perf: 首页支持扣减体力动画
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@@ -620,7 +620,7 @@
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},
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{
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"__type__": "cc.Node",
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"_name": "IconStam2",
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"_name": "IconLive",
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"_objFlags": 0,
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"__editorExtras__": {},
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"_parent": {
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@@ -1,4 +1,4 @@
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import { _decorator, Node, Button, Label } from 'cc';
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import { _decorator, Node, Button, Label, tween, Vec3, UIOpacity, UITransform, Color, instantiate } from 'cc';
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import { BaseView } from 'db://assets/scripts/core/BaseView';
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import { ViewManager } from 'db://assets/scripts/core/ViewManager';
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import { WxSDK, checkPrivacySetting, requirePrivacyAuthorize } from 'db://assets/scripts/utils/WxSDK';
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@@ -26,6 +26,21 @@ export class PageHome extends BaseView {
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@property(Label)
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liveLabel: Label | null = null;
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/** 飞行动画持续时间(秒) */
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private static readonly FLY_DURATION = 0.5;
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/** 到达后弹跳持续时间(秒) */
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private static readonly BOUNCE_DURATION = 0.15;
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/** 浮动文本动画持续时间(秒) */
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private static readonly FLOAT_DURATION = 0.8;
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/** 浮动文本上移距离 */
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private static readonly FLOAT_OFFSET_Y = 120;
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/** 是否正在播放体力消耗动画 */
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private _isAnimating: boolean = false;
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/**
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* 页面首次加载时调用
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*/
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@@ -86,8 +101,29 @@ export class PageHome extends BaseView {
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* 开始游戏按钮点击回调
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*/
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private _onStartGameClick(): void {
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if (this._isAnimating) return;
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console.log('[PageHome] 开始游戏按钮点击');
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ViewManager.instance.open('PageLevel');
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// 体力检查
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if (!StaminaManager.instance.hasStamina()) {
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ToastManager.show('体力不足,请等待恢复');
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return;
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}
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this._isAnimating = true;
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this._playStaminaCostAnimation()
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.then(() => {
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ViewManager.instance.open('PageLevel');
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})
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.catch(err => {
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console.error('[PageHome] 体力消耗动画异常:', err);
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// 异常兜底:直接进入关卡
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ViewManager.instance.open('PageLevel');
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})
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.finally(() => {
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this._isAnimating = false;
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});
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}
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/**
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@@ -98,12 +134,180 @@ export class PageHome extends BaseView {
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ToastManager.show('功能正在开发中,敬请期待吧!');
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}
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// ========== 体力消耗动画 ==========
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/**
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* 通过节点路径查找 IconLive
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*/
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private _findIconLive(): Node | null {
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return this.node
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.getChildByName('TopLayout')
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?.getChildByName('Live')
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?.getChildByName('IconLive') ?? null;
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}
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/**
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* 将节点的世界坐标转换为目标父节点的本地坐标
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*/
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private _worldToLocal(worldPos: Vec3, parent: Node): Vec3 {
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const parentTransform = parent.getComponent(UITransform);
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if (!parentTransform) return worldPos;
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return parentTransform.convertToNodeSpaceAR(worldPos);
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}
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/**
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* 获取节点的世界坐标
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*/
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private _getWorldPos(node: Node): Vec3 {
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const transform = node.getComponent(UITransform);
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if (!transform) return node.worldPosition.clone();
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return transform.convertToWorldSpaceAR(Vec3.ZERO);
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}
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/**
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* 播放体力消耗动画
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* 1. 克隆 IconLive 飞向 StarGame 按钮
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* 2. 到达后弹跳
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* 3. "体力值-1" 浮动文本上移渐隐
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* 4. 同步更新体力数字
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*/
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private _playStaminaCostAnimation(): Promise<void> {
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return new Promise<void>((resolve) => {
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const iconLive = this._findIconLive();
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const targetBtn = this.startGameBtn;
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if (!iconLive || !targetBtn) {
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console.warn('[PageHome] 动画节点未找到,跳过动画');
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resolve();
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return;
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}
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// --- 坐标计算 ---
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const iconWorldPos = this._getWorldPos(iconLive);
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const targetWorldPos = this._getWorldPos(targetBtn);
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const rootNode = this.node;
