|
|
return;
|
|
}
|
|
this._ruin = next;
|
|
if (this._ruin) this._playRuinFall();
|
|
else this._clearRuinXform(false);
|
|
}
|
|
|
|
/**
|
|
* 损毁期间每帧钉死本格字形 -90°,并把 ebg 钉回世界角与世界坐标。
|
|
*/
|
|
lateUpdate(): void {
|
|
if (!this._ruin && !this._cellRuined()) return;
|
|
this._holdRuinXform();
|
|
}
|
|
|
|
/** 可见字形:只取本格 HeroActor / 格子 skin */
|
|
private _ruinTarget(): Node | null {
|
|
const loc = this.location;
|
|
if (loc?.kind === 'map') {
|
|
const n = HeroActorHost.instance.getDisplayAtGrid(loc.gridIndex);
|
|
if (n?.isValid) return n;
|
|
}
|
|
const skin = this._presentationRoot();
|
|
return skin?.isValid ? skin : null;
|
|
}
|
|
|
|
/**
|
|
* 钉死节点角度。
|
|
* @param n 节点
|
|
* @param angle 角度
|
|
*/
|
|
private _snapAngle(n: Node | null, angle: number): void {
|
|
if (!n?.isValid) return;
|
|
Tween.stopAllByTarget(n);
|
|
n.angle = angle;
|
|
}
|
|
|
|
/**
|
|
* 当前格/槽字块是否仍损毁(交换后以数据为准,避免拧到新占格的英雄皮)。
|
|
* 敌方 AI 字读对手 bag,禁止误用本机格子。
|
|
*/
|
|
private _cellRuined(): boolean {
|
|
const loc = this.location;
|
|
const bag = this._ownerBagSession();
|
|
if (!loc || !bag) return this._ruin;
|
|
if (loc.kind === 'map') return !!bag.merge.map.getTile(loc.gridIndex)?.ruined;
|
|
return !!bag.merge.bag.getSlot(loc.slotIndex)?.ruined;
|
|
}
|
|
|
|
/**
|
|
* 字块所属玩家的 bag(敌方读 remotePlayer)。
|
|
*/
|
|
private _ownerBagSession(): BattleBagSession | null {
|
|
const battle = gg.game.CurentBattle;
|
|
if (!battle) return null;
|
|
if (this._aiMapLite || this._isEnemyCampMapCell()) {
|
|
return battle.remotePlayer?.bagSession ?? null;
|
|
}
|
|
return battle.player?.bagSession ?? null;
|
|
}
|
|
|
|
/** 已倒下时保持字形 -90°;格子根保持 0;底框/阴影世界角与世界坐标保持不变 */
|
|
private _holdRuinXform(): void {
|
|
this._snapAngle(this.node, 0);
|
|
if (!this._cellRuined()) return;
|
|
const n = this._ruinTarget();
|
|
if (this._ruinFalling && !this._isRuinFallLive(n)) {
|
|
this._ruinFalling = false;
|
|
this._ruinFallNode = null;
|
|
}
|
|
if (!this._ruinFalling && n?.isValid && n.angle !== -90) this._snapAngle(n, -90);
|
|
this._lockRuinDecorUpright();
|
|
}
|
|
|
|
/**
|
|
* 倒下 tween 是否仍在 0°~-90° 之间。
|
|
* @param n 当前本格字形
|
|
*/
|
|
private _isRuinFallLive(n: Node | null): boolean {
|
|
const fall = this._ruinFallNode;
|
|
if (!fall?.isValid || fall !== n) return false;
|
|
return Math.abs(fall.angle) > 1 && Math.abs(fall.angle + 90) > 1;
|
|
}
|
|
|
|
/** 字形倒下 */
|
|
private _playRuinFall(): void {
|
|
this._snapAngle(this.node, 0);
|
|
const n = this._ruinTarget();
|
|
if (!n?.isValid) return;
|
|
Tween.stopAllByTarget(n);
|
|
this._ruinFalling = true;
|
|
this._ruinFallNode = n;
|
|
tween(n).to(0.2, { angle: -90 }).call(this._onRuinFallEnd, this).start();
|
|
this._lockRuinDecorUpright();
|
|
}
|
|
|
|
/** 倒下 tween 结束:钉死字形 -90° */
|
|
private _onRuinFallEnd(): void {
|
|
this._ruinFalling = false;
|
|
this._ruinFallNode = null;
|
|
if (!this.isValid || !this._ruin) return;
|
|
const n = this._ruinTarget();
|
|
if (n?.isValid) n.angle = -90;
|
|
this._lockRuinDecorUpright();
|
|
}
|
|
|
|
/**
|
|
* 字形回正,格子根与底框/阴影也回正。
|
|
* @param fromPool 回池:字块仍 ruined 时不得扶正场上 HeroActor
|
|
*/
|
|
private _clearRuinXform(fromPool = false): void {
|
|
this._ruinFalling = false;
|
|
this._ruinFallNode = null;
|
|
this._snapAngle(this.node, 0);
|
|
this._snapAngle(this._presentationRoot(), 0);
|
|
const skipHero = fromPool && this._cellRuined();
|
|
if (!skipHero && !this._cellRuined()) this._snapAngle(this._heroDisplayOnThisCell(), 0);
|
|
this._resetRuinDecorLocal(skipHero);
|
|
}
|
|
|
|
/**
|
|
* ebg 相对父节点反向旋转,并钉在父节点未旋转时的世界坐标上。
|
|
*/
|
|
private _lockRuinDecorUpright(): void {
|
|
this._lockDecorOn(this._ruinTarget());
|
|
this._lockDecorOn(this.node);
|
|
}
|
|
|
|
/**
|
|
* 锁定 host 下 ebg。
|
|
* @param host 倒下的字形根或格子根
|
|
*/
|
|
private _lockDecorOn(host: Node | null): void {
|
|
if (!host?.isValid) return;
|
|
this._applyUprightWorld(host.getChildByName(SHADOW_NODE));
|
|
}
|
|
|
|
/**
|
|
* 局部角 = -父角;世界坐标 = 父世界坐标 + 未旋转局部偏移。
|
|
* @param n ebg
|
|
*/
|
|
private _applyUprightWorld(n: Node | null): void {
|
|
if (!n?.isValid) return;
|
|
const parent = n.parent;
|
|
if (!parent?.isValid) {
|
|
n.angle = 0;
|
|
return;
|
|
}
|
|
const rest = this._ensureDecorRest(n);
|
|
n.angle = -parent.angle;
|
|
const wp = parent.worldPosition;
|
|
const ws = parent.worldScale;
|
|
n.setWorldPosition(wp.x + rest.x * ws.x, wp.y + rest.y * ws.y, wp.z + rest.z);
|
|
}
|
|
|
|
/**
|
|
* 记下阴影未倒下时的局部坐标。
|
|
* @param n ebg
|
|
*/
|
|
private _ensureDecorRest(n: Node): RuinDecorRest {
|
|
const list = this._decorRest;
|
|
for (let i = 0; i < list.length; i++) {
|
|
if (list[i].n === n) return list[i];
|
|
}
|
|
const p = n.position;
|
|
const rest: RuinDecorRest = { n, x: p.x, y: p.y, z: p.z };
|
|
const parent = n.parent;
|
|
if (parent?.isValid && Math.abs(parent.angle) > 1 && Math.abs(n.angle + parent.angle) < 1) {
|
|
const rad = parent.angle * Math.PI / 180;
|
|
const c = Math.cos(rad);
