diff --git a/.trae/skills/software-copyright-desk/SKILL.md b/.trae/skills/software-copyright-desk/SKILL.md index dd92a07c..c94bfef8 100644 --- a/.trae/skills/software-copyright-desk/SKILL.md +++ b/.trae/skills/software-copyright-desk/SKILL.md @@ -56,7 +56,7 @@ description: "Guides users through filling the official software copyright (计 - 软件环境(操作系统 / 平台) - 编程语言 - 源程序量(行数) -- 主要功能(200-300 字) +- 主要功能(申请表字段要求 500 字以上,覆盖各功能模块;设计说明书概述章节可用 200-300 字摘要版) - 技术特点(150-250 字,可选) **功能模块(ManualModule[])** @@ -72,6 +72,7 @@ description: "Guides users through filling the official software copyright (计 3. **设计说明书 / 用户操作手册**:调用 `buildManual` 的章节模板,可选其一: - 设计说明书:引言 / 运行环境 / 功能模块设计 / 数据结构与接口设计 / 安全与异常处理 / 联系方式 - 用户操作手册:引言 / 运行环境 / 安装与启动 / 功能操作说明 / 常见问题 / 联系方式 +4. **填表指引**(用户需要时):见下方"填表指引文档"章节 ### 源程序专项 @@ -80,10 +81,10 @@ description: "Guides users through filling the official software copyright (计 #### 提交要求(来自登记规范) - 取前 30 页 + 后 30 页,不足 60 页时全部提交 -- 每页不少于 50 行有效代码 +- 每页不少于 50 行有效代码(默认每页 50 行;用户要求更高密度时可调,如 60 行/页,但不得低于 50) - 页眉:左侧标注 `软件全称 版本号`,右侧标注 `第 N 页 共 M 页` -- 9.5pt 等宽字体,每行不超过 84 字符(A4 折行限制) -- 文件名示例:`软件全称_V1.0_源程序.pdf` +- 9.5pt 等宽字体,每行不超过 84 字符(A4 折行限制;按显示宽度计:ASCII 记 1 列,中文/全角记 2 列) +- 文件名示例:`软件全称_V1.0_源程序.pdf`;用户需要 docx/PDF 成品时按下方「docx 版本生成」章节产出 #### 三种生成方式(按用户掌握情况选用) @@ -92,11 +93,17 @@ description: "Guides users through filling the official software copyright (计 让用户提供源代码文件路径或粘贴代码文本,Skill 直接执行 `paginateCode` 逻辑: ```text -1. 把 \r\n 替换为 \n,\t 替换为 4 空格 -2. 按每页 50 行切分,得到 N 页 -3. 若 N > 60:保留前 30 页 + 后 30 页,丢弃中间 -4. 给每页加上统一页眉 -5. 用 A4 纸张打印 / 导出 PDF +1. 与用户确认源代码根目录范围(只采集约定目录,如 assets/script) +2. 排除非源码:.md/.csv 等文档、.d.ts 声明文件、着色器/材质、空文件、 + 构建产物、第三方框架目录(如 extensions/ 下的开源插件框架) +3. 清理文件头(前 40 行)的第三方署名与版权行:他人 ID/昵称、QQ 号、 + 第三方框架作者的 @Author/@LastEditors/@Date/@LastEditTime、引擎 Copyright + 声明;生成后必须 grep 复验清理干净 +4. 入口文件(如 Main.ts)优先排序,其余按路径字母序;文件间加注释分隔行 +5. 把 \r\n 替换为 \n,\t 替换为 4 空格 +6. 按每页 N 行切分(N ≥ 50,默认 50,可按用户要求调整),得到总页数 +7. 若总页数 > 60:保留前 30 页 + 后 30 页,丢弃中间 +8. 给每页加上统一页眉;建议沉淀为可重跑脚本(代码变更后重新生成) ``` 输出格式示例: @@ -148,7 +155,7 @@ description: "Guides users through filling the official software copyright (计 | 3 | 注释行占比 > 40% | info | 建议补充有效代码 | | 4 | 含第三方 License / Copyright 声明且与著作权人不一致 | error | 必须删除或修改 | | 5 | 实际行数与速查表"源程序量"相差 > 10% | warn | 同步修改申请表 | -| 6 | 单行字符数 > 84 | warn | 折行换段 | +| 6 | 单行显示宽度 > 84 列(中文记 2 列) | warn | 折行换段,续行缩进 4 空格;生成 docx 时必须主动折行,勿依赖 Word 自动换行 | | 7 | 含与著作权人无关的手机号 / 邮箱 | info | 脱敏后提交 | | 8 | 混入 package-lock.json / node_modules / .min.js 等构建产物 | warn | 移除后再上传 | @@ -158,6 +165,24 @@ description: "Guides users through filling the official software copyright (计 - ⚠️ **建议修改**:无 error,有 warn,列出具体项 - ❌ **必须修改**:有 error,阻断提交 +#### docx 版本生成(用户需要成品文件时) + +用 Node + `docx` 库(v9)把 txt/md 排成规范 docx,关键实践: + +- **页眉用 Word 域自动页码**:`PageNumber.CURRENT` / `PageNumber.TOTAL_PAGES`, + 配右对齐 Tab 位;勿在正文硬编码"共 M 页"——折行增多页数时域自动跟随 +- **精确分页**:每 N 行代码一页,下一页首段用 `pageBreakBefore: true`, + 保证"每页行数"与规范声明一致 +- **主动折行**:超 84 显示列的行在生成时折断(续行缩进 4 空格); + 依赖 Word 自动换行会导致每页物理行数失控、分页错位 +- **排版**:A4;边距上下 1.27cm、左右 1.5cm;代码 9.5pt Consolas + (中文回退宋体);行距适度压缩(如 230/240)确保每页行数放得下 +- **依赖隔离**:在材料目录建独立 `package.json` 再 `npm install docx`; + 中文目录名会导致 `npm init -y` 失败(Invalid name),需手写合法 name; + 不隔离会污染用户项目根依赖(装错后必须还原 package.json 并删除误装的包) +- **文件占用**:写入报 `EBUSY` 说明用户正在 Word 中打开该 docx, + 提示关闭后重试,勿反复盲试 + ## 设计说明书与用户操作手册(详细) Skill 必须能根据"功能模块"列表生成完整的说明书文档,章节结构与项目代码 `buildManual` 一致: @@ -256,6 +281,32 @@ Skill 必须能根据"功能模块"列表生成完整的说明书文档,章节 输出"通过 / 建议修改 / 必须修改"三档结论,列出问题清单。 +## 填表指引文档 + +用户要求生成"填表指引/调表指引"时,按在线申请表「软件开发信息」的 12 个系统字段 +逐项输出(字段名以中国版权保护中心系统实际为准),每项含 +「可直接粘贴的填写内容 + 填写要点」: + +1. 开发的硬件环境(开发机配置,按实际开发电脑填写) +2. 运行的硬件环境(目标设备,要求写低一些以扩大兼容范围) +3. 开发该软件的操作系统 +4. 软件开发环境 / 开发工具(引擎编辑器、IDE、平台调试工具等,列主要项即可) +5. 该软件的运行平台 / 操作系统 +6. 软件运行支撑环境 / 支持软件(如宿主 App、云服务) +7. 编程语言(主语言;勿把 JSON/配置格式算作语言) +8. 源程序量(与提交材料逻辑一致) +9. 开发目的(如实填写,不夸大商业目标) +10. 面向领域 / 行业(按系统下拉选项就近选择,游戏软件归文化娱乐类) +11. 软件的主要功能(500 字以上,系统要求;覆盖各功能模块,游戏术语、书面语) +12. 软件的技术特点(150-250 字) + +**易错提示(必须写进指引)**:第 1/2 项(开发 vs 运行硬件)、第 3/5 项(开发 vs +运行操作系统)是两对容易填反的字段,审查员会核对逻辑一致性。 + +指引还应包含:办理入口与实名认证、在线填报步骤、鉴别材料上传要求与 PDF 命名规范、 +提交前自检清单(checkbox)、常见退回原因与规避(已处理项标 ✅)、时间线参考、 +材料重新生成命令。 + ## 关键规则 - 所有对外材料一律使用「本软件」指代软件本身,不出现具体产品名 diff --git a/assets/resources/game/skill/anm/atk/fb-7.anim b/assets/resources/game/skill/anm/atk/fb-7.anim index 586f6da6..34c0cf1b 100644 --- a/assets/resources/game/skill/anm/atk/fb-7.anim +++ b/assets/resources/game/skill/anm/atk/fb-7.anim @@ -89,30 +89,33 @@ ], "_values": [ { - "__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@5cbcb", + "__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@55402", "__expectedType__": "cc.SpriteFrame" }, { - "__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@3981b", + "__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@2ac32", "__expectedType__": "cc.SpriteFrame" }, { - "__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@1837a", + "__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@a38c9", "__expectedType__": "cc.SpriteFrame" }, { - "__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@341ea", + "__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@005f7", "__expectedType__": "cc.SpriteFrame" }, { - "__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@494bc", + "__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@d585f", "__expectedType__": "cc.SpriteFrame" }, { - "__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@494bc", + "__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@740a0", "__expectedType__": "cc.SpriteFrame" }, - null + { + "__uuid__": "2842dc10-d89e-4ff6-8a11-6d09bf48cf20@6b34e", + "__expectedType__": "cc.SpriteFrame" + } ] }, { diff --git a/assets/resources/game/skill/anm/buff/max.anim b/assets/resources/game/skill/anm/buff/max.anim index 5ab2f631..ad36a5ad 100644 --- a/assets/resources/game/skill/anm/buff/max.anim +++ b/assets/resources/game/skill/anm/buff/max.anim @@ -76,23 +76,23 @@ ], "_values": [ { - "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@2cfc2", + "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@03bc8", "__expectedType__": "cc.SpriteFrame" }, { - "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@1ca40", + "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@acc42", "__expectedType__": "cc.SpriteFrame" }, { - "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@66637", + "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@aaff4", "__expectedType__": "cc.SpriteFrame" }, { - "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@cf65d", + "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@05059", "__expectedType__": "cc.SpriteFrame" }, { - "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@1e597", + "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@4b51f", "__expectedType__": "cc.SpriteFrame" } ] diff --git a/assets/resources/game/skill/anm/buff/maxr.anim b/assets/resources/game/skill/anm/buff/maxr.anim index e5f11bf7..c3883006 100644 --- a/assets/resources/game/skill/anm/buff/maxr.anim +++ b/assets/resources/game/skill/anm/buff/maxr.anim @@ -76,23 +76,23 @@ ], "_values": [ { - "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@94f10", + "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@03bc8", "__expectedType__": "cc.SpriteFrame" }, { - "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@ab87c", + "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@acc42", "__expectedType__": "cc.SpriteFrame" }, { - "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@7c2ba", + "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@aaff4", "__expectedType__": "cc.SpriteFrame" }, { - "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@d6871", + "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@05059", "__expectedType__": "cc.SpriteFrame" }, { - "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@4cd95", + "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@4b51f", "__expectedType__": "cc.SpriteFrame" } ] diff --git a/assets/resources/game/skill/buff/maxb.prefab b/assets/resources/game/skill/buff/maxb.prefab index c3420a54..05844fc8 100644 --- a/assets/resources/game/skill/buff/maxb.prefab +++ b/assets/resources/game/skill/buff/maxb.prefab @@ -158,13 +158,13 @@ "_dstBlendFactor": 4, "_color": { "__type__": "cc.Color", - "r": 255, - "g": 255, + "r": 10, + "g": 206, "b": 255, "a": 255 }, "_spriteFrame": { - "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@2cfc2", + "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@03bc8", "__expectedType__": "cc.SpriteFrame" }, "_type": 0, diff --git a/assets/resources/game/skill/buff/maxr.prefab b/assets/resources/game/skill/buff/maxr.prefab index 4d512ebf..01630af8 100644 --- a/assets/resources/game/skill/buff/maxr.prefab +++ b/assets/resources/game/skill/buff/maxr.prefab @@ -159,12 +159,12 @@ "_color": { "__type__": "cc.Color", "r": 255, - "g": 255, - "b": 255, + "g": 12, + "b": 12, "a": 255 }, "_spriteFrame": { - "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@94f10", + "__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@03bc8", "__expectedType__": "cc.SpriteFrame" }, "_type": 0, diff --git a/assets/resources/game/skill/end/up_blue.prefab 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- + zyw_14.png @@ -2380,7 +3672,7 @@ spriteSourceSize {131,48} textureRect - {{391,1385},{131,48}} + {{1747,1401},{131,48}} textureRotated @@ -2397,7 +3689,7 @@ spriteSourceSize {131,48} textureRect - {{414,1518},{131,48}} + {{1797,1394},{131,48}} textureRotated @@ -2414,7 +3706,7 @@ spriteSourceSize {131,48} textureRect - {{441,1252},{131,48}} + {{1847,1394},{131,48}} textureRotated @@ -2431,9 +3723,9 @@ spriteSourceSize {131,48} textureRect - {{441,1385},{131,48}} + {{429,1805},{131,48}} textureRotated - + zyw_2.png @@ -2448,7 +3740,7 @@ spriteSourceSize {131,48} textureRect - {{540,680},{131,48}} + {{861,1178},{131,48}} textureRotated @@ -2465,7 +3757,7 @@ spriteSourceSize {131,48} textureRect - {{926,202},{131,48}} + {{861,1311},{131,48}} textureRotated @@ -2482,7 +3774,7 @@ spriteSourceSize {131,48} textureRect - {{310,1037},{131,48}} + {{861,1444},{131,48}} textureRotated @@ -2499,7 +3791,7 @@ spriteSourceSize {131,48} textureRect - {{869,497},{131,48}} + {{861,1577},{131,48}} 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@@ spriteSourceSize {61,30} textureRect - {{836,1290},{61,30}} + {{1421,1515},{61,30}} textureRotated @@ -51,7 +51,7 @@ spriteSourceSize {59,27} textureRect - {{350,1920},{59,27}} + {{1416,779},{59,27}} textureRotated @@ -68,7 +68,7 @@ spriteSourceSize {59,28} textureRect - {{2010,1348},{59,28}} + {{851,1223},{59,28}} textureRotated @@ -85,7 +85,7 @@ spriteSourceSize {68,29} textureRect - {{777,1722},{68,29}} + {{1533,1013},{68,29}} textureRotated @@ -102,7 +102,7 @@ spriteSourceSize {40,40} textureRect - {{1535,563},{40,40}} + {{1214,971},{40,40}} textureRotated @@ -119,7 +119,7 @@ spriteSourceSize {40,40} textureRect - {{1191,876},{40,40}} + {{858,1432},{40,40}} textureRotated @@ -136,7 +136,7 @@ spriteSourceSize {40,40} textureRect - {{892,1747},{40,40}} + {{1564,1037},{40,40}} textureRotated @@ -153,7 +153,7 @@ spriteSourceSize {40,40} textureRect - {{1296,1178},{40,40}} + {{1602,1891},{40,40}} textureRotated @@ -170,7 +170,7 @@ spriteSourceSize {40,40} textureRect - 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@@ "name": "cwappear2_9", "userData": { "trimThreshold": 1, - "rotated": false, + "rotated": true, "offsetX": 0, "offsetY": 0, - "trimX": 1559, - "trimY": 916, + "trimX": 1726, + "trimY": 777, "width": 160, "height": 45, "rawWidth": 160, @@ -6642,8 +6458,8 @@ "rotated": true, "offsetX": 0, "offsetY": 0, - "trimX": 1876, - "trimY": 983, + "trimX": 241, + "trimY": 1929, "width": 95, "height": 48, "rawWidth": 95, @@ -6685,11 +6501,11 @@ "name": "electric-slash-horizontal10", "userData": { "trimThreshold": 1, - "rotated": false, + "rotated": true, "offsetX": 0, "offsetY": 0, - "trimX": 1522, - "trimY": 1609, + "trimX": 1615, + "trimY": 1621, "width": 95, "height": 48, "rawWidth": 95, @@ -6731,11 +6547,11 @@ "name": "electric-slash-horizontal2", "userData": { "trimThreshold": 1, - "rotated": true, + "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 1297, - "trimY": 984, + "trimX": 850, + "trimY": 1974, "width": 95, "height": 48, "rawWidth": 95, @@ -6777,11 +6593,11 @@ "name": 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"rotated": true, "offsetX": 0, "offsetY": 0, - "trimX": 1539, - "trimY": 1511, + "trimX": 1308, + "trimY": 1726, "width": 95, "height": 96, "rawWidth": 95, @@ -9767,11 +9215,11 @@ "name": "slash8", "userData": { "trimThreshold": 1, - "rotated": false, + "rotated": true, "offsetX": 0, "offsetY": 0, - "trimX": 1463, - "trimY": 1681, + "trimX": 1406, + "trimY": 1726, "width": 95, "height": 96, "rawWidth": 95, @@ -9813,11 +9261,11 @@ "name": "slash9", "userData": { "trimThreshold": 1, - "rotated": false, + "rotated": true, "offsetX": 0, "offsetY": 0, - "trimX": 1465, - "trimY": 1829, + "trimX": 1504, + "trimY": 