refactor(skill-text): 重构技能文案系统,拆分英雄/卡牌语境
1. 将原HeroSkillDesc拆分为CardSkillText(卡牌/道具通用)和HeroSkillText(英雄专属) 2. 移除废弃的HeroSkillDesc文件与相关引用 3. 统一技能文案生成逻辑,修复数值漂移问题 4. 调整英雄配置中技能解锁等级与分档规则 5. 优化技能弹窗UI与参数传递逻辑
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@@ -5,14 +5,13 @@
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* 职责:
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* 1. 展示技能小图标(SSkillBoxComp)点击后的详细信息弹窗。
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* 2. 展示技能名称、当前等级、图标、主功能说明。
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* 3. 展示 2 级 / 3 级 激活状态(已激活显示"已激活",未激活显示"x级激活")
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* 及相对上一档的能力提升说明。
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* 3. 展示 1 级 / 2 级 / 3 级 激活状态(已激活显示"已激活",未激活显示"x级激活")。
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* 4. 点击弹窗外部区域关闭。
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*
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* 使用(oops.gui 模块):
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* oops.gui.open(UIID.SInfo, {
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* uuid: 8701, // 卡牌/技能 UUID
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* card_lv: 1, // 当前等级
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* skill_lv: 1, // 当前等级
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* card_icon: "xxx", // 图标ID(可选,缺省自动解析)
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* skill_name: "战后恢复", // 名称(可选)
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* field: [...], // 驻场词条(装备卡)
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@@ -23,9 +22,10 @@
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* 依赖:
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* - oops.gui(UI 生命周期)—— open / removeByNode
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* - SkillSet / FieldSkillSet(技能/光环静态配置)
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* - SkillCardList / EquipPoolList(卡牌静态配置)
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* - HeroSkillDesc(buildCardDescRich 富文本描述生成,卡牌模式)
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* - HeroSkillText(buildHeroSkillTierLines 技能分档描述,英雄技能模式)
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* - SkillCardList(卡牌静态配置)
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* - CardSkillText(buildCardDescRich 富文本描述生成,卡牌模式)
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* - HeroSkillText(buildHeroSkillTierLines 技能分档描述,英雄技能模式,
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* 覆盖普攻/大招、触发技能、驻场光环词条与复活)
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*/
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import { _decorator, Node, Label, RichText, NodeEventType, Sprite, Color, input, Input, EventTouch, UITransform, Vec3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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@@ -34,9 +34,8 @@ import { oops } from "db://oops-framework/core/Oops";
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import { CardTriggerType, CardConfig } from "../common/config/CardSet";
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import { SkillSet, FieldSkillSet } from "../common/config/SkillSet";
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import { SkillCardList } from "../common/config/SCardSet";
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import { EquipPoolList } from "../common/config/EquipSet";
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import { FieldEntry } from "../common/config/heroSet";
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import { buildCardDescRich } from "../common/config/HeroSkillDesc";
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import { buildCardDescRich } from "../common/config/CardSkillText";
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import { buildHeroSkillTierLines, HeroSkillTierLine } from "../common/HeroSkillText";
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import { smc } from "../common/SingletonModuleComp";
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@@ -47,7 +46,7 @@ export interface SInfoParams {
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/** 卡牌/技能 UUID */
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uuid: number;
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/** 当前等级 */
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card_lv: number;
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skill_lv: number;
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/** 图标ID(可选,优先级最高) */
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card_icon?: string;
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/** 技能名称(可选) */
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@@ -68,8 +67,6 @@ interface LvUpgradeInfo {
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lvText: string;
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/** 激活状态文本("已激活" 或 "2级激活") */
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statusText: string;
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/** 能力提升富文本描述 */
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desc: string;
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}
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@ccclass('SinfoComp')
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@@ -93,6 +90,10 @@ export class SinfoComp extends CCComp {
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@property({ type: RichText, displayName: "主功能说明" })
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private main_info: RichText = null;
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/** 1级激活状态标签 */
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@property({ type: Label, displayName: "1级激活状态" })
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private main_status: Label = null;
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/** 2级激活状态标签 */
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@property({ type: Label, displayName: "2级激活状态" })
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private lv2_status: Label = null;
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@@ -198,16 +199,16 @@ export class SinfoComp extends CCComp {
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* - main_info:技能 slv1 完整描述
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* - lv2_desc:slv2 相对 slv1 的提升;lv3_desc:slv3 及以后档(合并展示)
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* - lv2/lv3_status:按英雄局外等级(smc.getHeroOuterLv)对比档位解锁等级判定激活
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* @returns true 已渲染(拦截通用卡牌逻辑);false 技能无分档数据(光环/复活词条),回退通用逻辑