|
|
const s = Math.sin(rad);
|
|
rest.x = p.x * c - p.y * s;
|
|
rest.y = p.x * s + p.y * c;
|
|
}
|
|
list.push(rest);
|
|
return rest;
|
|
}
|
|
|
|
/**
|
|
* 解除损毁时把底框/阴影局部角与坐标清回未倒下。
|
|
* @param skipHero 回池且字块仍 ruined:不要动场上 HeroActor 的 ebg
|
|
*/
|
|
private _resetRuinDecorLocal(skipHero = false): void {
|
|
this._resetDecorOn(this._presentationRoot());
|
|
this._resetDecorOn(this.node);
|
|
if (!skipHero) this._resetDecorOn(this._heroDisplayOnThisCell());
|
|
}
|
|
|
|
/**
|
|
* 本格 HeroActor 可见字形。
|
|
*/
|
|
private _heroDisplayOnThisCell(): Node | null {
|
|
const loc = this.location;
|
|
if (loc?.kind !== 'map') return null;
|
|
return HeroActorHost.instance.getDisplayAtGrid(loc.gridIndex);
|
|
}
|
|
|
|
/**
|
|
* 回正 host 下 ebg。
|
|
* @param host 字形根或格子根
|
|
*/
|
|
private _resetDecorOn(host: Node | null): void {
|
|
if (!host?.isValid) return;
|
|
this._restoreDecor(host.getChildByName(SHADOW_NODE));
|
|
}
|
|
|
|
/**
|
|
* 恢复单节点休息位姿并丢掉缓存。
|
|
* @param n ebg
|
|
*/
|
|
private _restoreDecor(n: Node | null): void {
|
|
if (!n?.isValid) return;
|
|
const list = this._decorRest;
|
|
for (let i = list.length - 1; i >= 0; i--) {
|
|
if (list[i].n !== n) continue;
|
|
n.setPosition(list[i].x, list[i].y, list[i].z);
|
|
list.splice(i, 1);
|
|
break;
|
|
}
|
|
this._snapAngle(n, 0);
|
|
}
|
|
|
|
/**
|
|
* 未损毁时清掉残留 -90°(交换后英雄皮可能被旧格误拧)。
|
|
* 本格字块仍 ruined 则不许扶正。
|
|
*/
|
|
private _clearLeftoverRuinAngle(): void {
|
|
if (this._cellRuined()) {
|
|
this._holdRuinXform();
|
|
return;
|
|
}
|
|
this._snapIfFallen(this._ruinTarget());
|
|
this._snapIfFallen(this._presentationRoot());
|
|
this._snapIfFallen(this._heroDisplayOnThisCell());
|
|
this._resetRuinDecorLocal(false);
|
|
}
|
|
|
|
/**
|
|
* 仅当节点处于损毁角时回正,避免每帧打断其它 tween。
|
|
* @param n 节点
|
|
*/
|
|
private _snapIfFallen(n: Node | null): void {
|
|
if (!n?.isValid) return;
|
|
if (Math.abs(n.angle + 90) > 1) return;
|
|
this._snapAngle(n, 0);
|
|
}
|
|
|
|
private _ensureSkinNode(): void {
|
|
if (!this._skinNode?.isValid) {
|
|
this._skinNode = this.node.getChildByName('skin');
|
|
}
|
|
}
|
|
|
|
/** 当前字块是否为蟠桃树(Text.id=102;供玩法分支,表现走 skin) */
|
|
isPeachTreeTile(): boolean {
|
|
return this.weapon2Id === PEACH_TREE_WEAPON2_ID;
|
|
}
|
|
|
|
/** 抖动/复位用的表现根:五行数字皮,其余用 skin */
|
|
private _presentationRoot(): Node {
|
|
if (this._isElementNumberTile() && this._numberNode?.isValid) return this._numberNode;
|
|
if (this._skinNode?.isValid) return this._skinNode;
|
|
return this.node;
|
|
}
|
|
|
|
/** 阴影:英雄皮已挂上时隐藏;单字上场等英雄预制体期间仍显示 */
|
|
private _syncShadow(): void {
|
|
if (!this._shadowNode?.isValid) {
|
|
this._shadowNode = this.node.getChildByName(SHADOW_NODE);
|
|
}
|
|
const node = this._shadowNode;
|
|
if (!node?.isValid) return;
|
|
node.active = !this._shouldHideSkinForHeroActor();
|
|
}
|
|
|
|
private _getSkinSkeleton(): sp.Skeleton | null {
|
|
return this._skinNode?.getComponent(sp.Skeleton) ?? null;
|
|
}
|
|
|
|
/**
|
|
* 出字入场拖尾:普通字 / 五行字用 trail1。
|
|
* 仅入场飞行时打开,落地后须 hideEntranceTrail。
|
|
*/
|
|
showEntranceTrail(): void {
|
|
const type = (this._entity?.tileType as Weapon2TileType | undefined)
|
|
?? WeaponComposeConfigProvider.instance.getWeapon2Type(this.weapon2Id) as Weapon2TileType;
|
|
this._applyTrailByTileType(type);
|
|
}
|
|
|
|
hideEntranceTrail(): void {
|
|
this._releaseTrails();
|
|
}
|
|
|
|
/** 入场拖尾:文字 trail1 */
|
|
private _applyTrailByTileType(type: Weapon2TileType): void {
|
|
this._releaseTrails();
|
|
const use1 = type === Weapon2TileType.Single || isElementGlyphType(type);
|
|
if (!use1) return;
|
|
const trail1 = this._ensureTrail(1);
|
|
if (trail1) trail1.active = true;
|
|
}
|
|
|
|
/**
|
|
* 从 battleGame/prefab 出池并挂到字块根。
|
|
* @param name 预制体名
|
|
*/
|
|
private _takeGridDecor(name: string): Node | null {
|
|
let node: Node | null = null;
|
|
try {
|
|
node = gg.res.getNode(GPath.Prefab, name, GBundle.BattleGame);
|
|
} catch (e) {
|
|
console.error('[TextGrid] 装饰预制体加载失败', name, String(e));
|
|
return null;
|
|
}
|
|
if (!node?.isValid) {
|
|
console.error('[TextGrid] 装饰预制体缺失', name);
|
|
return null;
|
|
}
|
|
node.parent = this.node;
|
|
node.layer = this.node.layer;
|
|
this._forwardChildTouchToSurface();
|
|
this._ensureDragSurface();
|
|
return node;
|
|
}
|
|
|
|
/** 装饰节点回池 */
|
|
private _putGridDecor(node: Node | null): void {
|
|
if (!node?.isValid) return;
|
|
Tween.stopAllByTarget(node);
|
|
if (node['resKey']) gg.res.putNode(node);
|
|
else node.destroy();
|
|
}
|
|
|
|
/** 可升级箭头出池 */
|
|
private _ensureCanUpEff(): Node | null {
|
|
if (this._canUpEff?.isValid) return this._canUpEff;
|
|
const node = this._takeGridDecor('canUpEff');
|
|
if (!node) return null;
|
|
this._applyCanUpEffPrefabPose(node);
|
|
this._canUpEff = node;
|
|
return node;
|
|
}
|
|
|
|
/** 按预制体记录箭头局部坐标(getNode 会清零 position) */
|
|
private _applyCanUpEffPrefabPose(node: Node): void {
|
|
const prefab = gg.res.getRes('canUpEff', GPath.Prefab, GBundle.BattleGame, Prefab) as Prefab | null;