1743, "width": 95, "height": 96, "rawWidth": 95, @@ -9862,8 +9310,8 @@ "rotated": true, "offsetX": 0, "offsetY": 0, - "trimX": 1640, - "trimY": 1161, + "trimX": 1406, + "trimY": 1823, "width": 95, "height": 96, "rawWidth": 95, @@ -9908,8 +9356,8 @@ "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 1734, - "trimY": 1274, + "trimX": 1699, + "trimY": 1825, "width": 95, "height": 96, "rawWidth": 95, @@ -9951,11 +9399,11 @@ "name": "slash_b2", "userData": { "trimThreshold": 1, - "rotated": false, + "rotated": true, "offsetX": 0, "offsetY": 0, - "trimX": 1637, - "trimY": 1258, + "trimX": 1504, + "trimY": 1840, "width": 95, "height": 96, "rawWidth": 95, @@ -9997,11 +9445,11 @@ "name": "slash_b3", "userData": { "trimThreshold": 1, - "rotated": false, + "rotated": true, "offsetX": 0, "offsetY": 0, - "trimX": 1637, - "trimY": 1356, + "trimX": 1207, + "trimY": 1901, "width": 95, "height": 96, "rawWidth": 95, @@ -10043,11 +9491,11 @@ "name": "slash_b4", "userData": { "trimThreshold": 1, - "rotated": false, + "rotated": true, "offsetX": 0, "offsetY": 0, - "trimX": 1636, - "trimY": 1454, + "trimX": 1305, + "trimY": 1920, "width": 95, "height": 96, "rawWidth": 95, @@ -10089,11 +9537,11 @@ "name": "slash_b5", "userData": { "trimThreshold": 1, - "rotated": false, + "rotated": true, "offsetX": 0, "offsetY": 0, - "trimX": 1636, - "trimY": 1552, + "trimX": 1403, + "trimY": 1920, "width": 95, "height": 96, "rawWidth": 95, @@ -10138,8 +9586,8 @@ "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 1657, - "trimY": 1650, + "trimX": 1501, + "trimY": 1937, "width": 95, "height": 96, "rawWidth": 95, @@ -10184,8 +9632,8 @@ "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 1659, - "trimY": 1798, + "trimX": 1598, + "trimY": 1937, "width": 95, "height": 96, "rawWidth": 95, @@ -10230,8 +9678,8 @@ "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 1659, - "trimY": 1896, + "trimX": 1602, + "trimY": 1743, "width": 95, "height": 96, "rawWidth": 95, @@ -10273,11 +9721,11 @@ "name": "slash_b9", "userData": { "trimThreshold": 1, - "rotated": true, + "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 1739, - "trimY": 1080, + "trimX": 1699, + "trimY": 1727, "width": 95, "height": 96, "rawWidth": 95, @@ -10322,8 +9770,8 @@ "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 1721, - "trimY": 1, + "trimX": 1033, + "trimY": 627, "width": 200, "height": 180, "rawWidth": 200, @@ -10368,8 +9816,8 @@ "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 1377, - "trimY": 381, + "trimX": 1721, + "trimY": 1, "width": 200, "height": 180, "rawWidth": 200, @@ -10411,10 +9859,10 @@ "name": "zha_00058", "userData": { "trimThreshold": 1, - "rotated": true, + "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 169, + "trimX": 102, "trimY": 1566, "width": 200, "height": 180, @@ -10460,8 +9908,8 @@ "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 1721, - "trimY": 183, + "trimX": 689, + "trimY": 1041, "width": 200, "height": 180, "rawWidth": 200, diff --git a/assets/resources/game/skill/skill4.png b/assets/resources/game/skill/skill4.png index ff272ab2..cfccafaf 100644 Binary files a/assets/resources/game/skill/skill4.png and b/assets/resources/game/skill/skill4.png differ diff --git a/docs/软著/gen_docx.mjs b/docs/软著/gen_docx.mjs new file mode 100644 index 00000000..64df3e08 --- /dev/null +++ b/docs/软著/gen_docx.mjs @@ -0,0 +1,233 @@ +/** + * 软著材料 docx 生成脚本 + * 1) 源程序:解析已生成的 txt,按显示宽度折行(每行 ≤84 列),每页 60 行, + * 页眉左侧"软件全称 版本号"、右侧 Word 自动页码域"第 X 页 共 Y 页"。 + * 2) 设计说明书:解析 md,生成封面 + 章节正文 docx。 + * 用法:node gen_docx.mjs + */ +import fs from 'fs'; +import path from 'path'; +import { + Document, Packer, Paragraph, TextRun, Header, AlignmentType, + PageNumber, TabStopType, HeadingLevel, +} from 'docx'; + +const DIR = import.meta.dirname; +const SRC_TXT = path.join(DIR, '像素大勇者游戏软件_V1.0_源程序.txt'); +const MANUAL_MD = path.join(DIR, '像素大勇者游戏软件_V1.0_设计说明书.md'); +const OUT_SRC = path.join(DIR, '像素大勇者游戏软件_V1.0_源程序.docx'); +const OUT_MANUAL = path.join(DIR, '像素大勇者游戏软件_V1.0_设计说明书.docx'); + +const SOFTWARE = '像素大勇者游戏软件 V1.0'; +const LINES_PER_PAGE = 60; +const FOLD_WIDTH = 84; // A4 折行限制:显示列宽(ASCII=1 列,中文=2 列) + +// A4 纵向,边距:上下 1.27cm,左右 1.5cm +const PAGE = { + size: { width: 11906, height: 16838 }, + margin: { top: 720, bottom: 720, left: 850, right: 850, header: 400 }, +}; +const TEXT_WIDTH = PAGE.size.width - PAGE.margin.left - PAGE.margin.right; + +/** 统一页眉:左侧软件名+版本号,右侧自动页码域 */ +function makeHeader() { + return new Header({ + children: [ + new Paragraph({ + tabStops: [{ type: TabStopType.RIGHT, position: TEXT_WIDTH }], + children: [ + new TextRun({ text: SOFTWARE, size: 18, font: { ascii: 'Consolas', eastAsia: 'SimSun' } }), + new TextRun({ + children: ['\t第 ', PageNumber.CURRENT, ' 页 共 ', PageNumber.TOTAL_PAGES, ' 页'], + size: 18, font: { ascii: 'Consolas', eastAsia: 'SimSun' }, + }), + ], + }), + ], + }); +} + +// ============================================================ +// 一、源程序 docx +// ============================================================ + +/** 字符显示宽度(ASCII 记 1 列,全角/中文记 2 列) */ +const charWidth = (ch) => (ch.charCodeAt(0) > 0xff ? 2 : 1); + +/** 超宽行按显示列宽折行,续行缩进 4 空格 */ +function foldLine(line, width = FOLD_WIDTH) { + if ([...line].reduce((w, c) => w + charWidth(c), 0) <= width) return [line]; + const out = []; + let cur = '', curW = 0; + for (const ch of line) { + const cw = charWidth(ch); + if (curW + cw > width) { + out.push(cur); + cur = ' ' + ch; // 续行缩进 + curW = 4 + cw; + } else { + cur += ch; + curW += cw; + } + } + if (cur) out.push(cur); + return out; +} + +/** 解析 txt:剔除页眉/分隔线/页间空行,还原连续代码行 */ +function parseSourceTxt() { + const raw = fs.readFileSync(SRC_TXT, 'utf8').split('\n'); + const codeLines = []; + let count = 0; + for (const line of raw) { + if (line.startsWith('像素大勇者游戏软件')) continue; // 页眉行 + if (/^=+$/.test(line.trim()) && line.trim() !