perf: 首页支持扣减体力动画

This commit is contained in:
richarjiang
2026-04-27 10:11:36 +08:00
parent fbea31b9ea
commit 16efb1bb25
2 changed files with 207 additions and 3 deletions

View File

@@ -620,7 +620,7 @@
},
{
"__type__": "cc.Node",
"_name": "IconStam2",
"_name": "IconLive",
"_objFlags": 0,
"__editorExtras__": {},
"_parent": {

View File

@@ -1,4 +1,4 @@
import { _decorator, Node, Button, Label } from 'cc';
import { _decorator, Node, Button, Label, tween, Vec3, UIOpacity, UITransform, Color, instantiate } from 'cc';
import { BaseView } from 'db://assets/scripts/core/BaseView';
import { ViewManager } from 'db://assets/scripts/core/ViewManager';
import { WxSDK, checkPrivacySetting, requirePrivacyAuthorize } from 'db://assets/scripts/utils/WxSDK';
@@ -26,6 +26,21 @@ export class PageHome extends BaseView {
@property(Label)
liveLabel: Label | null = null;
/** 飞行动画持续时间(秒) */
private static readonly FLY_DURATION = 0.5;
/** 到达后弹跳持续时间(秒) */
private static readonly BOUNCE_DURATION = 0.15;
/** 浮动文本动画持续时间(秒) */
private static readonly FLOAT_DURATION = 0.8;
/** 浮动文本上移距离 */
private static readonly FLOAT_OFFSET_Y = 120;
/** 是否正在播放体力消耗动画 */
private _isAnimating: boolean = false;
/**
* 页面首次加载时调用
*/
@@ -86,8 +101,29 @@ export class PageHome extends BaseView {
* 开始游戏按钮点击回调
*/
private _onStartGameClick(): void {
if (this._isAnimating) return;
console.log('[PageHome] 开始游戏按钮点击');
ViewManager.instance.open('PageLevel');
// 体力检查
if (!StaminaManager.instance.hasStamina()) {
ToastManager.show('体力不足,请等待恢复');
return;
}
this._isAnimating = true;
this._playStaminaCostAnimation()
.then(() => {
ViewManager.instance.open('PageLevel');
})
.catch(err => {
console.error('[PageHome] 体力消耗动画异常:', err);
// 异常兜底:直接进入关卡
ViewManager.instance.open('PageLevel');
})
.finally(() => {
this._isAnimating = false;
});
}
/**
@@ -98,12 +134,180 @@ export class PageHome extends BaseView {
ToastManager.show('功能正在开发中,敬请期待吧!');
}
// ========== 体力消耗动画 ==========
/**
* 通过节点路径查找 IconLive
*/
private _findIconLive(): Node | null {
return this.node
.getChildByName('TopLayout')
?.getChildByName('Live')
?.getChildByName('IconLive') ?? null;
}
/**
* 将节点的世界坐标转换为目标父节点的本地坐标
*/
private _worldToLocal(worldPos: Vec3, parent: Node): Vec3 {
const parentTransform = parent.getComponent(UITransform);
if (!parentTransform) return worldPos;
return parentTransform.convertToNodeSpaceAR(worldPos);
}
/**
* 获取节点的世界坐标
*/
private _getWorldPos(node: Node): Vec3 {
const transform = node.getComponent(UITransform);
if (!transform) return node.worldPosition.clone();
return transform.convertToWorldSpaceAR(Vec3.ZERO);
}
/**
* 播放体力消耗动画
* 1. 克隆 IconLive 飞向 StarGame 按钮
* 2. 到达后弹跳
* 3. "体力值-1" 浮动文本上移渐隐
* 4. 同步更新体力数字
*/
private _playStaminaCostAnimation(): Promise<void> {
return new Promise<void>((resolve) => {
const iconLive = this._findIconLive();
const targetBtn = this.startGameBtn;
if (!iconLive || !targetBtn) {
console.warn('[PageHome] 动画节点未找到,跳过动画');
resolve();
return;
}
// --- 坐标计算 ---
const iconWorldPos = this._getWorldPos(iconLive);
const targetWorldPos = this._getWorldPos(targetBtn);