|
|
const data = prefab?.data;
|
|
if (!data?.isValid) {
|
|
console.error('[TextGrid] canUpEff 预制体位姿读不到');
|
|
this._canUpEffBaseX = 0;
|
|
this._canUpEffBaseY = 0;
|
|
return;
|
|
}
|
|
this._canUpEffBaseX = data.position.x;
|
|
this._canUpEffBaseY = data.position.y;
|
|
node.setPosition(this._canUpEffBaseX, this._canUpEffBaseY, 0);
|
|
}
|
|
|
|
/** 可升级箭头回池 */
|
|
private _releaseCanUpEff(): void {
|
|
const n = this._canUpEff;
|
|
this._canUpEff = null;
|
|
this._putGridDecor(n);
|
|
const leftover = this.node?.getChildByName('canUpEff');
|
|
if (leftover?.isValid && leftover !== n) this._putGridDecor(leftover);
|
|
}
|
|
|
|
/**
|
|
* 入场拖尾出池。
|
|
* @param index 1/2/3
|
|
*/
|
|
private _ensureTrail(index: 1 | 2 | 3): Node | null {
|
|
const held = this._trailByIndex(index);
|
|
if (held?.isValid) return held;
|
|
const name = `trail${index}`;
|
|
const node = this._takeGridDecor(name);
|
|
if (!node) return null;
|
|
node.setPosition(0, 0, 0);
|
|
this._setTrailByIndex(index, node);
|
|
return node;
|
|
}
|
|
|
|
/**
|
|
* 当前持有的拖尾节点。
|
|
* @param index 1/2/3
|
|
*/
|
|
private _trailByIndex(index: 1 | 2 | 3): Node | null {
|
|
if (index === 1) return this._trail1;
|
|
if (index === 2) return this._trail2;
|
|
return this._trail3;
|
|
}
|
|
|
|
/**
|
|
* 记录拖尾节点。
|
|
* @param index 1/2/3
|
|
* @param node 拖尾节点
|
|
*/
|
|
private _setTrailByIndex(index: 1 | 2 | 3, node: Node | null): void {
|
|
if (index === 1) this._trail1 = node;
|
|
else if (index === 2) this._trail2 = node;
|
|
else this._trail3 = node;
|
|
}
|
|
|
|
/** 入场拖尾全部回池 */
|
|
private _releaseTrails(): void {
|
|
this._putGridDecor(this._trail1);
|
|
this._putGridDecor(this._trail2);
|
|
this._putGridDecor(this._trail3);
|
|
this._trail1 = null;
|
|
this._trail2 = null;
|
|
this._trail3 = null;
|
|
if (!this.node?.isValid) return;
|
|
this._putGridDecor(this.node.getChildByName('trail1'));
|
|
this._putGridDecor(this.node.getChildByName('trail2'));
|
|
this._putGridDecor(this.node.getChildByName('trail3'));
|
|
}
|
|
|
|
/**
|
|
* 五行字:Text.type 为 1–5(金木水火土)。
|
|
* 与旧 Weapon2 类型枚举编号重叠,但语义不同。
|
|
*/
|
|
private _isElementNumberTile(): boolean {
|
|
const type = Math.floor(Number(this._entity?.tile?.type));
|
|
return type >= 1 && type <= 5;
|
|
}
|
|
|
|
/** 子节点名是否为纯数字(对应 Hero.number) */
|
|
private _isNumberFaceName(name: string): boolean {
|
|
if (!name) return false;
|
|
let n = 0;
|
|
for (let i = 0; i < name.length; i++) {
|
|
const c = name.charCodeAt(i);
|
|
if (c < 48 || c > 57) return false;
|
|
n = n * 10 + (c - 48);
|
|
}
|
|
return n > 0;
|
|
}
|
|
|
|
/** Hero.herotype → 数字 Spine 皮肤名 */
|
|
private _elementSkinName(herotype: number): string {
|
|
switch (herotype) {
|
|
case 1: return '金';
|
|
case 2: return '木';
|
|
case 3: return '水';
|
|
case 4: return '火';
|
|
case 5: return '土';
|
|
default: return '';
|
|
}
|
|
}
|
|
|
|
/** 按 herotype 与显示等级查 Hero。显示等级含段位加值与合成升级,不是 Text.level */
|
|
private _heroByTypeLevel(herotype: number, level: number): ITableHero | null {
|
|
const heroes = gg.data.table.getTableList<ITableHero>(TableNames.Hero) ?? [];
|
|
for (let i = 0; i < heroes.length; i++) {
|
|
const hero = heroes[i];
|
|
if (Math.floor(Number(hero.herotype)) !== herotype) continue;
|
|
if (Math.floor(Number(hero.level)) !== level) continue;
|
|
return hero;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* 清掉背包槽上不属于本字块的数字皮。
|
|
* 交换后旧数字若被摘到格子节点下,会和新数字叠在一起。
|
|
* @param host 背包槽节点
|
|
*/
|
|
sweepForeignNumbers(host: Node): void {
|
|
if (!host?.isValid) return;
|
|
const children = host.children;
|
|
for (let i = children.length - 1; i >= 0; i--) {
|
|
const child = children[i];
|
|
if (!child?.isValid || child === this.node) continue;
|
|
if (!this._isNumberFaceName(child.name)) continue;
|
|
this._putNumberNode(child);
|
|
}
|
|
}
|
|
|
|
/** 当前数字节点回池 */
|
|
private _putNumberNode(node: Node | null): void {
|
|
if (!node?.isValid) return;
|
|
Tween.stopAllByTarget(node);
|
|
node.off(Node.EventType.TOUCH_START, this._relayTouchToDragSurface, this);
|
|
node.off(Node.EventType.TOUCH_MOVE, this._relayTouchToDragSurface, this);
|
|
node.off(Node.EventType.TOUCH_END, this._relayTouchToDragSurface, this);
|
|
node.off(Node.EventType.TOUCH_CANCEL, this._relayTouchToDragSurface, this);
|
|
if (node['resKey']) gg.res.putNode(node);
|
|
else node.destroy();
|
|
}
|
|
|
|
/**
|
|
* 从对象池取出数字预制体。
|
|
* @param num Hero.number
|
|
*/
|
|
private _takeNumberNode(num: number): Node | null {
|
|
const name = String(num);
|
|
let node: Node | null = null;
|
|
try {
|
|
node = gg.res.getNode(BATTLE_HERO_NUM_PATH, name, GBundle.BattleHero);
|
|
} catch (e) {
|
|
console.error('[TextGrid] 数字预制体加载失败', name, String(e));
|
|
return null;
|
|
}
|
|
if (!node?.isValid) {
|
|
console.error('[TextGrid] 数字预制体缺失', name);
|
|
return null;
|
|
}
|
|
return node;
|
|
}
|
|
|
|
/**
|
|
* 把数字预制体挂到 skin。
|
|
* @param node 出池节点