== '') continue; // 分隔线 + if (count > 0 && count % LINES_PER_PAGE === 0 && line.trim() === '') continue; // 页间空行 + codeLines.push(line); + count++; + } + return codeLines; +} + +async function buildSourceDocx() { + const codeLines = parseSourceTxt(); + + // 折行后按每页 50 个显示行分页 + const folded = codeLines.flatMap((l) => foldLine(l.replace(/\t/g, ' '))); + const totalPages = Math.ceil(folded.length / LINES_PER_PAGE); + const foldedPages = Math.ceil(codeLines.length / LINES_PER_PAGE); // 折行前理论页数(对照 txt) + + const children = folded.map((line, i) => + new Paragraph({ + pageBreakBefore: i > 0 && i % LINES_PER_PAGE === 0, + spacing: { after: 0, line: 230, lineRule: 'auto' }, + children: [ + new TextRun({ + text: line, + size: 19, // 9.5pt + font: { ascii: 'Consolas', eastAsia: 'SimSun' }, + }), + ], + }) + ); + + const doc = new Document({ + sections: [{ + properties: { page: PAGE }, + headers: { default: makeHeader() }, + children, + }], + }); + + await Packer.toBuffer(doc).then((buf) => fs.writeFileSync(OUT_SRC, buf)); + + console.log('=== 源程序 docx 生成完成 ==='); + console.log(`代码行: ${codeLines.length},折行后显示行: ${folded.length}`); + console.log(`折行前页数(对照txt): ${foldedPages},docx 实际页数: ${totalPages}`); + console.log(`输出: ${OUT_SRC}`); +} + +// ============================================================ +// 二、设计说明书 docx +// ============================================================ + +const BODY_FONT = { ascii: 'Times New Roman', eastAsia: 'SimSun' }; +const HEAD_FONT = { ascii: 'Arial', eastAsia: 'SimHei' }; + +/** 解析 **粗体** 行内标记 */ +function parseRuns(text, base = {}) { + return text + .split(/(\*\*[^*]+\*\*)/g) + .filter(Boolean) + .map((p) => + p.startsWith('**') + ? new TextRun({ text: p.slice(2, -2), bold: true, font: BODY_FONT, ...base }) + : new TextRun({ text: p, font: BODY_FONT, ...base }) + ); +} + +async function buildManualDocx() { + const md = fs.readFileSync(MANUAL_MD, 'utf8').split('\n'); + const children = []; + let coverDone = false; + + for (const rawLine of md) { + const line = rawLine.trimEnd(); + + if (!coverDone) { + // 封面区:软件名 / 文档名 / 著作权人 / 日期,居中排布,遇 --- 结束封面 + if (line.startsWith('# ')) { + children.push(new Paragraph({ + alignment: AlignmentType.CENTER, + spacing: { before: 240, after: 240 }, + children: [new TextRun({ text: line.slice(2), bold: true, size: 52, font: HEAD_FONT })], + })); + } else if (/^(著作权人|开发完成日期):/.test(line)) { + children.push(new Paragraph({ + alignment: AlignmentType.CENTER, + spacing: { before: 120, after: 120 }, + children: [new TextRun({ text: line, size: 24, font: BODY_FONT })], + })); + } else if (line.trim() === '---') { + coverDone = true; + // 封面独立成页 + children.push(new Paragraph({ children: [new TextRun({ text: '', size: 2 })], pageBreakBefore: false })); + children.push(new Paragraph({ pageBreakBefore: true, children: [] })); + } + continue; + } + + // 正文区 + if (line.trim() === '' || line.trim() === '---') continue; + if (line.startsWith('## ')) { + children.push(new Paragraph({ + heading: HeadingLevel.HEADING_1, + spacing: { before: 240, after: 120 }, + children: [new TextRun({ text: line.slice(3), bold: true, size: 30, font: HEAD_FONT, color: '000000' })], + })); + } else if (line.startsWith('### ')) { + children.push(new Paragraph({ + heading: HeadingLevel.HEADING_2, + spacing: { before: 180, after: 100 }, + children: [new TextRun({ text: line.slice(4), bold: true, size: 26, font: HEAD_FONT, color: '000000' })], + })); + } else if (line.startsWith('【建议插入截图')) { + children.push(new Paragraph({ + spacing: { before: 60, after: 60 }, + indent: { left: 420 }, + children: [new TextRun({ text: line, italics: true, color: '808080', size: 21, font: BODY_FONT })], + })); + } else if (/^\d+\.\s/.test(line)) { + children.push(new Paragraph({ + spacing: { after: 100 }, + indent: { left: 420 }, + children: parseRuns(line, { size: 21 }), + })); + } else { + children.push(new Paragraph({ + spacing: { after: 100, line: 300 }, + children: parseRuns(line, { size: 21 }), + })); + } + } + + const doc = new Document({ + styles: { + default: { + document: { run: { font: BODY_FONT, size: 21 } }, + }, + }, + sections: [{ + properties: { page: PAGE }, + headers: { default: makeHeader() }, + children, + }], + }); + + await Packer.toBuffer(doc).then((buf) => fs.writeFileSync(OUT_MANUAL, buf)); + console.log('=== 设计说明书 docx 生成完成 ==='); + console.log(`输出: ${OUT_MANUAL}`); +} + +await buildSourceDocx(); +await buildManualDocx(); diff --git a/docs/软著/gen_source_doc.mjs b/docs/软著/gen_source_doc.mjs new file mode 100644 index 00000000..1e447f64 --- /dev/null +++ b/docs/软著/gen_source_doc.mjs @@ -0,0 +1,111 @@ +/** + * 软著源程序文档生成脚本 + * 规则:每页 60 行有效代码;超过 60 页时取前 30 页 + 后 30 页; + * 自动清理文件头第三方署名/版权行;排除声明文件与空文件。 + * 用法:node docs/软著/gen_source_doc.mjs + */ +import fs from 'fs'; +import path from 'path'; + +const ROOT = path.resolve(import.meta.dirname, '../../assets/script'); +const OUT_DIR = import.meta.dirname; +const OUT = path.join(OUT_DIR, '像素大勇者游戏软件_V1.0_源程序.txt'); +const LINES_PER_PAGE = 60; +const KEEP = 30; // 前 30 页 + 后 30 页 +const SOFTWARE = '像素大勇者游戏软件 V1.0'; + +/** 需要从文件头清除的第三方署名 / 编辑器元数据行 */ +const BAD_PATTERNS = [ + /dgflash/i, + /落日故人/, + /QQ\s*\d+/, + /Copyright \(c\)/i, + /@(Author|LastEditors?|Date|LastEditTime)/i, +]; + +function walk(dir) { + const out = []; + for (const e of fs.readdirSync(dir, { withFileTypes: true })) { + const p = path.join(dir, e.name); + if (e.isDirectory()) out.push(...walk(p)); + else out.push(p); + } + return out; +} + +const rel = (f) => path.relative(ROOT, f).replace(/\\/g, '/'); + +// 1. 收集源文件:仅 .ts,排除 .d.ts 声明文件、空文件、非脚本目录 +let files = walk(ROOT).filter( + (f) => + f.endsWith('.ts') && + !f.endsWith('.d.ts') && + !rel(f).includes('hit-flash-white/shaders') && + fs.readFileSync(f, 'utf8').trim().length > 0 +); + +// 2. 排序:入口 Main.ts 优先,其次初始化模块,其余按路径字母序 +files.sort((a, b) => { + const rank = (r) => + r === 'Main.ts' ? 0 : r.startsWith('game/initialize') ? 1 : 2; + return rank(rel(a)) - rank(rel(b)) || rel(a).localeCompare(rel(b)); +}); + +// 3. 清理文件头(前 40 行)中的第三方署名行,统一换行符与缩进 +function cleanFile(content) { + const lines = content + .replace(/\r\n/g, '\n') + .replace(/\t/g, ' ') + .split('\n'); + const head = lines.slice(0, 40).filter( + (l) => !BAD_PATTERNS.some((rx) => rx.test(l)) + ); + return [...head, ...lines.slice(40)]; +} + +const all = []; +for (const f of files) { + all.push(`// ===================== 文件: ${rel(f)} =====================`); + all.push(...cleanFile(fs.readFileSync(f, 'utf8'))); +} + +// 4. 统计(审校用) +const total = all.length; +const blank = all.filter((l) => l.trim() === '').length; +const comment = all.filter((l) => /^\s*(\/\/|\/\*|\*|\*\/)/.test(l)).length; +const tooLong = all.filter((l) => l.length > 84).length; +const totalPages = Math.ceil(total / LINES_PER_PAGE); + +// 5. 分页:超过 60 页取前 30 + 后 30 +const pageIdx = + totalPages > 60 + ? [ + ...Array.from({ length: KEEP }, (_, i) => i), + ...Array.from({ length: KEEP }, (_, i) => totalPages - KEEP + i), + ] + : Array.from({ length: totalPages }, (_, i) => i); +const submitPages = pageIdx.length; + +// 6. 