feat(talents): 重构驻场技能页面为天赋图鉴页面
- 调整天赋预制体布局参数,包含容器宽度、边距和间距 - 移除旧的驻场技能相关UI节点引用 - 替换数据来源为卡牌池技能卡,重构列表渲染与排序逻辑 - 更新UI展示逻辑,显示天赋名称、描述、图标和对应品质背景 - 优化组件注释与属性描述,统一代码风格
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@@ -1,36 +1,34 @@
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/**
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* @file TalentsComp.ts
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* @description 驻场技能信息展示页组件(UI 视图层)
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* @description 天赋图鉴页组件(UI 视图层)
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*
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* 职责:
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* 1. 展示当前所有 FieldSkillSet 配置项的名称、基础值、当前场上总加成。
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* 2. 通过 FieldSkillHelper 实时聚合英雄驻场数据并下发给每个 TalentItemComp。
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* 1. 展示当前所有天赋卡(技能卡)的图鉴。
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* 2. 从 CardPoolList 获取所有的 type=Skill 卡牌。
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* 3. 兼容旧的 `@ecs.register('Talents')` 资源引用。
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*
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* 依赖:
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* - SkillSet(FieldSkillSet / FieldSkillConfig)—— 驻场技能配置
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* - FieldSkillHelper —— 场上英雄驻场技能聚合
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* - TalentItemComp —— 单条驻场技能项视图
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* - CardPoolList(CardSet)—— 获取技能卡配置
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* - TalentItemComp —— 单条天赋图鉴项视图
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*/
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import { _decorator, instantiate, Node, Prefab } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { mLogger } from "../common/Logger";
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import { FieldSkillSet, FieldSkillConfig } from "../common/config/SkillSet";
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import { FieldSkillHelper } from "../hero/FieldSkillHelper";
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import { CardPoolList, CardType, CardConfig } from "../common/config/CardSet";
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import { TalentItemComp } from "./TalentItemComp";
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const { ccclass, property } = _decorator;
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/** TalentsComp —— 驻场技能信息页组件 */
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/** TalentsComp —— 天赋图鉴信息页组件 */
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@ccclass('TalentsComp')
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@ecs.register('Talents', false)
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export class TalentsComp extends CCComp {
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@property({ type: Node, tooltip: "驻场技能列表容器" })
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@property({ type: Node, tooltip: "天赋技能列表容器" })
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talents_content: Node = null!;
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@property({ type: Prefab, tooltip: "单条驻场技能项预制" })
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@property({ type: Prefab, tooltip: "单条天赋项预制" })
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prefab_talent_item: Prefab = null!;
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/** 调试日志开关 */
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@@ -40,7 +38,7 @@ export class TalentsComp extends CCComp {
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private rendered: boolean = false;
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/** 缓存的稳定配置顺序,避免重复渲染时列表抖动 */
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private cachedConfigs: FieldSkillConfig[] = [];
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private cachedConfigs: CardConfig[] = [];
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protected onEnable(): void {
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this.refreshUI();
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@@ -50,30 +48,36 @@ export class TalentsComp extends CCComp {
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public refreshUI(): void {
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if (!this.talents_content || !this.prefab_talent_item) return;
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// 第一次:实例化所有子节点;之后只更新数据
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// 第一次:实例化所有子节点
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if (!this.rendered) {
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this.cachedConfigs = Object.values(FieldSkillSet)
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.sort((a, b) => a.uuid - b.uuid);
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// 获取所有天赋(技能卡)并按 wave 和 uuid 排序
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this.cachedConfigs = CardPoolList.filter(card => card.type === CardType.Skill)
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.sort((a, b) => {
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const waveA = a.wave || 1;
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const waveB = b.wave || 1;
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if (waveA !== waveB) return waveA - waveB;
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return a.uuid - b.uuid;
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});
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this.cachedConfigs.forEach((cfg) => {
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const itemNode = instantiate(this.prefab_talent_item);
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this.talents_content.addChild(itemNode);
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const comp = itemNode.getComponent(TalentItemComp);
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if (comp) {
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comp.updateItem(cfg, 0);
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comp.updateItem(cfg);
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}
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});
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this.rendered = true;
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} else {
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// 如果已渲染,则仅更新数据(图鉴一般不会变动,这里做个兜底更新)
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this.cachedConfigs.forEach((cfg, index) => {
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const child = this.talents_content.children[index];
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if (!child) return;
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const comp = child.getComponent(TalentItemComp);
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if (!comp) return;
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comp.updateItem(cfg);
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});
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}
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// 按相同顺序回填最新场上聚合值
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this.cachedConfigs.forEach((cfg, index) => {
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const child = this.talents_content.children[index];
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if (!child) return;
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const comp = child.getComponent(TalentItemComp);
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if (!comp) return;
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const total = FieldSkillHelper.getFieldSkillTotalValue(cfg.type);
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comp.updateItem(cfg, total);
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});
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}
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/** ECS 组件移除时销毁节点 */
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