const rootNode = this.node;
// 起始和终点在 root 本地空间的坐标
const startLocal = this._worldToLocal(iconWorldPos, rootNode);
const endLocal = this._worldToLocal(targetWorldPos, rootNode);
// --- 克隆飞行节点 ---
const flyNode = instantiate(iconLive);
flyNode.name = '_flyIcon';
flyNode.setPosition(startLocal);
// 保持与原始 IconLive 相同的缩放
flyNode.setScale(iconLive.worldScale.clone());
rootNode.addChild(flyNode);
// 隐藏原始 IconLive
iconLive.active = false;
// --- 飞行路径(带弧度的抛物线效果) ---
// 中间控制点x 取中点y 取较高值 + 偏移形成弧线
const midX = (startLocal.x + endLocal.x) / 2;
const midY = Math.max(startLocal.y, endLocal.y) + 150;
const midPoint = new Vec3(midX, midY, 0);
// 阶段1飞到弧线顶点
const halfDuration = PageHome.FLY_DURATION / 2;
tween(flyNode)
.to(halfDuration, { position: midPoint }, { easing: 'quadOut' })
.to(halfDuration, { position: endLocal }, { easing: 'quadIn' })
// 阶段2到达弹跳
.to(PageHome.BOUNCE_DURATION / 2, { scale: new Vec3(0.4, 0.4, 1) }, { easing: 'quadOut' })
.to(PageHome.BOUNCE_DURATION / 2, { scale: new Vec3(0.3, 0.3, 1) }, { easing: 'quadIn' })
.call(() => {
// 飞行完成 — flyNode 使命结束,立即清理
flyNode.destroy();
iconLive.active = true;
// 创建浮动文本
this._showFloatText(targetBtn, rootNode);
// 乐观更新体力数字
this._optimisticUpdateStamina();
// 等浮动文本播完再 resolve用 setTimeout不依赖已销毁节点的 tween
setTimeout(() => resolve(), PageHome.FLOAT_DURATION * 1000);
})
.start();
});
}
/**
* 显示浮动提示文本 "体力值-1"
* 从按钮位置向上漂移并渐隐
*/
private _showFloatText(anchorNode: Node, parentNode: Node): void {
// 创建文本节点
const textNode = new Node('_floatText');
textNode.addComponent(UITransform);
const label = textNode.addComponent(Label);
label.string = '体力值-1';
label.fontSize = 36;
label.lineHeight = 40;
label.color = new Color(255, 80, 80, 255);
label.isBold = true;
// 复用 liveLabel 的字体(如果有)
if (this.liveLabel?.font) {
label.font = this.liveLabel.font;
}
// 添加 UIOpacity 用于渐隐
const opacity = textNode.addComponent(UIOpacity);
opacity.opacity = 255;
// 定位到按钮上方
const anchorWorldPos = this._getWorldPos(anchorNode);
const localPos = this._worldToLocal(anchorWorldPos, parentNode);
// 起始位置在按钮上方偏移
localPos.y += 120;
textNode.setPosition(localPos);
parentNode.addChild(textNode);
// 向上漂移 + 渐隐
const floatTarget = new Vec3(localPos.x, localPos.y + PageHome.FLOAT_OFFSET_Y, 0);
tween(textNode)
.to(PageHome.FLOAT_DURATION, { position: floatTarget }, { easing: 'quadOut' })
.call(() => {
textNode.destroy();
})
.start();
tween(opacity)
.delay(PageHome.FLOAT_DURATION * 0.3)
.to(PageHome.FLOAT_DURATION * 0.7, { opacity: 0 }, { easing: 'quadIn' })
.start();
}
/**
* 乐观更新体力标签(本地 -1 预扣显示)
*/
private _optimisticUpdateStamina(): void {
if (!this.liveLabel) return;
const stamina = StaminaManager.instance.getStamina();
const maxStamina = this._getStaminaMax(stamina);
const displayCurrent = Math.max(0, stamina.current - 1);
this.liveLabel.string = `${displayCurrent}/${maxStamina}`;
}
/**
* 页面每次显示时调用
*/
onViewShow(): void {
console.log('[PageHome] onViewShow');
this.updateStaminaLabel();
// 保险恢复:防止动画中途被打断导致 IconLive 隐藏残留
const iconLive = this._findIconLive();
if (iconLive && !iconLive.active) {
iconLive.active = true;
}
}
/**