生成文档(页眉:左侧软件全称+版本号,右侧页码) +const out = []; +for (const pi of pageIdx) { + const pageNo = pageIdx.indexOf(pi) + 1; + const start = pi * LINES_PER_PAGE; + const body = all.slice(start, start + LINES_PER_PAGE); + out.push(`${SOFTWARE}            第 ${pageNo} 页 共 ${submitPages} 页`); + out.push('='.repeat(76)); + out.push(...body); + out.push(''); +} + +fs.mkdirSync(OUT_DIR, { recursive: true }); +fs.writeFileSync(OUT, out.join('\n'), 'utf8'); + +console.log('=== 源程序文档生成完成 ==='); +console.log(`文件数: ${files.length}`); +console.log(`总行数: ${total}(含文件分隔行)`); +console.log(`总页数: ${totalPages},提交页数: ${submitPages}`); +console.log(`空行占比: ${((blank / total) * 100).toFixed(1)}%`); +console.log(`注释行占比: ${((comment / total) * 100).toFixed(1)}%`); +console.log(`超 84 字符行数: ${tooLong}`); 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gen_docx.mjs" + }, + "dependencies": { + "docx": "^9.7.1" + } +} diff --git a/docs/软著/像素大勇者游戏软件_V1.0_填表指引.md b/docs/软著/像素大勇者游戏软件_V1.0_填表指引.md new file mode 100644 index 00000000..078ee0f0 --- /dev/null +++ b/docs/软著/像素大勇者游戏软件_V1.0_填表指引.md @@ -0,0 +1,169 @@ +# 像素大勇者游戏软件 V1.0 —— 软著登记填表指引 + +> 本指引配合《登记申请表》填报速查表使用,按中国版权保护中心在线系统的实际填报流程逐项说明。 + +--- + +## 一、办理前准备 + +| 材料 | 状态 | 说明 | +|------|------|------| +| 软件全称/版本号 | ✅ 已定 | 像素大勇者游戏软件 V1.0(三份材料必须完全一致) | +| 源程序鉴别材料 | ✅ 已生成 | `像素大勇者游戏软件_V1.0_源程序.docx`(60 页,每页 60 行) | +| 文档鉴别材料 | ✅ 已生成 | `像素大勇者游戏软件_V1.0_设计说明书.docx`(补个人信息与截图后定稿) | +| 身份证正反面扫描件 | ⏳ 自备 | 个人申请必需,jpg/pdf 均可,需清晰完整 | +| 实名认证 | ⏳ 自办 | 注册账号后需完成个人实名认证(人脸/银行卡)方可提交 | + +**办理入口**:中国版权保护中心 https://www.ccopyright.com.cn → 计算机软件著作权登记申请(目前不收取登记费用)。 + +--- + +## 二、在线填报流程 + +1. 注册并登录中国版权保护中心账号,完成**个人实名认证**(1 个工作日内审核); +2. 进入「软件著作权登记申请」→「新增申请」; +3. 按下方第三节逐项填写申请表; +4. 上传鉴别材料 PDF(源程序 + 设计说明书)与身份证扫描件; +5. 提交后等待受理通知(一般 1-5 个工作日出受理号,可在线查看进度)。 + +--- + +## 三、申请表逐项填报对照 + +### 3.1 软件基本信息 + +| 系统字段 | 填写内容 | 注意事项 | +|----------|---------|---------| +| 软件全称 | 像素大勇者游戏软件 | 必须与页眉、说明书封面完全一致,一字不差 | +| 软件简称 | 像素大勇者 | 可不填;若填写需与全称有包含关系 | +| 版本号 | V1.0 | 默认即可;已上线软件勿填上线版本以外的新版本号 | +| 软件分类 | 游戏软件 | 在下拉选项中选择 | +| 开发完成日期 | 2026-09-13 | 必须早于等于申请日期 | +| 发表状态 | 未发表 | 已发表则需填首次发表日期(精确到日)与发表地点 | +| 开发方式 | 独立开发 | 个人独立开发,权利归属清晰 | +| 权利取得方式 | 原始取得 | 自行开发取得的原始权利 | +| 权利范围 | 全部权利 | 默认全部 | + +### 3.2 著作权人信息(个人) + +| 系统字段 | 填写内容 | 注意事项 | +|----------|---------|---------| +| 姓名 | ___ | **必须与身份证姓名完全一致**,不能用曾用名/昵称 | +| 证件类型 | 居民身份证 | — | +| 证件号码 | ___ | 提交前核对位数 | +| 国籍 | 中国 | — | +| 地址 | ___ | 建议与身份证地址一致;填写实际居住地址亦可,但需可收信 | +| 邮编 | ___ | 与地址匹配 | +| 联系电话 | ___ | 保持畅通,受理通知可能电话联系 | +| 电子邮箱 | ___ | 用于接收电子通知书 | + +> ⚠️ 著作权人姓名须与平台实名认证主体一致,否则无法提交。 + +### 3.3 软件开发信息(12 个字段逐项指引) + +| # | 系统字段 | 填写内容(可直接粘贴) | 填写要点 | +|---|----------|----------------------|---------| +| 1 | 开发的硬件环境 | CPU Intel Core i5 2.4GHz 及以上;内存 16GB 及以上;硬盘 256GB 及以上;支持联网 | 指开发时使用的电脑配置,按实际开发机填写 | +| 2 | 运行的硬件环境 | CPU 1.2GHz 及以上;内存 2GB 及以上;存储空间 200MB 及以上;支持联网 | 指软件运行的目标设备(手机),要求写低一些以扩大兼容范围 | +| 3 | 开发该软件的操作系统 | Windows 10 / Windows 11(64 位) | 按实际开发机系统填写 | +| 4 | 软件开发环境 / 开发工具 | Cocos Creator 3.8.6 游戏引擎编辑器、Visual Studio Code 代码编辑器、微信开发者工具 | 逐个列出主要工具即可,不必穷举 | +| 5 | 该软件的运行平台 / 操作系统 | Android 8.0 及以上;iOS 12 及以上 | 指软件部署运行的目标系统,非开发机系统,勿与第 3 项混淆 | +| 6 | 软件运行支撑环境 / 支持软件 | 微信客户端 8.0 及以上(微信小游戏运行时);微信云开发服务(登录与云存档) | 软件正常运行所依赖的第三方支撑软件 | +| 7 | 编程语言 | TypeScript | 主语言;仅一种时直接填写,勿把 JSON/配置格式算作语言 | +| 8 | 源程序量 | 约 30000 行 | 与提交的源程序材料逻辑一致(全部代码 30304 行,提交前后各 30 页截取) | +| 9 | 开发目的 | 本软件为个人独立开发的休闲益智类手机游戏,旨在为玩家提供策略卡牌与自动战斗相结合的休闲娱乐体验,并通过著作权登记明确作品权属、保护开发者合法权益 | 如实填写,不夸大商业目标 | +| 10 | 面向领域 / 行业 | 文化、体育和娱乐业(网络游戏/休闲娱乐) | 按系统下拉选项就近选择,游戏软件通常归入文化娱乐类 | +| 11 | 软件的主要功能 | 见下方「可直接粘贴文案」 | 500 字以上(系统要求),覆盖各功能模块,用"玩家/关卡/战斗/卡牌"等游戏术语,书面语 | +| 12 | 软件的技术特点 | 见下方「可直接粘贴文案」 | 150-250 字,突出架构与技术实现,不出现竞品品牌名 | + +> ⚠️ 易错提示:**第 1/2 项**(开发 vs 运行硬件)、**第 3/5 项**(开发 vs 运行操作系统)是两对容易填反的字段,审查员会核对逻辑一致性。 + +**主要功能(直接粘贴,约 610 字):** + +本软件是一款像素风格的卡牌策略自走战斗类手机游戏软件,运行于微信小游戏平台,为玩家提供策略构建与自动战斗相结合的休闲娱乐体验。 +玩家进入任务主页后点击开始即可开启一局游戏。开局阶段,玩家通过三次"三选一"卡牌召唤从英雄卡池中抽取并组建三人英雄小队,卡池按权重配置抽取并自动去重,玩家可消耗局内金币刷新卡池以获取更优组合。准备阶段,玩家可在技能商店与道具商店购买技能卡、装备卡与药品卡,构建本局战斗组合,形成差异化的养成路线。 +战斗阶段采用自动战斗机制,英雄与怪物在网格站位上自动移动、索敌、攻击与施法,玩家无需手动操作即可观赏完整战斗过程。技能系统支持即时、定时、驻场、事件四类触发时机,配合增益与减益效果的挂载、叠加与到期移除,通过统一伤害队列结算并显示伤害数字,形成丰富的战斗策略与表现。战斗表现层运用骨骼动画、帧动画与震屏、受击闪白等特效强化打击反馈。 +关卡采用"章节—关—节"三级结构,每关包含五个小节,前三节为普通战斗,第四节为精英战斗,第五节为首领战斗,节间自动连战,通关后进入下一关。战斗结束进入结算,展示积分段位评定、段位徽章、总分滚动、亮点成就与奖励条目,玩家可获得英雄碎片等奖励,并在排行榜中查看排名。 +局外养成方面,玩家可使用英雄碎片升级英雄属性,并在基础、专精、传说三阶天赋树中加点强化全局战斗能力,天赋加点支持消耗校验、阶位解锁与重置。软件另提供中英文双语界面、云端存档同步(本地与云端双向比对取新)、连杀统计与成就展示等功能,形成"战斗—养成—再战斗"的完整游戏循环。 + +**技术特点(直接粘贴):** + +本软件基于 Cocos Creator 引擎与 TypeScript 语言开发,采用 ECS(实体-组件-系统)架构管理战斗实体,英雄、技能、增益效果均以实体形式注册与调度,提升大量同类对象的运行效率。界面采用数据模型、视图、组件分层与数据绑定模式,模块间通过全局事件总线解耦通信。游戏数据由单例模块统一管理,通过微信云开发接口实现登录与本地、云端双向存档同步,并以数据加密保障存档安全。战斗表现层综合运用骨骼动画、帧动画图集、补间动画与自定义着色器特效,实现受击闪白、震屏等打击反馈。 + +--- + +## 四、鉴别材料上传要求 + +### 4.1 源程序(像素大勇者游戏软件_V1.0_源程序.docx → 另存为 PDF) + +- 共 60 页 = 前 30 页 + 后 30 页,每页 60 行(≥50 行的规范要求) +- 页眉已含:软件全称 + 版本号 + 自动页码 +- **上传前**:打开检查首页/末页代码完整,另存为 PDF 后上传 + +### 4.2 设计说明书(像素大勇者游戏软件_V1.0_设计说明书.docx → 另存为 PDF) + +- 上传前必须完成: + 1. 封面著作权人处填本人姓名 + 2. 文末联系方式补电话/邮箱 + 3. 9 处【建议插入截图】补齐游戏截图(共 5-10 张,截图后删除灰色提示文字) + +### 4.3 文件命名 + +上传文件建议统一命名(系统对文件名有要求,含软件全称更清晰): + +``` +像素大勇者游戏软件_V1.0_源程序.pdf +像素大勇者游戏软件_V1.0_设计说明书.pdf +``` + +--- + +## 五、提交前自检清单 + +- [ ] 软件全称在「申请表 / 源程序页眉 / 说明书封面」三处完全一致 +- [ ] 版本号 V1.0 三处一致 +- [ ] 著作权人姓名与身份证、平台实名认证三方一致 +- [ ] 源程序量(约 30000 行)与实际材料页数逻辑匹配(60 页 × 60 行 ≈ 3600 行提交行数,为全部代码的前后截取,总代码 30304 行) +- [ ] 说明书已补截图与个人信息,无【建议插入截图】残留文字 +- [ ] 身份证扫描件清晰、在有效期内 +- [ ] PDF 均能正常打开、页码连续 + +--- + +## 六、常见退回原因与规避 + +| 退回原因 | 规避方式 | +|---------|---------| +| 三处名称/版本不一致 | 提交前逐字核对 | +| 源程序含第三方版权声明 | 本项目已清理 dgflash 署名、他人 QQ、引擎版权行 ✅ | +| 源程序空行/注释占比过高 | 本项目空行 10.7%、注释 26.3%,均低于红线 ✅ | +| 说明书出现与著作权人无关的第三方品牌 | 本项目说明书正文已泛化处理 ✅ | +| 材料为截图/拍照件而非文档 | 上传规范 PDF,不用照片 | +| 开发完成日期晚于申请日 | 已填 2026-09-13,早于申请日 ✅ | + +--- + +## 七、时间线参考 + +| 环节 | 参考时长 | +|------|---------| +| 实名认证 | 1 个工作日 | +| 受理通知(发放受理号) | 提交后 1-5 个工作日 | +| 审查(普通通道) | 受理后约 30-60 个工作日 | +| 领取证书 | 审查通过后可选择电子证书或邮寄纸质证书 | + +> 加急通道需通过代理机构办理(官方本身免费),个人自办走普通通道即可。 + +--- + +## 八、材料更新方式 + +游戏代码更新后,重新生成源程序与说明书: + +```bash +cd docs/软著 +node gen_source_doc.mjs # 重新提取代码生成 txt +node gen_docx.mjs # 生成/更新两个 docx(需先关闭 Word 中打开的文件) +``` + +生成脚本:`gen_source_doc.mjs`(每页 60 行)、`gen_docx.mjs`(docx 排版),依赖独立于游戏项目。 