|
|
*/
|
|
private _attachNumberNode(node: Node): boolean {
|
|
this._ensureSkinNode();
|
|
const skin = this._skinNode;
|
|
if (!skin?.isValid) {
|
|
console.error('[TextGrid] skin 节点缺失,无法挂数字', node.name);
|
|
this._putNumberNode(node);
|
|
return false;
|
|
}
|
|
skin.active = true;
|
|
// 五行数字走子节点 Spine;关掉 skin 自带 Skeleton,避免盖住数字或抢 Sorting2D
|
|
const skinSk = skin.getComponent(sp.Skeleton);
|
|
if (skinSk?.isValid) skinSk.enabled = false;
|
|
node.parent = skin;
|
|
node.layer = this.node.layer;
|
|
node.setPosition(0, 0, 0);
|
|
this._ensureNumberGlyphSorting(node);
|
|
this._forwardChildTouchToSurface();
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* 强制恢复五行数字可见(拖回背包 / 飞行露字)。
|
|
* @param show 是否显示数字皮
|
|
* @param syncSkill 是否对账 HeroActor(飞行露字阶段传 false)
|
|
* @returns 是否曾修复
|
|
*/
|
|
private _repairElementNumberGlyph(show: boolean, syncSkill: boolean): boolean {
|
|
let repaired = false;
|
|
this._ensureSkinNode();
|
|
const skin = this._skinNode;
|
|
if (skin?.isValid && !skin.active) {
|
|
skin.active = true;
|
|
repaired = true;
|
|
}
|
|
const before = this._numberNode;
|
|
this._applyNumberGlyph(show);
|
|
if (show && this._numberNode?.isValid) {
|
|
if (skin?.isValid && this._numberNode.parent !== skin) {
|
|
if (!this._attachNumberNode(this._numberNode)) {
|
|
this._numberNode = null;
|
|
this._elementSkinApplied = '';
|
|
console.warn('[TextGrid] 数字节点无法挂回 skin', this.weapon2Id, this.location);
|
|
} else {
|
|
repaired = true;
|
|
}
|
|
}
|
|
if (this._numberNode?.isValid) {
|
|
if (!this._numberNode.active) {
|
|
this._numberNode.active = true;
|
|
repaired = true;
|
|
}
|
|
const sk = this._numberNode.getComponent(sp.Skeleton);
|
|
if (sk?.isValid) {
|
|
if (!sk.enabled) {
|
|
sk.enabled = true;
|
|
repaired = true;
|
|
}
|
|
sk.paused = false;
|
|
sk.timeScale = 1;
|
|
sk.setAnimationCacheMode(sp.SpineAnimationCacheMode.REALTIME);
|
|
if (this._elementSkinApplied) {
|
|
this._playElementSkin(this._numberNode, this._elementSkinApplied);
|
|
}
|
|
}
|
|
// 数字就绪后再关 skin 自带 Skeleton,避免修失败只剩 ebg
|
|
const skinSk = skin?.getComponent(sp.Skeleton);
|
|
if (skinSk?.isValid && skinSk.enabled) {
|
|
skinSk.enabled = false;
|
|
repaired = true;
|
|
}
|
|
}
|
|
}
|
|
if (show && !this._numberNode?.isValid) {
|
|
console.warn('[TextGrid] 数字皮修复失败,回退 skin Skeleton', this.weapon2Id, this.location);
|
|
const skinSk = skin?.getComponent(sp.Skeleton);
|
|
if (skinSk?.isValid) skinSk.enabled = true;
|
|
}
|
|
if (before !== this._numberNode) repaired = true;
|
|
if (syncSkill) this._syncNumberSkill();
|
|
return repaired;
|
|
}
|
|
|
|
/** 数字 Spine 与字形 Sorting2D 对齐 */
|
|
private _ensureNumberGlyphSorting(node: Node): void {
|
|
let sorting = node.getComponent(Sorting2D);
|
|
if (!sorting) sorting = node.addComponent(Sorting2D);
|
|
sorting.sortingLayer = TEXT_GRID_BUFF_FX_SORT_LAYER;
|
|
sorting.sortingOrder = TEXT_GRID_GLYPH_SORT_ORDER;
|
|
}
|
|
|
|
/** host 下残留数字节点回池 */
|
|
private _recycleNumberChildren(host: Node | null): void {
|
|
if (!host?.isValid) return;
|
|
const children = host.children;
|
|
for (let i = children.length - 1; i >= 0; i--) {
|
|
const child = children[i];
|
|
if (!child?.isValid || child === this._numberNode) continue;
|
|
if (!this._isNumberFaceName(child.name)) continue;
|
|
this._putNumberNode(child);
|
|
}
|
|
}
|
|
|
|
/** 挂载倍率卡/属性卡预制体(battleHero/prefab/buff) */
|
|
private _applyBattleCardVisual(prefabName: string): void {
|
|
this._clearBattleCardVisual();
|
|
let node: Node | null = null;
|
|
try {
|
|
node = gg.res.getNode(BATTLE_HERO_BUFF_PATH, prefabName, GBundle.BattleHero);
|
|
} catch (e) {
|
|
console.log('[TextGrid] 产卡预制体加载异常', prefabName, String(e));
|
|
return;
|
|
}
|
|
if (!node?.isValid) {
|
|
console.log('[TextGrid] 产卡预制体缺失', prefabName);
|
|
return;
|
|
}
|
|
node.name = '_battleCardFx';
|
|
node.parent = this.node;
|
|
node.setPosition(0, 0, 0);
|
|
node.active = true;
|
|
}
|
|
|
|
/** 回收产卡预制体 */
|
|
private _clearBattleCardVisual(): void {
|
|
const child = this.node.getChildByName('_battleCardFx');
|
|
if (!child?.isValid) return;
|
|
gg.res.putNode(child);
|
|
}
|
|
|
|
/** 关掉当前数字皮并归还对象池 */
|
|
private _hideNumberNodes(): void {
|
|
const held = this._numberNode;
|
|
this._numberNode = null;
|
|
this._elementSkinApplied = '';
|
|
this._putNumberNode(held);
|
|
this._recycleNumberChildren(this._skinNode);
|
|
this._recycleNumberChildren(this.node);
|
|
}
|
|
|
|
/** 旧 skin 与当前数字皮一起显隐 */
|
|
private _setGlyphFaceActive(active: boolean): void {
|
|
if (this._skinNode?.isValid) this._skinNode.active = active;
|
|
if (!this._numberNode?.isValid) return;
|
|
this._numberNode.active = active;
|
|
if (!active) return;
|
|
const sk = this._numberNode.getComponent(sp.Skeleton);
|
|
if (sk?.isValid) sk.enabled = true;
|
|
}
|
|
|
|
/**
|
|
* 按 Hero.number 出池数字预制体并切五行皮。
|
|
* @param show 是否可见(成将盖住时仍选中节点但保持关闭)
|
|
*/
|
|
private _applyNumberGlyph(show: boolean): void {
