refactor(hero desc): 调整技能描述渲染逻辑,适配不同场景显示需求
1. 新增showName参数控制技能名称是否展示,区分英雄弹窗和卡池场景 2. 修正英雄预制体中角色的Y轴偏移量 3. 同步更新函数注释和调用传参
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@@ -4746,7 +4746,7 @@
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": 0,
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"y": 22.263000000000016,
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"y": 14.014,
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"z": 0
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},
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"_lrot": {
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@@ -1,4 +1,4 @@
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/**
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/**
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* @file HeroSkillDesc.ts
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* @description 英雄技能/能力描述的【唯一文字表达标准层】
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*
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@@ -555,9 +555,10 @@ export function buildEquipRich(entries: FieldEntry[], showName: boolean = false)
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* 技能等级取 LvTriggerEntry.s_lv,未标注时按档位序号(1/2/3...)兜底。
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*
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* @param source 英雄运行时数据源(含 lv 与触发技能分组)
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* @param showName 是否展示「技能名」片段(英雄信息弹窗 true,英雄卡池卡片 false)
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* @returns 多行富文本串,\n 分隔
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*/
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export function buildSkillDescMoreRich(source: ISkillDescSource): string {
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export function buildSkillDescMoreRich(source: ISkillDescSource, showName: boolean = true): string {
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const lv = Math.max(1, source.lv ?? 1);
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const lines: string[] = [];
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@@ -599,7 +600,7 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
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? `${trigName}${valueRich(cur.t_num)}次`
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: trigName;
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// 技能名直接展示,不附加档位数字后缀(由 lv 字段控制生效档,玩家无需关注内部档号)
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const curHead = `「${skillName}」: ${curTrig}, `;
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const curHead = showName ? `「${skillName}」: ${curTrig}, ` : `${curTrig}, `;
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lines.push(effectRich(buildEffectLine(curHead, mergeSkillParams(base, cur.overrides))));
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}
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}
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@@ -609,7 +610,7 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
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if (fieldEntries?.length) {
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for (const entry of resolveFieldByLv(fieldEntries, lv)) {
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const baseName = getTriggerSkillName(SkillTriggerType.Field, entry.uuid);
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const line = buildFieldLine("", entry, true, baseName);
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const line = buildFieldLine("", entry, showName, baseName);
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if (line) lines.push(effectRich(line));
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}
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}
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@@ -618,7 +619,9 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
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const revive = resolveReviveByLv(source[SkillTriggerType.Revive] as LvReviveEntry[] | undefined, lv);
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if (revive) {
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const reviveName = getTriggerSkillName(SkillTriggerType.Revive, revive.s_uuid);
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lines.push(`${skillNameRich(reviveName)}: 每回合拥有${valueRich(revive.r_num)}次重生机会, 死亡后以${valueRich(`${Math.round(revive.upr * 100)}%`)}血量原地重生`);
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lines.push(showName
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? `${skillNameRich(reviveName)}: 每回合拥有${valueRich(revive.r_num)}次重生机会, 死亡后以${valueRich(`${Math.round(revive.upr * 100)}%`)}血量原地重生`
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: `每回合拥有${valueRich(revive.r_num)}次重生机会, 死亡后以${valueRich(`${Math.round(revive.upr * 100)}%`)}血量原地重生`);
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}
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return lines.join("\n");
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@@ -289,7 +289,7 @@ export class CHeroComp extends CCComp {
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// 与英雄信息弹窗/升级确认框同一套文案规则,杜绝手写文案与数值漂移
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// outlineRich 为整段富文本包裹描边,提升深色面板可读性
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if (this.info_rich) {
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const desc = hero ? buildSkillDescMoreRich(this.buildHeroDescSource(hero)) : (this.cardData.info || "");
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const desc = hero ? buildSkillDescMoreRich(this.buildHeroDescSource(hero), false) : (this.cardData.info || "");
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this.info_rich.string = outlineRich(desc);
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this.info_rich.node.active = !!desc;
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}
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