feat(herolist&skillbox): 新增英雄图鉴技能图标展示功能
1. 为SSkillBoxComp新增英雄图鉴专用初始化方法,支持区分技能/驻场光环图标来源 2. 扩展技能背景色适配,支持5档英雄技能等级配色 3. 在HerosListComp中实现英雄技能图标列表刷新逻辑,支持大招和各类触发技能展示 4. 按英雄等级动态显示技能解锁状态和对应等级图标
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@@ -22,12 +22,13 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { oops } from "db://oops-framework/core/Oops";
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import { mLogger } from "../common/Logger";
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import { HeroInfo, HeroList } from "../common/config/heroSet";
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import { HeroInfo, HeroList, SkillTriggerType, LvFieldEntry, LvReviveEntry, LvTriggerEntry, TriggerGrouped } from "../common/config/heroSet";
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import { buildSkillDesc } from "../common/config/HeroSkillDesc";
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import { GameEvent } from "../common/config/GameEvent";
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import { HERO_UPGRADE_NEED_FRAGMENTS, CARD_LV_BG_COLORS } from "../common/config/GameSet";
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import { CardLiteComp } from "./CardLiteComp";
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import { ChipComp } from "./ChipComp";
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import { SSkillBoxComp } from "./SSkillBoxComp";
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import { smc } from "../common/SingletonModuleComp";
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const { property, ccclass } = _decorator;
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@@ -90,6 +91,14 @@ export class HerosListComp extends CCComp {
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/** 技能描述节点() */
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@property(Node)
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infos_node = null!
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/** 技能图标容器节点(动态挂载 SSkillBoxComp 实例,展示当前英雄技能) */
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@property(Node)
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skills_node = null!
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/** 技能小图标预制体(根节点挂 SSkillBoxComp) */
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@property(Prefab)
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skill_icon_prefab = null!
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/** 升级特效动画节点(内含升级效果 Animation,点击升级时从头播放) */
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@property(Node)
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upgrade_anim_node = null!
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@@ -408,6 +417,7 @@ export class HerosListComp extends CCComp {
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this.updateTypeDisplay(hero)
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this.updateHeroAnimation(uuid)
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this.updateGrowthPanel(uuid)
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this.updateSkillIcons(hero)
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}
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private updatePoolLvBg(card_lv: number) {
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@@ -476,6 +486,112 @@ export class HerosListComp extends CCComp {
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}
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}
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// ======================== 技能图标列表 ========================
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/** 图鉴面板展示的触发技能类型(heroInfo 触发配置:死亡/战斗开始/光环/攻击后/受击/复活) */
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private static readonly PANEL_TRIGGER_TYPES: SkillTriggerType[] = [
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SkillTriggerType.Dead,
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SkillTriggerType.FStart,
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SkillTriggerType.Field,
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SkillTriggerType.Atking,
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SkillTriggerType.Atked,
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SkillTriggerType.Revive,
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]
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/**
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* 刷新当前英雄的技能图标列表:
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* 1. 大招:skills[1] 及以后(首个为普攻,跳过)。
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* 2. 触发技能:Dead/FStart/Field/Atking/Atked/Revive。
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* 以局外等级(getHeroOuterLv)为当前等级,未达解锁档的显示 locked,
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* 已激活的显示当前等级对应的技能等级。
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*/
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private updateSkillIcons(hero: typeof HeroInfo[number]) {
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if (!this.skills_node || !this.skill_icon_prefab) return
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// 清空旧图标(显式销毁,避免节点泄漏)
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for (let i = this.skills_node.children.length - 1; i >= 0; i--) {
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this.skills_node.children[i].destroy()
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}
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const lv = Math.max(1, smc.getHeroOuterLv(hero.uuid))
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// ---- 大招:skills[1] 及以后 ----
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Object.values(hero.skills).slice(1).forEach(hSkill => {
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// 与 Hero.load 同式:技能等级 = 配置 lv + 英雄等级 - 2,> 0 才视为已解锁
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const unlocked = hSkill.lv + lv - 2 > 0
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// 技能等级展示与 buildSkillDesc 同规则:lv_entries 取 ≤lv 最大档的 s_lv