|
|
const tile = this._entity?.tile;
|
|
if (!tile) {
|
|
this._hideNumberNodes();
|
|
return;
|
|
}
|
|
const herotype = Math.floor(Number(tile.type));
|
|
const level = this._resolveDisplayLevel();
|
|
const hero = this._heroByTypeLevel(herotype, level);
|
|
if (!hero) {
|
|
console.log('[TextGrid] 无英雄编号', this.weapon2Id, 'type=', herotype, 'level=', level);
|
|
this._hideNumberNodes();
|
|
return;
|
|
}
|
|
const num = Math.floor(Number(hero.number));
|
|
if (!(num > 0)) {
|
|
console.log('[TextGrid] Hero.number 无效', hero.id, hero.number);
|
|
this._hideNumberNodes();
|
|
return;
|
|
}
|
|
const skinName = this._elementSkinName(herotype);
|
|
if (!skinName) {
|
|
console.log('[TextGrid] 五行皮肤未定义', herotype, 'hero=', hero.id);
|
|
this._hideNumberNodes();
|
|
return;
|
|
}
|
|
const faceName = String(num);
|
|
if (this._numberNode?.isValid && this._numberNode.name === faceName && this._elementSkinApplied === skinName) {
|
|
this._ensureSkinNode();
|
|
if (this._skinNode?.isValid) {
|
|
this._skinNode.active = true;
|
|
if (this._numberNode.parent !== this._skinNode) {
|
|
if (!this._attachNumberNode(this._numberNode)) return;
|
|
} else {
|
|
const skinSk = this._skinNode.getComponent(sp.Skeleton);
|
|
if (skinSk?.isValid) skinSk.enabled = false;
|
|
}
|
|
}
|
|
if (this._numberNode.active !== show) this._numberNode.active = show;
|
|
if (show) {
|
|
const sk = this._numberNode.getComponent(sp.Skeleton);
|
|
if (sk?.isValid) {
|
|
sk.enabled = true;
|
|
sk.paused = false;
|
|
sk.timeScale = 1;
|
|
this._playElementSkin(this._numberNode, skinName);
|
|
}
|
|
}
|
|
this._recycleNumberChildren(this._skinNode);
|
|
this._recycleNumberChildren(this.node);
|
|
this._syncElementVisualChannel();
|
|
return;
|
|
}
|
|
this._hideNumberNodes();
|
|
const node = this._takeNumberNode(num);
|
|
if (!node) return;
|
|
if (!this._attachNumberNode(node)) return;
|
|
this._numberNode = node;
|
|
node.active = true;
|
|
this._playElementSkin(node, skinName);
|
|
this._elementSkinApplied = skinName;
|
|
node.active = show;
|
|
this._syncElementVisualChannel();
|
|
}
|
|
|
|
/**
|
|
* 武器本地 X(wPosX[等级-1],须靠左为负)。
|
|
*/
|
|
weaponLocalX(): number {
|
|
const fallback = -WEAPON_LEFT_OFFSET_PX;
|
|
const arr = this.wPosX;
|
|
if (!arr?.length) {
|
|
console.error('[TextGrid] wPosX 未配置', this.weapon2Id, this.level);
|
|
return fallback;
|
|
}
|
|
const idx = Math.max(0, Math.min(Math.floor(this.level) - 1, arr.length - 1));
|
|
const x = Number(arr[idx]);
|
|
if (!Number.isFinite(x) || x >= 0) {
|
|
console.error('[TextGrid] wPosX 须为负(靠左)', this.weapon2Id, this.level, arr[idx]);
|
|
return fallback;
|
|
}
|
|
return x;
|
|
}
|
|
|
|
/** 把数字 Spine / 武器 X 同步到 HeroActor 视觉通道 */
|
|
private _syncElementVisualChannel(actor?: HeroActor | null): void {
|
|
const a = actor ?? this.getComponent(HeroActor);
|
|
if (!a) return;
|
|
const sk = this._numberNode?.isValid ? this._numberNode.getComponent(sp.Skeleton) : null;
|
|
a.visualChannel.setGlyphAnim(sk?.isValid ? sk : null);
|
|
a.visualChannel.setWeaponLocalX(this.weaponLocalX());
|
|
}
|
|
|
|
/** 数字节点切五行皮并播待机 */
|
|
private _playElementSkin(node: Node, skinName: string): void {
|
|
const sk = node.getComponent(sp.Skeleton);
|
|
if (!sk?.isValid) {
|
|
console.log('[TextGrid] 数字节点缺少 Skeleton', node.name, this.weapon2Id);
|
|
return;
|
|
}
|
|
const sd = sk.skeletonData;
|
|
if (!sd?.isValid) {
|
|
sk.enabled = false;
|
|
console.error('[TextGrid] 数字节点 skeletonData 无效', node.name, this.weapon2Id);
|
|
return;
|
|
}
|
|
sk.enabled = true;
|
|
sk.setAnimationCacheMode(sp.SpineAnimationCacheMode.REALTIME);
|
|
ensureSpineSkeletonDataRuntime(sd);
|
|
if (!glyphSpineHasSkin(sk, skinName)) {
|
|
console.log('[TextGrid] 数字皮不存在', skinName, node.name, this.weapon2Id);
|
|
return;
|
|
}
|
|
sk.setSkin(skinName);
|
|
sk.setSlotsToSetupPose();
|
|
const runtime = sd.getRuntimeData?.(true);
|
|
if (runtime?.findAnimation?.('待机')) {
|
|
sk.setAnimation(0, '待机', true);
|
|
}
|
|
}
|
|
|
|
/** 按当前显示等级刷新五行数字皮 */
|
|
private _updateLevelLabel(): void {
|
|
if (!this._isElementNumberTile()) {
|
|
this._hideNumberNodes();
|
|
this._syncNumberSkill();
|
|
return;
|
|
}
|
|
// 背包始终显示数字;地图上仅在未被 HeroActor 盖住时显示
|
|
const show = this.location?.kind === 'bag' || !this._shouldHideGridSkin();
|
|
this._applyNumberGlyph(show);
|
|
this._syncNumberSkill();
|
|
}
|
|
|
|
/** 显示等级:以 setData 写入的 level 为准(与 tile / 组合数据同步) */
|
|
private _resolveDisplayLevel(): number {
|
|
return this.level;
|
|
}
|
|
|
|
/** 地图字块等级变更后刷新数字皮(免全量 setData) */
|
|
applyMapLevel(level: number): void {
|
|
if (!this.isValid) return;
|
|
const lv = Math.max(1, Math.floor(level) || 1);
|
|
this.level = lv;
|
|
if (this._entity) {
|
|
const comp = this._entity.composition
|
|
? { ...this._entity.composition, level: lv }
|
|
: null;
|
|
this._entity = { ...this._entity, level: lv, composition: comp };
|
|
}
|
|
this._updateLevelLabel();
|
|