diff --git a/docs/软著/像素大勇者游戏软件_V1.0_源程序.docx b/docs/软著/像素大勇者游戏软件_V1.0_源程序.docx new file mode 100644 index 00000000..6c8fa6b8 Binary files /dev/null and b/docs/软著/像素大勇者游戏软件_V1.0_源程序.docx differ diff --git a/docs/软著/像素大勇者游戏软件_V1.0_源程序.txt b/docs/软著/像素大勇者游戏软件_V1.0_源程序.txt new file mode 100644 index 00000000..c06aa141 --- /dev/null +++ b/docs/软著/像素大勇者游戏软件_V1.0_源程序.txt @@ -0,0 +1,3723 @@ +像素大勇者游戏软件 V1.0            第 1 页 共 60 页 +============================================================================ +// ===================== 文件: Main.ts ===================== +import { profiler, _decorator ,PhysicsSystem2D,EPhysics2DDrawFlags} from 'cc'; +import { DEBUG } from 'cc/env'; +import { oops } from '../../extensions/oops-plugin-framework/assets/core/Oops'; +import { Root } from '../../extensions/oops-plugin-framework/assets/core/Root'; +import { ecs } from '../../extensions/oops-plugin-framework/assets/libs/ecs/ECS'; +import { UIConfigData } from './game/common/config/GameUIConfig'; +import { smc } from './game/common/SingletonModuleComp'; +import { Initialize } from './game/initialize/Initialize'; + + +const { ccclass, property } = _decorator; +@ccclass('Main') +export class Main extends Root { + start() { + // PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb + // |EPhysics2DDrawFlags.Pair + // |EPhysics2DDrawFlags.CenterOfMass + // |EPhysics2DDrawFlags.Joint + // |EPhysics2DDrawFlags.Shape; + } + protected async run() { + smc.initialize = ecs.getEntity(Initialize); + smc.vmAdd() + } + protected initGui() { + oops.gui.init(UIConfigData); + } + + protected async initEcsSystem() { + // oops.ecs.add(new EcsPositionSystem()); 手动控制用,没有特殊 ,只需要使用 @ecs.register('SMoveSystem') 装饰器注册就可以了 + + } +} +// ===================== 文件: game/initialize/Initialize.ts ===================== +/* + */ +import { Node, Button } from "cc"; +import { UICallbacks } from "../../../../extensions/oops-plugin-framework/assets/core/gui/layer/Defines"; +import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; +import { AsyncQueue, NextFunction } from "../../../../extensions/oops-plugin-framework/assets/libs/collection/AsyncQueue"; +import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; +import { UIID } from "../common/config/GameUIConfig"; +import { LoadingViewComp } from "./view/LoadingViewComp"; +import { smc } from "../common/SingletonModuleComp"; +import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi"; +import { mLogger } from "../common/Logger"; +import { gameDataSync } from "../common/GameDataSync"; + +/** + * 游戏进入初始化模块 + * 1、热更新 + * 2、加载默认资源 + */ +@ecs.register(`Initialize`) +export class Initialize extends ecs.Entity { + LoadingView!: LoadingViewComp; + debugMode: boolean = false; // 是否启用调试模式 + protected init() { + var queue: AsyncQueue = new AsyncQueue(); + +像素大勇者游戏软件 V1.0            第 2 页 共 60 页 +============================================================================ + + // --- 全局注入:为所有 Button 组件增加点击音效 --- + const originalOnTouchEnded = Button.prototype["_onTouchEnded"]; + if (originalOnTouchEnded) { + Button.prototype["_onTouchEnded"] = function (event) { + if (this.interactable && this.node && this.node.activeInHierarchy) { + oops.audio.playEffect("music/button"); + } + originalOnTouchEnded.call(this, event); + }; + } + // --------------------------------------------- + + // 加载自定义资 + this.loadCustom(queue); + // 加载多语言包 + this.loadLanguage(queue); + // 加载公共资源 + this.loadCommon(queue); + // 加载游戏内容加载进度提示界面 + this.onComplete(queue); + + queue.play(); + } + + + /** 加载自定义内容(可选) */ + private loadCustom(queue: AsyncQueue) { + queue.push(async (next: NextFunction, params: any, args: any) => { + try { + // 加载多语言对应字体 + oops.res.load("language/font/" + oops.language.current, async () => { + // 统一的数据加载流程 + await this.loadGameDataUnified(); + + next(); + }); + //加载精灵配置表 + // oops.res.load("config/game/heros", next); + } catch (error) { + mLogger.error(this.debugMode, 'Initialize', "[Initialize]: 自定义内容加载失败:", error); + next(); // 即使失败也要继续,不阻塞游戏启动 + } + }); + } + + /** 加载化语言包(可选) */ + private loadLanguage(queue: AsyncQueue) { + queue.push((next: NextFunction, params: any, args: any) => { + // 设置默认语言 + let lan = oops.storage.get("language"); + // if (lan == null) { + if (lan == null || lan == "") { + lan = "zh"; + oops.storage.set("language", lan); + } + + // 设置语言包路径 + oops.language.pack.json = oops.config.game.languagePathJson; + oops.language.pack.texture = oops.config.game.languagePathTexture; + +像素大勇者游戏软件 V1.0            第 3 页 共 60 页 +============================================================================ + + // 加载语言包资源 + oops.language.setLanguage(lan, next); + }); + } + + /** 加载公共资源(必备) */ + private loadCommon(queue: AsyncQueue) { + queue.push((next: NextFunction, params: any, args: any) => { + // 顺便在这里预加载 SMC 需要的公共图集 + smc.preloadCommonAssets(); + oops.res.loadDir("common", next); + }); + } + + /** + * 统一的游戏数据加载流程 + * 微信客户端:使用云端数据 + * 非微信客户端:使用本地调试数据 + */ + private async loadGameDataUnified() { + try { + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 开始统一数据加载流程..."); + + if (gameDataSync.isWxClient()) { + // 微信客户端:加载云端数据 + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 检测到微信客户端,使用云端数据"); + await this.loadFromCloud(); + } else { + // 非微信客户端:使用本地调试数据 + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 非微信客户端,使用本地调试数据"); + await this.loadFromLocalDebug(); + } + + } catch (error) { + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 统一数据加载失败:", error); + // 失败时使用默认数据 游戏需要退出 + } + } + + /** + * 从云端加载数据(微信客户端,sync 模式) + */ + private async loadFromCloud() { + try { + // 1. 初始化微信云环境 + this.initWxCloudEnv(); + + // 2. 一次调用完成登录与双向数据同步(时间戳对比在云端完成) + const cloudNewer = await gameDataSync.syncFromCloud(); + mLogger.log(this.debugMode, 'Initialize', `[Initialize]: 云端同步完成,云端数据较新=${cloudNewer}`); + + } catch (error) { + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端数据加载异常:", error); + // 异常时使用本地数据兜底 + await gameDataSync.syncFromCloud(); + } + } + + /** + +像素大勇者游戏软件 V1.0            第 4 页 共 60 页 +============================================================================ + * 从本地调试数据加载(非微信客户端) + */ + private async loadFromLocalDebug() { + try { + // 非微信客户端仅使用本地缓存数据 + await gameDataSync.syncFromCloud(); + } catch (error) { + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 本地调试数据加载异常:", error); + } + } + + /** + * 初始化微信云环境 + */ + private initWxCloudEnv() { + try { + // 请替换为您的实际云环境ID + const cloudEnvId = "cloud1-6gknw0qk911036d8"; // TODO: 配置您的云环境ID + WxCloudApi.init(cloudEnvId); + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 微信云环境初始化完成"); + } catch (error) { + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 微信云环境初始化失败:", error); + } + } + + /** 加载完成进入游戏内容加载界面 */ + private onComplete(queue: AsyncQueue) { + queue.complete = () => { + var uic: UICallbacks = { + onAdded: (node: Node, params: any) => { + var comp = node.getComponent(LoadingViewComp) as ecs.Comp; + this.add(comp); + } + }; + + // 界面管理 - 打开游戏内容资源加载进度提示界面 + oops.gui.open(UIID.Loading, null, uic); + }; + } +} +// ===================== 文件: game/initialize/view/LoadingViewComp.ts ===================== +/* + */ +import { _decorator ,v3,Vec3} from "cc"; +import { oops } from "../../../../../extensions/oops-plugin-framework/assets/core/Oops"; +import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; +import { CCVMParentComp } from "../../../../../extensions/oops-plugin-framework/assets/module/common/CCVMParentComp"; +import { UIID } from "../../common/config/GameUIConfig"; +import { smc } from "../../common/SingletonModuleComp"; +import { GameMap } from "../../map/GameMap"; +const { ccclass, property } = _decorator; + +/** 游戏资源加载 */ +@ccclass('LoadingViewComp') +@ecs.register('LoadingView', false) +export class LoadingViewComp extends CCVMParentComp { + /** VM 组件绑定数据 */ + data: any = { + /** 加载资源当前进度 */ + finished: 0, + +像素大勇者游戏软件 V1.0            第 5 页 共 60 页 +============================================================================ + /** 加载资源最大进度 */ + total: 0, + /** 加载资源进度比例值 */ + progress: "", + /** 加载流程中提示文本 */ + prompt: "" + }; + + private progress: number = 0; + + reset(): void { + // 获取用户信息的多语言提示文本 + this.data.prompt = oops.language.getLangByID("loading_load_player"); + + // 关闭加载界面 + oops.gui.remove(UIID.Loading); + + // 释放加载界面资源 + oops.res.releaseDir("loading"); + + // 加载地图 + var map = ecs.getEntity(GameMap); + map.load(); + smc.map = map; + oops.gui.open(UIID.Role_Controller) + } + + start() { + this.loadRes(); + } + /** 加载资源 */ + private async loadRes() { + this.data.progress = 0; + this.loadCustom(); + this.loadGameRes(); + } + + /** 加载游戏本地JSON数据(自定义内容) */ + private loadCustom() { + // 加载游戏本地JSON数据的多语言提示文本 + this.data.prompt = oops.language.getLangByID("loading_load_json"); + } + + /** 加载初始游戏内容资源 */ + private loadGameRes() { + // 加载初始游戏内容资源的多语言提示文本 + this.data.prompt = oops.language.getLangByID("loading_load_game"); + + oops.res.loadDir("game", this.onProgressCallback.bind(this), this.onCompleteCallback.bind(this)); + } + + /** 加载进度事件 */ + private onProgressCallback(finished: number, total: number, item: any) { + this.data.finished = finished; + this.data.total = total; + + var progress = finished / total; + if (progress > this.progress) { + this.progress = progress; + this.data.progress = (progress * 100).toFixed(2); + +像素大勇者游戏软件 V1.0            第 6 页 共 60 页 +============================================================================ + } + } + + /** 加载完成事件 */ + private onCompleteCallback() { + this.ent.remove(LoadingViewComp); + } +} +// ===================== 文件: game/common/CameraFX.ts ===================== +/** + * @file CameraFX.ts + * @description 大招镜头聚焦工具(表现层) + * + * 项目内场景 Camera 从未启用(MapViewScene.camera 可能为 null), + * 与 ScreenShake 同理改为操作地图根节点 smc.map.MapView.node: + * 以施法者位置为锚点做 scale + 位移 tween,实现"画面瞬间拉近再回弹"的镜头突进感, + * UI 层(oops.gui 挂在独立根节点)天然不受影响。 + * + * 与 ScreenShake 的区别:本工具是"有明确锚点的缩放聚焦", + * ScreenShake 是"无锚点的随机抖动",两者可叠加(大招命中瞬间聚焦回弹 + 震屏)。 + * + * 用法: + * CameraFX.focusOn(heroView.node, 1.2, 0.5); + */ +import { Node, tween, Tween, v3, Vec3, view } from "cc"; +import { smc } from "./SingletonModuleComp"; + +export class CameraFX { + /** 根节点基准状态(首次聚焦时快照:位置 + 缩放,用于回弹复位,防多次触发漂移) */ + private static basePos: Vec3 | null = null; + private static baseScale: Vec3 | null = null; + + /** + * 镜头聚焦:画面瞬间向锚点拉近,随后回弹复位 + * @param anchor 聚焦锚点节点(通常是施法者节点),以其世界坐标为画面中心 + * @param zoom 拉近倍率(建议 1.15~1.25,过大容易出戏) + * @param holdTime 聚焦保持到回弹完成的总时长(秒,建议 0.4~0.6) + */ + static focusOn(anchor: Node | null | undefined, zoom: number = 1.2, holdTime: number = 0.5) { + const root = smc.map?.MapView?.node; + if (!root || !root.isValid || !anchor || !anchor.isValid) return; + + if (!this.basePos) { + this.basePos = root.position.clone(); + this.baseScale = root.scale.clone(); + } + + // 打断进行中的聚焦(新大招覆盖旧大招,避免多英雄连续放大时 tween 叠加失控) + Tween.stopAllByTarget(root); + + // 锚点世界坐标 -> 根节点本地坐标,作为缩放后的画面中心 + const worldPos = anchor.worldPosition; + const localPos = v3(); + root.inverseTransformPoint(localPos, worldPos); + + const designSize = view.getDesignResolutionSize(); + const focusScale = this.baseScale.x * zoom; + + // 缩放会围绕根节点原点(0,0)放大画面,需反向平移让锚点保持在屏幕中心附近: + // 目标位置 = 基准位置 - 锚点本地坐标 * (zoom - 1) * 基准缩放 + +像素大勇者游戏软件 V1.0            第 7 页 共 60 页 +============================================================================ + // 同时按设计分辨率的一半作为屏幕中心基准,避免锚点在屏幕边缘时拉出黑边 + const offsetX = localPos.x * (zoom - 1) * this.baseScale.x; + const offsetY = localPos.y * (zoom - 1) * this.baseScale.y; + const clampX = designSize.width * 0.25; // 平移量限幅:最多偏移 1/4 屏,防边缘英雄把画面拉飞 + const clampY = designSize.height * 0.25; + const targetPos = v3( + this.basePos.x - Math.max(-clampX, Math.min(clampX, offsetX)), + this.basePos.y - Math.max(-clampY, Math.min(clampY, offsetY)), + this.basePos.z + ); + const focusScaleV3 = v3(focusScale, focusScale, this.baseScale.z); + + // 三段式节奏:快速突进(0.12s) -> 短暂停留 -> 慢速回弹(holdTime) + tween(root) + .to(0.12, { position: targetPos, scale: focusScaleV3 }, { easing: "sineOut" }) + .delay(Math.max(0.05, holdTime * 0.3)) + .to(holdTime, { position: this.basePos, scale: this.baseScale }, { easing: "sineInOut" }) + .start(); + } + + /** + * 复位镜头状态(关卡切换/战斗结束时调用,防止状态残留) + */ + static reset() { + const root = smc.map?.MapView?.node; + if (root && root.isValid && this.basePos && this.baseScale) { + Tween.stopAllByTarget(root); + root.setPosition(this.basePos); + root.setScale(this.baseScale); + } + this.basePos = null; + this.baseScale = null; + } +} + +// ===================== 文件: game/common/CardIconHelper.ts ===================== +/** + * @file CardIconHelper.ts + * @description 卡牌图标解析与设置共享工具 + * + * 职责: + * 统一处理技能卡/装备卡/商品卡的图标 ID 解析与 SpriteFrame 设置, + * 避免 SkillBoxComp / SCardComp / ItemListComp / EquipListComp 重复维护相同逻辑。 + * + * 解析优先级: + * 1. cardData.icon(卡牌自定义图标,最高优先级) + * 2. 装备卡(trigger_type=Field 且有 field):取第一个 field 词条的 FieldSkillSet.icon + * 3. 技能卡(有 skill):取 SkillSet.icon + * 4. 兜底:skill uuid 或 card uuid 的字符串形式 + */ +import { Node, Sprite } from "cc"; +import { CardConfig, CardTriggerType } from "./config/CardSet"; +import { FieldSkillSet, SkillSet } from "./config/SkillSet"; +import { smc } from "./SingletonModuleComp"; + +/** + * 解析卡牌图标 ID + * @param cardData 卡牌配置 + * @returns 图标 ID(对应图集 frame 名),空字符串表示无法解析 + */ + +像素大勇者游戏软件 V1.0            第 8 页 共 60 页 +============================================================================ +export function getCardIconId(cardData: CardConfig | null): string { + if (!cardData) return ""; + + // 1. 