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const sLv = hSkill.lv_entries?.length
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? (hSkill.lv_entries.filter(e => e.lv <= lv).pop()?.s_lv ?? hSkill.lv)
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: hSkill.lv
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this.addSkillIcon(hSkill.uuid, sLv, !unlocked, false)
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})
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// ---- 触发技能:按 PANEL_TRIGGER_TYPES 顺序追加 ----
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for (const type of HerosListComp.PANEL_TRIGGER_TYPES) {
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if (type === SkillTriggerType.Field) {
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this.addFieldIcons(hero[SkillTriggerType.Field], lv)
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} else if (type === SkillTriggerType.Revive) {
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this.addReviveIcon(hero[SkillTriggerType.Revive], lv)
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} else {
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this.addTriggerIcons(hero[type] as TriggerGrouped | undefined, lv)
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}
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}
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}
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/**
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* 实例化技能小图标并初始化
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* @param s_uuid 技能 UUID(SkillSet 或 FieldSkillSet)
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* @param s_lv 当前等级对应的技能等级(locked 时为解锁预览档)
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* @param locked 当前等级未激活 → 显示锁定遮罩
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* @param isField true 表示驻场光环词条(图标取 FieldSkillSet)
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*/
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private addSkillIcon(s_uuid: number, s_lv: number, locked: boolean, isField: boolean) {
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const node = instantiate(this.skill_icon_prefab)
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node.name = `skill_${s_uuid}`
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const comp = node.getComponent(SSkillBoxComp) || node.addComponent(SSkillBoxComp)
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comp.initHeroSkill(s_uuid, s_lv, locked, isField)
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this.skills_node.addChild(node)
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}
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/**
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* 触发技能(dead/fstart/atking/atked):按 s_uuid 分组,取 ≤lv 最大档判定激活;
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* 未激活时预览最低档(与 resolveTriggerByLv 同语义)
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*/
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private addTriggerIcons(grouped: TriggerGrouped | undefined, lv: number) {
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if (!grouped) return
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for (const key in grouped) {
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const entries = grouped[key]
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if (!entries?.length) continue
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const sorted = [...entries].sort((a, b) => a.lv - b.lv)
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let active: LvTriggerEntry | undefined
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for (const e of sorted) { if (e.lv <= lv) active = e }
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const pick = active ?? sorted[0]
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this.addSkillIcon(Number(key), pick.s_lv ?? 1, !active, false)
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}
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}
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/** 驻场光环:未激活取最低档预览,激活取 ≤lv 最大档的词条列表 */
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private addFieldIcons(field: LvFieldEntry[] | undefined, lv: number) {
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if (!field?.length) return
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const sorted = [...field].sort((a, b) => a.lv - b.lv)
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let active: LvFieldEntry | undefined
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for (const e of sorted) { if (e.lv <= lv) active = e }
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const pick = active ?? sorted[0]
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for (const entry of pick.uuids) {
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this.addSkillIcon(entry.uuid, pick.lv, !active, true)
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}
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}
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/** 复活技能:未激活取最低档预览,激活取 ≤lv 最大档 */
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private addReviveIcon(revive: LvReviveEntry[] | undefined, lv: number) {
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if (!revive?.length) return
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const sorted = [...revive].sort((a, b) => a.lv - b.lv)
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let active: LvReviveEntry | undefined
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for (const e of sorted) { if (e.lv <= lv) active = e }
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const pick = active ?? sorted[0]
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this.addSkillIcon(pick.s_uuid, pick.lv, !active, false)
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}
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// ======================== 英雄动画 ========================
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private updateHeroAnimation(uuid: number) {
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