this._syncSkillActiveState();
|
|
}
|
|
|
|
private _ensureDragSurface(): void {
|
|
const { width, height } = this._resolveDragSurfaceSize();
|
|
if (this._dragSurface?.isValid) {
|
|
this._dragSurface.getComponent(UITransform)?.setContentSize(width, height);
|
|
this._dragSurface.setSiblingIndex(this.node.children.length - 1);
|
|
return;
|
|
}
|
|
const surface = new Node('__dragSurface');
|
|
surface.parent = this.node;
|
|
surface.setPosition(0, 0, 0);
|
|
surface.addComponent(UITransform).setContentSize(width, height);
|
|
if (!surface.getComponent(BlockInputEvents)) surface.addComponent(BlockInputEvents);
|
|
surface.setSiblingIndex(this.node.children.length - 1);
|
|
this._dragSurface = surface;
|
|
this._bindClickSurface();
|
|
}
|
|
|
|
private _resolveDragSurfaceSize(): { width: number; height: number } {
|
|
const cell = BattleMapSpec.CELL_SIZE;
|
|
const nodeUt = this.node.getComponent(UITransform);
|
|
if (nodeUt && nodeUt.contentSize.width > 0 && nodeUt.contentSize.width <= cell * 2) {
|
|
return { width: nodeUt.contentSize.width, height: nodeUt.contentSize.height };
|
|
}
|
|
return { width: cell, height: cell };
|
|
}
|
|
|
|
/** 子节点触摸转发给拖拽面 */
|
|
private _relayTouchToDragSurface(e: EventTouch): void {
|
|
const surface = this._dragSurface;
|
|
if (!surface?.isValid) return;
|
|
e.preventSwallow = true;
|
|
surface.emit(e.type, e);
|
|
}
|
|
|
|
/**
|
|
* 绑定触摸转发。
|
|
* @param node 子节点
|
|
*/
|
|
private _bindTouchRelay(node: Node): void {
|
|
node.off(Node.EventType.TOUCH_START, this._relayTouchToDragSurface, this);
|
|
node.off(Node.EventType.TOUCH_MOVE, this._relayTouchToDragSurface, this);
|
|
node.off(Node.EventType.TOUCH_END, this._relayTouchToDragSurface, this);
|
|
node.off(Node.EventType.TOUCH_CANCEL, this._relayTouchToDragSurface, this);
|
|
node.on(Node.EventType.TOUCH_START, this._relayTouchToDragSurface, this);
|
|
node.on(Node.EventType.TOUCH_MOVE, this._relayTouchToDragSurface, this);
|
|
node.on(Node.EventType.TOUCH_END, this._relayTouchToDragSurface, this);
|
|
node.on(Node.EventType.TOUCH_CANCEL, this._relayTouchToDragSurface, this);
|
|
}
|
|
|
|
private _forwardChildTouchToSurface(): void {
|
|
if (!this._dragSurface) return;
|
|
const children = this.node.children;
|
|
for (let i = 0; i < children.length; i++) {
|
|
const child = children[i];
|
|
if (!child?.isValid || child === this._dragSurface) continue;
|
|
this._bindTouchRelay(child);
|
|
}
|
|
const skin = this._skinNode;
|
|
if (!skin?.isValid) return;
|
|
const nested = skin.children;
|
|
for (let i = 0; i < nested.length; i++) {
|
|
const child = nested[i];
|
|
if (!child?.isValid) continue;
|
|
this._bindTouchRelay(child);
|
|
}
|
|
}
|
|
|
|
/** 按 Text.icon 刷新 skin 节点 Spine */
|
|
private _applySkinIcon(iconName: string): void {
|
|
const name = this._normalizeIconName(iconName);
|
|
if (!name) return;
|
|
this._ensureSkinNode();
|
|
const skinNode = this._skinNode;
|
|
if (!skinNode?.isValid) {
|
|
console.error('[TextGrid] skin 节点缺失', name);
|
|
return;
|
|
}
|
|
if (this._skinIconName === name) {
|
|
if (!this._shouldHideGridSkin()) {
|
|
skinNode.active = true;
|
|
}
|
|
this.resetSkinPresentation();
|
|
const sk = this._getSkinSkeleton();
|
|
if (sk) sk.enabled = true;
|
|
this._applySkinSpineIcon(name);
|
|
return;
|
|
}
|
|
this._skinIconName = name;
|
|
if (!this._shouldHideGridSkin()) {
|
|
skinNode.active = true;
|
|
}
|
|
const sk = this._getSkinSkeleton();
|
|
if (sk) sk.enabled = true;
|
|
this.resetSkinPresentation();
|
|
this._applySkinSpineIcon(name);
|
|
this._ensureDragSurface();
|
|
this._forwardChildTouchToSurface();
|
|
}
|
|
|
|
/** skin 节点 Spine 切 Text.icon 并播待机 */
|
|
private _applySkinSpineIcon(iconName: string): void {
|
|
const sk = this._getSkinSkeleton();
|
|
if (!sk?.isValid) {
|
|
console.log('[TextGrid] skin 节点缺少 sp.Skeleton', iconName, this.weapon2Id);
|
|
return;
|
|
}
|
|
sk.enabled = true;
|
|
// 池化复用后强制 REALTIME,避免 SHARED/PRIVATE 缓存与换肤叠出空网格
|
|
sk.setAnimationCacheMode(sp.SpineAnimationCacheMode.REALTIME);
|
|
if (!applyGlyphSpineSkin(sk, iconName)) {
|
|
console.log('[TextGrid] Spine 皮肤未能应用', iconName, this.weapon2Id);
|
|
}
|
|
if (sk.skeletonData) ensureSpineSkeletonDataRuntime(sk.skeletonData);
|
|
const runtime = sk.skeletonData?.getRuntimeData?.(true);
|
|
if (runtime?.findAnimation?.('待机')) {
|
|
sk.setAnimation(0, '待机', true);
|
|
}
|
|
}
|
|
|
|
private _normalizeIconName(icon: unknown): string | null {
|
|
if (typeof icon === 'string') {
|
|
const name = icon.trim();
|
|
return name || null;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/** 同步英雄表现:隐藏格子皮 / 显示 HeroActor */
|
|
syncHeroPresentation(): void {
|
|
this._finishSkinPresentation();
|
|
}
|
|
|
|
private _finishSkinPresentation(): void {
|
|
this._heroActorRetry = 0;
|
|
this._syncSkillActiveState();
|
|
GEvent.Ins.emit(GEvent.UpdateBestPlace);
|
|
}
|
|
|
|
/** 本格属于已成将的 HeroActor 组合(不论英雄皮是否已挂上) */
|
|