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* @returns true 已渲染(拦截通用卡牌逻辑);false 技能无分档数据,回退通用卡牌逻辑
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*/
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private renderHeroSkill(p: SInfoParams): boolean {
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const tiers = buildHeroSkillTierLines(p.hero_uuid!, p.uuid);
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if (tiers.length === 0) return false;
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// 图标 / 名称 / 当前技能等级与通用逻辑一致(card_lv 传的就是当前生效 s_lv)
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// 图标 / 名称 / 当前技能等级与通用逻辑一致(skill_lv 传的就是当前生效 s_lv)
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this.renderIcon(p);
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this.setLabel(this.name_label, this.resolveName(p));
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this.setLabel(this.lv_label, `Lv.${p.card_lv}`);
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this.setLabel(this.lv_label, `Lv.${p.skill_lv}`);
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// 技能 1 级:完整能力描述
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if (this.main_info && this.main_info.isValid) {
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@@ -217,6 +218,9 @@ export class SinfoComp extends CCComp {
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// 英雄当前局外等级:激活判定基准
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const heroLv = Math.max(1, smc.getHeroOuterLv(p.hero_uuid!));
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// 技能 1 级:激活状态与 2/3 级面板同一表示方式(描述已在 main_info 展示,此处仅渲染状态)
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this.renderLvPanelFromTier(tiers[0], heroLv, this.main_status, null);
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// 技能 2 级 / 3 级(3 级以后档位合并进 3 级栏,多行展示)
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const lv2 = tiers.find(t => t.sLv === 2);
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const lv3Plus = tiers.filter(t => t.sLv >= 3);
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@@ -259,14 +263,16 @@ export class SinfoComp extends CCComp {
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this.setLabel(this.name_label, name);
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// ---- 当前等级 ----
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this.setLabel(this.lv_label, `Lv.${p.card_lv}`);
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this.setLabel(this.lv_label, `Lv.${p.skill_lv}`);
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// ---- 主功能说明 ----
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this.renderMainInfo(p);
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// ---- 2 级 / 3 级 激活信息 ----
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// ---- 1 级 / 2 级 / 3 级 激活信息 ----
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const lv1Info = this.buildLvUpgradeInfo(p, 1);
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const lv2Info = this.buildLvUpgradeInfo(p, 2);
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const lv3Info = this.buildLvUpgradeInfo(p, 3);
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this.renderLvPanel(lv1Info, this.main_status, null);
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this.renderLvPanel(lv2Info, this.lv2_status, this.lv2_desc);
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this.renderLvPanel(lv3Info, this.lv3_status, this.lv3_desc);
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}
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@@ -287,9 +293,6 @@ export class SinfoComp extends CCComp {
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/** 解析图标ID */
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private resolveIconId(p: SInfoParams): string | undefined {
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if (p.card_icon) return p.card_icon;
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// 装备卡:从 EquipPoolList 查 icon
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const equip = EquipPoolList.find(c => c.uuid === p.uuid);
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if (equip?.icon) return equip.icon;
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// 技能卡:从 SkillCardList 查 icon
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const skillCard = SkillCardList.find(c => c.uuid === p.uuid || c.skill === p.uuid);
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if (skillCard?.icon) return skillCard.icon;
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@@ -300,14 +303,14 @@ export class SinfoComp extends CCComp {
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}
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// 技能底座:从 SkillSet 取
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const skillUuid = skillCard?.skill ?? p.uuid;
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return SkillSet[skillUuid]?.icon;
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if (SkillSet[skillUuid]?.icon) return SkillSet[skillUuid]!.icon;
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// 驻场光环词条:uuid 为 FieldSkillSet 词条(英雄图鉴光环弹窗)
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return FieldSkillSet[p.uuid]?.icon;
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}
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/** 解析技能名称 */
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private resolveName(p: SInfoParams): string {
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if (p.skill_name) return p.skill_name;
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const equip = EquipPoolList.find(c => c.uuid === p.uuid);
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if (equip?.name) return equip.name;
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const skillCard = SkillCardList.find(c => c.uuid === p.uuid || c.skill === p.uuid);
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if (skillCard?.name) return skillCard.name;
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if (p.trigger_type === CardTriggerType.Field && p.field?.length) {
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@@ -315,7 +318,9 @@ export class SinfoComp extends CCComp {
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return FieldSkillSet[fieldUuid]?.name ?? "";
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}
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const skillUuid = skillCard?.skill ?? p.uuid;
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return SkillSet[skillUuid]?.name ?? "";
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if (SkillSet[skillUuid]?.name) return SkillSet[skillUuid]!.name;