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// 起始和终点在 root 本地空间的坐标
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const startLocal = this._worldToLocal(iconWorldPos, rootNode);
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const endLocal = this._worldToLocal(targetWorldPos, rootNode);
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// --- 克隆飞行节点 ---
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const flyNode = instantiate(iconLive);
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flyNode.name = '_flyIcon';
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flyNode.setPosition(startLocal);
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// 保持与原始 IconLive 相同的缩放
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flyNode.setScale(iconLive.worldScale.clone());
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rootNode.addChild(flyNode);
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// 隐藏原始 IconLive
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iconLive.active = false;
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// --- 飞行路径(带弧度的抛物线效果) ---
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// 中间控制点:x 取中点,y 取较高值 + 偏移形成弧线
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const midX = (startLocal.x + endLocal.x) / 2;
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const midY = Math.max(startLocal.y, endLocal.y) + 150;
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const midPoint = new Vec3(midX, midY, 0);
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// 阶段1:飞到弧线顶点
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const halfDuration = PageHome.FLY_DURATION / 2;
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tween(flyNode)
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.to(halfDuration, { position: midPoint }, { easing: 'quadOut' })
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.to(halfDuration, { position: endLocal }, { easing: 'quadIn' })
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// 阶段2:到达弹跳
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.to(PageHome.BOUNCE_DURATION / 2, { scale: new Vec3(0.4, 0.4, 1) }, { easing: 'quadOut' })
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.to(PageHome.BOUNCE_DURATION / 2, { scale: new Vec3(0.3, 0.3, 1) }, { easing: 'quadIn' })
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.call(() => {
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// 飞行完成 — flyNode 使命结束,立即清理
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flyNode.destroy();
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iconLive.active = true;
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// 创建浮动文本
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this._showFloatText(targetBtn, rootNode);
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// 乐观更新体力数字
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this._optimisticUpdateStamina();
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// 等浮动文本播完再 resolve(用 setTimeout,不依赖已销毁节点的 tween)
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setTimeout(() => resolve(), PageHome.FLOAT_DURATION * 1000);
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})
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.start();
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});
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}
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/**
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* 显示浮动提示文本 "体力值-1"
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* 从按钮位置向上漂移并渐隐
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*/
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private _showFloatText(anchorNode: Node, parentNode: Node): void {
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// 创建文本节点
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const textNode = new Node('_floatText');
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textNode.addComponent(UITransform);
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const label = textNode.addComponent(Label);
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label.string = '体力值-1';
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label.fontSize = 36;
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label.lineHeight = 40;
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label.color = new Color(255, 80, 80, 255);
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label.isBold = true;
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// 复用 liveLabel 的字体(如果有)
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if (this.liveLabel?.font) {
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label.font = this.liveLabel.font;
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}
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// 添加 UIOpacity 用于渐隐
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const opacity = textNode.addComponent(UIOpacity);
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opacity.opacity = 255;
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// 定位到按钮上方
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const anchorWorldPos = this._getWorldPos(anchorNode);
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const localPos = this._worldToLocal(anchorWorldPos, parentNode);
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// 起始位置在按钮上方偏移
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localPos.y += 120;
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textNode.setPosition(localPos);
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parentNode.addChild(textNode);
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// 向上漂移 + 渐隐
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const floatTarget = new Vec3(localPos.x, localPos.y + PageHome.FLOAT_OFFSET_Y, 0);
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tween(textNode)
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.to(PageHome.FLOAT_DURATION, { position: floatTarget }, { easing: 'quadOut' })
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.call(() => {
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textNode.destroy();
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})
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.start();
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tween(opacity)
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.delay(PageHome.FLOAT_DURATION * 0.3)
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.to(PageHome.FLOAT_DURATION * 0.7, { opacity: 0 }, { easing: 'quadIn' })
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.start();
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}
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/**
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* 乐观更新体力标签(本地 -1 预扣显示)
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*/
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private _optimisticUpdateStamina(): void {
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if (!this.liveLabel) return;
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const stamina = StaminaManager.instance.getStamina();
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const maxStamina = this._getStaminaMax(stamina);
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const displayCurrent = Math.max(0, stamina.current - 1);
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this.liveLabel.string = `${displayCurrent}/${maxStamina}`;
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}
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/**
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* 页面每次显示时调用
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*/
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onViewShow(): void {
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console.log('[PageHome] onViewShow');
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this.updateStaminaLabel();
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// 保险恢复:防止动画中途被打断导致 IconLive 隐藏残留
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const iconLive = this._findIconLive();
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if (iconLive && !iconLive.active) {
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iconLive.active = true;
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}
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}
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/**
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