352 lines
11 KiB
TypeScript
352 lines
11 KiB
TypeScript
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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import { StaminaManager } from 'db://assets/scripts/utils/StaminaManager';
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import { ToastManager } from 'db://assets/scripts/utils/ToastManager';
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import { StaminaInfo } from 'db://assets/scripts/types/ApiTypes';
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const { ccclass, property } = _decorator;
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/**
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* 首页组件
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* 继承 BaseView,实现页面生命周期
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*/
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@ccclass('PageHome')
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export class PageHome extends BaseView {
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/** 默认体力上限 */
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private static readonly DEFAULT_STAMINA_MAX = 50;
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@property({ type: Node, tooltip: '开始游戏按钮' })
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startGameBtn: Node | null = null;
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@property({ type: Node, tooltip: 'PK按钮' })
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pkBtn: Node | null = null;
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/** 体力值显示标签 */
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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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onViewLoad(): void {
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console.log('[PageHome] onViewLoad');
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this._initButtons();
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this._initWxShare();
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// 检查隐私授权
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this._checkPrivacyAuthorization();
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}
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/**
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* 初始化微信分享功能
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*/
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private _initWxShare(): void {
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WxSDK.initShare({
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title: '写英语',
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imageUrl: '',
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query: ''
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});
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}
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/**
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* 检查隐私授权状态
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*/
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private async _checkPrivacyAuthorization(): Promise<void> {
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if (!WxSDK.isWechat()) {
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console.log('[PageHome] 非微信环境,跳过隐私授权检查');
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return;
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}
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try {
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const { needAuthorization } = await checkPrivacySetting();
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if (needAuthorization) {
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console.log('[PageHome] 用户未授权隐私,引导授权');
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await requirePrivacyAuthorize();
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} else {
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console.log('[PageHome] 用户已授权隐私');
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}
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} catch (err) {
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console.warn('[PageHome] 隐私授权检查异常:', err);
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}
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}
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/**
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* 初始化按钮事件
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*/
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private _initButtons(): void {
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if (this.startGameBtn) {
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this.startGameBtn.on(Button.EventType.CLICK, this._onStartGameClick, this);
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}
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if (this.pkBtn) {
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this.pkBtn.on(Button.EventType.CLICK, this._onPkClick, this);
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}
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}
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/**
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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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// 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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* PK按钮点击回调
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*/
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private _onPkClick(): void {
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console.log('[PageHome] PK按钮点击');
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ViewManager.instance.open('PageWriteLevels');
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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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* 获取体力上限
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*/
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private _getStaminaMax(stamina: StaminaInfo): number {
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return typeof stamina.max === 'number' ? stamina.max : PageHome.DEFAULT_STAMINA_MAX;
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}
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/**
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* 更新体力值显示
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*/
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private updateStaminaLabel(): void {
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if (this.liveLabel) {
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const stamina = StaminaManager.instance.getStamina();
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const maxStamina = this._getStaminaMax(stamina);
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this.liveLabel.string = `${stamina.current}/${maxStamina}`;
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}
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}
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/**
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* 页面隐藏时调用
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*/
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onViewHide(): void {
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console.log('[PageHome] onViewHide');
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}
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/**
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* 页面销毁时调用
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*/
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onViewDestroy(): void {
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console.log('[PageHome] onViewDestroy');
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// 移除按钮事件监听
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if (this.startGameBtn) {
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this.startGameBtn.off(Button.EventType.CLICK, this._onStartGameClick, this);
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}
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if (this.pkBtn) {
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this.pkBtn.off(Button.EventType.CLICK, this._onPkClick, this);
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}
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}
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}
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