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// 驻场光环词条:名称取 FieldSkillSet(英雄图鉴光环弹窗)
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return FieldSkillSet[p.uuid]?.name ?? "";
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}
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/** 渲染主功能说明 */
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@@ -334,10 +339,7 @@ export class SinfoComp extends CCComp {
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/** 构建 CardConfig 供描述生成器使用 */
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private buildCardConfig(p: SInfoParams): CardConfig | null {
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// 优先从装备卡池查
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const equip = EquipPoolList.find(c => c.uuid === p.uuid);
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if (equip) return equip;
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// 其次从技能卡池查
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// 优先从技能卡池查
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const skillCard = SkillCardList.find(c => c.uuid === p.uuid || c.skill === p.uuid);
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if (skillCard) return skillCard;
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// 手动构建
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@@ -347,7 +349,6 @@ export class SinfoComp extends CCComp {
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cost: 0,
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weight: 0,
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kind: 2, // CKind.Skill
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card_lv: p.card_lv,
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icon: p.card_icon,
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name: p.skill_name,
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field: p.field,
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@@ -357,8 +358,6 @@ export class SinfoComp extends CCComp {
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/** 解析主功能说明纯文本(兜底) */
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private resolveInfoText(p: SInfoParams): string {
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const equip = EquipPoolList.find(c => c.uuid === p.uuid);
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if (equip?.info) return equip.info;
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const skillCard = SkillCardList.find(c => c.uuid === p.uuid || c.skill === p.uuid);
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if (skillCard?.info) return skillCard.info;
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const skillUuid = skillCard?.skill ?? p.uuid;
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@@ -367,40 +366,10 @@ export class SinfoComp extends CCComp {
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/** 构建指定等级的提升信息 */
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private buildLvUpgradeInfo(p: SInfoParams, targetLv: number): LvUpgradeInfo {
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const unlocked = p.card_lv >= targetLv;
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const unlocked = p.skill_lv >= targetLv;
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const lvText = `Lv.${targetLv}`;
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const statusText = unlocked ? "已激活" : `${targetLv}级激活`;
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// 能力提升描述:从对应等级的装备卡配置中提取
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const desc = this.buildLvDesc(p, targetLv);
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return { unlocked, lvText, statusText, desc };
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}
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/** 构建指定等级的提升描述 */
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private buildLvDesc(p: SInfoParams, targetLv: number): string {
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// 从装备卡池中查找同名更高档位配置
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const currentEquip = EquipPoolList.find(c => c.uuid === p.uuid);
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if (currentEquip) {
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const higher = EquipPoolList.find(c =>
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c.name === currentEquip.name && c.card_lv === targetLv
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);
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if (higher) {
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return buildCardDescRich(higher);
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}
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return "";
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}
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// 技能卡:从技能卡池查找同技能更高档位
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const currentCard = SkillCardList.find(c => c.uuid === p.uuid || c.skill === p.uuid);
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if (currentCard) {
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const skillUuid = currentCard.skill ?? currentCard.uuid;
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const higher = SkillCardList.find(c =>
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(c.skill ?? c.uuid) === skillUuid && c.card_lv === targetLv
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);
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if (higher) {
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return buildCardDescRich(higher);
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}
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}
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return "";
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return { unlocked, lvText, statusText };
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}
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/** 渲染单个等级面板 */
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@@ -413,7 +382,7 @@ export class SinfoComp extends CCComp {
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: new Color(150, 150, 150, 255);
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}
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if (descRich && descRich.isValid) {
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descRich.string = info.desc || (info.unlocked ? "" : "未解锁");
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descRich.string = info.unlocked ? "" : "未解锁";
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}
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}
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