private _isHeroActorComposeCell(): boolean {
|
|
const composition = this._getComposition();
|
|
if (composition == null || !isHeroActorWeapon1(composition.weapon1Id)) return false;
|
|
const loc = this.location;
|
|
if (loc?.kind !== 'map') return false;
|
|
return this._compHasGrid(composition, loc.gridIndex);
|
|
}
|
|
|
|
/** 本格已编入 HeroActor 且英雄字形已挂上:藏格子皮。预制体失败/异步未到时仍显示原单字 */
|
|
private _shouldHideSkinForHeroActor(): boolean {
|
|
if (!this._isHeroActorComposeCell()) return false;
|
|
const loc = this.location;
|
|
if (loc?.kind !== 'map') return false;
|
|
// 飞行透明隐藏中须露字皮,否则拖回背包只剩 ebg
|
|
if (HeroActorHost.instance.isFlightHiddenAtGrid(loc.gridIndex)) return false;
|
|
const composition = this._getComposition();
|
|
return composition != null && this._isHeroDisplayOnThisCell(composition);
|
|
}
|
|
|
|
/** 格子皮应藏:HeroActor 已盖住当前格 */
|
|
private _shouldHideGridSkin(): boolean {
|
|
return this._shouldHideSkinForHeroActor();
|
|
}
|
|
|
|
/** 英雄皮是否盖在当前地图格(交换拆开后必须为 false) */
|
|
private _isHeroDisplayOnThisCell(composition: ComposedUnit): boolean {
|
|
const loc = this.location;
|
|
if (loc?.kind !== 'map') return false;
|
|
return HeroActorHost.instance.isDisplayVisibleAtGrid(composition, loc.gridIndex);
|
|
}
|
|
|
|
/** 地图字块已组合为攻击单位 → 激活;拆开或未组合 → 关闭;五行字切换 Spine 皮肤 */
|
|
private _syncSkillActiveState(): void {
|
|
this._syncShadow();
|
|
this._syncNumberSkill();
|
|
const composition = this._getComposition();
|
|
const active = this._isMapComposedAttackUnit();
|
|
// 五行数字与玩家同一套 Skill 通道;轻量路径只给非数字(避免对账重刷待机皮)
|
|
if (this._aiMapLite && !this._isElementNumberTile()) {
|
|
this._syncAiMapLitePresentation(composition, active);
|
|
return;
|
|
}
|
|
// 正面 buff 特效由 CocosTowerPositiveBuffPresenter 按 AttributeComp 同步,勿在此清
|
|
const heroActor = composition != null && isHeroActorWeapon1(composition.weapon1Id);
|
|
const heroGlyph = this._skinIconName != null && HERO_GLYPH_RESOURCES.has(this._skinIconName);
|
|
if (heroActor || heroGlyph) {
|
|
this._syncHeroActorState(heroActor ? composition : null, active);
|
|
return;
|
|
}
|
|
const skin = this._skinNode?.isValid ? this._skinNode : null;
|
|
const skill = skin?.getComponent(Skill) ?? skin?.getComponentInChildren(Skill) ?? null;
|
|
if (!skill) {
|
|
this._setGlyphFaceActive(!this._shouldHideSkinForHeroActor());
|
|
return;
|
|
}
|
|
const w2Type = WeaponComposeConfigProvider.instance.getWeapon2Type(this.weapon2Id) as Weapon2TileType;
|
|
const entityType = this._entity?.tileType as Weapon2TileType | undefined;
|
|
const useGlyphSkin = isElementGlyphType(w2Type) || isElementGlyphType(Number(entityType));
|
|
|
|
// 激活态未变:升级/重建只刷等级皮,勿 abort(嫦娥领域等)
|
|
if (skill.isActive === active) {
|
|
if (useGlyphSkin && active) {
|
|
skill.applyComposeTextSkin(true, this._resolveDisplayLevel());
|
|
} else if (!active) {
|
|
this.resetSkinPresentation();
|
|
// 背包/未上场:强制待机(预制体 defaultAnimation 可能是「攻击」)
|
|
if (useGlyphSkin) {
|
|
skill.applyComposeTextSkin(false, this._resolveDisplayLevel());
|
|
}
|
|
skill.onIdle();
|
|
}
|
|
return;
|
|
}
|
|
|
|
const activating = active && !skill.isActive;
|
|
const deactivating = !active && skill.isActive;
|
|
|
|
// 仅失活时打断;首次激活时 PresentationCue 可能同帧已开始,abort 会 cancel 掉首刀
|
|
if (deactivating) {
|
|
skill.abortPresentation();
|
|
this.resetSkinPresentation();
|
|
}
|
|
|
|
skill.onSetActiveAtk(active);
|
|
if (useGlyphSkin) {
|
|
skill.applyComposeTextSkin(active, this._resolveDisplayLevel());
|
|
}
|
|
|
|
if (deactivating || !active) {
|
|
skill.onIdle();
|
|
} else if (!activating || !skill.isPresentationBusy()) {
|
|
skill.onIdle();
|
|
}
|
|
}
|
|
|
|
/** HeroActor 对账重试(DeploySync 可能晚于 TextGrid.setData) */
|
|
private _heroActorRetry = 0;
|
|
/** 递增作废未触发的 HeroActor 重试回调(换字后勿再开 skin) */
|
|
private _heroActorRetryToken = 0;
|
|
|
|
/**
|
|
* AI 地图轻量对账:HeroActor 格只藏/显格子皮;散字只套 icon。
|
|
* @param composition 合成体
|
|
* @param active 是否已组成攻击单位
|
|
*/
|
|
private _syncAiMapLitePresentation(composition: ComposedUnit | null, active: boolean): void {
|
|
const heroActor = composition != null && isHeroActorWeapon1(composition.weapon1Id);
|
|
if (heroActor) {
|
|
if (this._skinNode?.isValid) this._skinNode.active = !this._shouldHideSkinForHeroActor();
|
|
this._updateLevelLabel();
|
|
return;
|
|
}
|
|
if (this._skinNode?.isValid) this._skinNode.active = true;
|
|
if (this._skinIconName) this._applySkinSpineIcon(this._skinIconName);
|
|
this._updateLevelLabel();
|
|
}
|
|
|
|
/** setData 换字时作废挂起的 HeroActor 对账 */
|
|
private _invalidateHeroActorRetry(): void {
|
|
this._heroActorRetryToken++;
|
|
this._heroActorRetry = 0;
|
|
}
|
|
|
|
private _syncHeroActorState(composition: ComposedUnit | null, active: boolean): void {
|
|
const loc = this.location;
|
|
if (active && composition) {
|
|
const map = gg.game.CurentBattle?.Map;
|
|
let entityId: number | null = null;
|
|
if (map) {
|
|
entityId = loc?.kind === 'map'
|
|
? TowerQueryService.instance.getRuntimeByGridIndex(loc.gridIndex)?.entityId ?? null
|
|
: null;
|
|
const enemyCamp = this._isEnemyCampMapCell();
|
|
HeroActorHost.instance.ensureVisual(composition, map, entityId, enemyCamp);
|
|
}
|
|
const useHeroActor = isHeroActorWeapon1(composition.weapon1Id);
|
|
const displayReady = this._isHeroDisplayOnThisCell(composition);
|
|
this._setGlyphFaceActive(!this._shouldHideSkinForHeroActor());
|
|
// 皮可见 ≠ 已挂 Skill:entityId 晚到时必须继续对账,否则有皮无武器、不攻击
|
|
const skillReady = !useHeroActor
|
|
|| loc?.kind !== 'map'
|
|
|| (entityId != null && !!HeroActorHost.instance.getActor(entityId));
|
|
if (!displayReady || !skillReady) {
|
|
const delay = this._heroActorRetry < 12 ? 0 : (this._heroActorRetry < 48 ? 0.08 : 0.25);
|
|
if (this._heroActorRetry < 140) {
|
|
this._heroActorRetry++;
|
|
const token = this._heroActorRetryToken;
|
|
this.scheduleOnce(() => {
|
|
if (!this.isValid || token !== this._heroActorRetryToken) return;
|
|
this._syncHeroActorState(composition, active);
|
|
}, delay);
|
|
} else if (useHeroActor) {
|
|
ClientErrorReporter.report(
|
|
'TextGrid_HeroActorNotReady',
|
|
`w1=${composition.weapon1Id}|display=${displayReady}|entity=${entityId}`,
|
|
);
|
|
}
|
|
} else {
|
|
this._heroActorRetry = 0;
|
|
}
|
|
this._syncShadow();
|
|
return;
|
|
}
|
|
this._heroActorRetry = 0;
|
|
this._setGlyphFaceActive(true);
|
|
this.resetSkinPresentation();
|
|
this._resetGlyphSkinToBagIdle();
|
|
// 仅当地图格曾属于已激活组合时才拆 HeroActor;散落组合字(如单独「空」)勿误伤邻格
|
|
if (loc?.kind === 'map' && this._shouldDestroyHeroAtDeactivate(loc.gridIndex)) {
|
|
HeroActorHost.instance.destroyAtGrid(loc.gridIndex);
|
|
}
|
|
this._syncShadow();
|
|
}
|
|
|
|
/** 本节点是否仍挂在该地图格上(对象池幽灵 / 飞行节点不算) */
|
|
private _isLiveMapOccupant(gridIndex: number): boolean {
|
|
const map = gg.game.CurentBattle?.Map;
|
|
const parent = map?.getMapGridByIndex?.(gridIndex)?.node;
|
|
return !!parent?.isValid && this.node?.parent === parent;
|
|
}
|
|
|
|
/**
|
|
* 失活时是否应销毁该格 HeroActor。
|
|
* 组合仍在场时邻格快照未带上 composition 不得拆整座 Actor。
|
|
*/
|
|
private _shouldDestroyHeroAtDeactivate(gridIndex: number): boolean {
|
|
if (!this._isLiveMapOccupant(gridIndex)) return false;
|
|
if (!HeroActorHost.instance.hasActorAtGrid(gridIndex)) return false;
|
|
if (this._findComposition()) return false;
|
|
return true;
|
|
}
|
|
|
|
/** 收回背包:恢复 Text.icon 待机皮 */
|
|
private _resetGlyphSkinToBagIdle(): void {
|
|
if (!this._skinIconName) return;
|
|
this._applySkinSpineIcon(this._skinIconName);
|
|
}
|
|
|
|
/**
|
|
* 地图五行数字挂 HeroActor:普攻走 Skill 表,武器播 Skill.animation。
|
|
* @param heroId Hero.id
|
|
* @param entityId 塔实体
|
|
*/
|
|
ensureNumberSkill(heroId: number, entityId: EntityId): Skill | null {
|
|
if (!this._isElementNumberTile() || this.location?.kind !== 'map') return null;
|
|
const hid = Math.floor(Number(heroId) || 0);
|
|
if (!(hid > 0)) return null;
|
|
let actor = this.getComponent(HeroActor);
|
|
if (!actor) actor = this.addComponent(HeroActor);
|
|
actor.setHeroId(hid);
|
|
actor.bindEntity(entityId);
|
|
this._syncElementVisualChannel(actor);
|
|
if (!actor.isActive) {
|
|
actor.isActive = true;
|
|
actor.onUpdateActive(true);
|
|
} else if (!actor.isPresentationBusy() && !actor.visualChannel.isCastOrRestHold) {
|
|
actor.onIdle();
|
|
}
|
|
return actor;
|
|
}
|
|
|
|
/** 收回背包或换非五行字时拆掉数字 HeroActor */
|
|
releaseNumberSkill(): void {
|
|
const actor = this.getComponent(HeroActor);
|
|
if (!actor) return;
|
|
actor.isActive = false;
|
|
actor.onUpdateActive(false);
|
|
actor.visualChannel.release();
|
|
actor.destroy();
|
|
}
|
|
|
|
/** 地图激活数字:对账 HeroActor 与武器 */
|
|
private _syncNumberSkill(): void {
|
|
const onMap = this._isElementNumberTile() && this.location?.kind === 'map';
|
|
if (!onMap) {
|
|
this.releaseNumberSkill();
|
|
return;
|
|
}
|
|
const herotype = Math.floor(Number(this._entity?.tile?.type));
|
|
const hero = this._heroByTypeLevel(herotype, this._resolveDisplayLevel());
|
|
if (!hero) {
|
|
this.releaseNumberSkill();
|
|
return;
|
|
}
|
|
const loc = this.location;
|
|
if (loc?.kind !== 'map') return;
|
|
const entityId = this._resolveMapEntityId();
|
|
if (entityId == null) return;
|
|
this.ensureNumberSkill(hero.id, entityId);
|
|
}
|
|
|
|
/**
|
|
* 地图格对应塔实体:己方走本机,AI 轻量字走对手。
|
|
*/
|
|
private _resolveMapEntityId(): EntityId | null {
|
|
const loc = this.location;
|
|
if (loc?.kind !== 'map') return null;
|
|
const battle = gg.game.CurentBattle;
|
|
if (!battle?.session || !battle.Map) return null;
|
|
const player = this._aiMapLite || this._isEnemyCampMapCell()
|
|
? battle.remotePlayer
|
|
: battle.player;
|
|
if (!player) return null;
|
|
return findEntityIdByGridIndex(loc.gridIndex, battle.session, battle.Map, player);
|
|
}
|
|
|
|
/** 当前字块在地图上且属于有效组合(含单格 Weapon1) */
|
|
private _isMapComposedAttackUnit(): boolean {
|
|
const loc = this.location;
|
|
if (loc?.kind !== 'map') return false;
|
|
return this._getComposition() != null;
|
|
}
|
|
}
|
|
|