卡牌自定义 icon 优先 + if (cardData.icon) return cardData.icon; + + // 2. 装备卡:取第一个 field 词条图标 + if (cardData.field && cardData.field.length > 0) { + const fieldUuid = cardData.field[0].uuid; + return FieldSkillSet[fieldUuid]?.icon || `${fieldUuid}`; + } + + // 3. 技能卡:取 SkillSet.icon + if (cardData.skill) { + return SkillSet[cardData.skill]?.icon || `${cardData.skill}`; + } + + // 4. 兜底:uuid 字符串 + return `${cardData.uuid}`; +} + +/** + * 设置节点 Sprite 的图标 + * @param node 目标节点(自动查找自身或子节点的 Sprite) + * @param iconId 图标 ID(对应 smc.uiconsAtlas 中的 frame 名) + */ +export function setSpriteFrame(node: Node, iconId: string): void { + if (!node || !iconId) return; + const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite); + if (!sprite) return; + if (smc.uiconsAtlas) { + const frame = smc.uiconsAtlas.getSpriteFrame(iconId); + sprite.spriteFrame = frame || null; + } +} + +// ===================== 文件: game/common/CommonPrompt.ts ===================== +/** + * @file CommonPrompt.ts + * @description 自定义公共确认窗口组件(UI 视图层) + * + * 职责: + * 1. 替换框架插件 CommonPrompt(extensions/oops-plugin-framework/.../CommonPrompt.ts), + * 脚本类名、onTouchEnd 处理器与 4 个属性名保持同名,window.prefab 无需改动即可自动重链。 + * 2. 内容区由 cc.Label 升级为 cc.RichText,支持 // 等富文本标签。 + * 3. 扩展标题样式、窗体缩放动画、遮罩点击关闭等自定义能力。 + * + * 使用(oops.gui 模块): + * oops.gui.open(UIID.Window, { + * title: "标题", + * content: "支持 富文本", + * okWord: "确定", cancelWord: "取消", needCancel: true, + * okFunc: () => {}, cancelFunc: () => {}, + * titleColor: "#FF0000", // 可选:标题颜色 + * maskClose: true, // 可选:点击空白遮罩关闭(等同取消) + * closeFunc: () => {} // 可选:任意方式关闭后的统一回调 + * }); + */ +import { _decorator, Button, Color, Component, EventTouch, Label, Node, NodeEventType, RichText, Tween, tween, Vec3 } from "cc"; +import { oops } from "db://oops-framework/core/Oops"; + +像素大勇者游戏软件 V1.0            第 9 页 共 60 页 +============================================================================ +import { RICH_OUTLINE_COLOR, RICH_OUTLINE_WIDTH } from "./RichOutline"; + +const { ccclass, property } = _decorator; + +/** 确认窗口参数 */ +export interface WindowPromptParams { + /** 标题(普通文本) */ + title?: string; + /** 内容(RichText 富文本,支持 //// 等标签) */ + content?: string; + /** 确定按钮文字 */ + okWord?: string; + /** 确定回调 */ + okFunc?: () => void; + /** 取消按钮文字 */ + cancelWord?: string; + /** 取消回调 */ + cancelFunc?: () => void; + /** 是否显示取消按钮 */ + needCancel?: boolean; + /** 标题颜色(如 "#FF0000",不传用默认色) */ + titleColor?: string; + /** 点击窗体外空白遮罩是否关闭(等同取消,默认 false) */ + maskClose?: boolean; + /** 任意方式关闭后的统一回调(在 okFunc/cancelFunc 之后触发) */ + closeFunc?: () => void; +} + +/** + * CommonPrompt —— 自定义公共确认窗口 + * + * 与 window.prefab 的绑定约定: + * - 根节点按钮事件 handler:onTouchEnd(btn_ok / btn_cancel 已绑定) + * - 属性名:lab_title / lab_content / lab_ok / lab_cancel + * - lab_content 需将 prefab 中的 cc.Label 替换为 cc.RichText 后拖入 + */ +@ccclass("CommonPrompt") +export class CommonPrompt extends Component { + /** 窗口标题 */ + @property({ type: Label, displayName: "标题文本" }) + private lab_title: Label | null = null; + + /** 窗口内容(富文本,需在 prefab 中将 Label 换为 RichText 后重新拖入) */ + @property({ type: RichText, displayName: "内容富文本" }) + private lab_content: RichText | null = null; + + /** 确定按钮文本 */ + @property({ type: Label, displayName: "确定按钮文本" }) + private lab_ok: Label | null = null; + + /** 取消按钮文本 */ + @property({ type: Label, displayName: "取消按钮文本" }) + private lab_cancel: Label | null = null; + + /** 确定按钮节点 */ + @property({ type: Node, displayName: "确定按钮" }) + private btn_ok: Node | null = null; + + /** 取消按钮节点 */ + @property({ type: Node, displayName: "取消按钮" }) + +像素大勇者游戏软件 V1.0            第 10 页 共 60 页 +============================================================================ + private btn_cancel: Node | null = null; + + /** 运行时参数 */ + private config: WindowPromptParams = {}; + + /** 弹窗打开动画已播放标记(防止 onAdded 重复触发) */ + private animPlayed: boolean = false; + + onLoad() { + // 优先使用编辑器绑定的按钮节点;未绑定时按节点名查找兜底 + if (!this.btn_ok) { + this.btn_ok = this.node.getChildByName("Node")?.getChildByName("btn_ok") ?? null; + } + if (!this.btn_cancel) { + this.btn_cancel = this.node.getChildByName("Node")?.getChildByName("btn_cancel") ?? null; + } + this.btn_ok?.on(Button.EventType.CLICK, this.onOk, this); + this.btn_cancel?.on(Button.EventType.CLICK, this.onCancel, this); + // 遮罩点击关闭(btn_sky 为 btn_ok 内嵌子节点,无 Button 组件,直接监听触摸事件) + this.btn_ok?.getChildByName("btn_sky")?.on(NodeEventType.TOUCH_END, this.onMaskClick, this); + + // 序列化属性槽引用的是旧插件 LanguageLabel 组件实例,脚本替换后已失效; + // 这里按节点名查找 Label/RichText 作为兜底,保证文字一定写入 + if (!this.lab_title) { + this.lab_title = this.node.getChildByName("lab_title")?.getComponent(Label) ?? null; + } + if (!this.lab_ok) { + this.lab_ok = this.btn_ok?.getChildByName("lab_ok")?.getComponent(Label) ?? null; + } + if (!this.lab_cancel) { + this.lab_cancel = this.btn_cancel?.getChildByName("lab_cancel")?.getComponent(Label) ?? null; + } + if (!this.lab_content) { + this.lab_content = this.node.getChildByName("lab_content")?.getComponent(RichText) ?? null; + } + + // 禁用旧插件残留的 LanguageLabel 组件:其 update 会用空 dataID 每帧覆盖 Label 文本 + this.disableLegacyLanguageLabels(this.lab_title?.node); + this.disableLegacyLanguageLabels(this.lab_ok?.node); + this.disableLegacyLanguageLabels(this.lab_cancel?.node); + this.disableLegacyLanguageLabels(this.lab_content?.node); + } + + /** 禁用节点上残留的 LanguageLabel(旧插件组件,类名带 LanguageLabel 后缀) */ + private disableLegacyLanguageLabels(node: Node | null | undefined) { + if (!node || !node.isValid) return; + for (const comp of node.components) { + if (comp.constructor.name === "LanguageLabel") { + comp.enabled = false; + } + } + } + + onDestroy() { + this.btn_ok?.off(Button.EventType.CLICK, this.onOk, this); + this.btn_cancel?.off(Button.EventType.CLICK, this.onCancel, this); + Tween.stopAllByTarget(this.node); + this.config = {}; + } + + +像素大勇者游戏软件 V1.0            第 11 页 共 60 页 +============================================================================ + /** + * oops.gui 添加到舞台回调(框架约定入口) + * @param params 见 WindowPromptParams + */ + onAdded(params: WindowPromptParams = {}) { + this.config = params || {}; + this.setTitle(); + this.setContent(); + this.setBtnOkLabel(); + this.setBtnCancelLabel(); + this.node.active = true; + this.playOpenAnim(); + } + + /** 按钮点击处理器(window.prefab 中 btn_ok / btn_cancel 的 clickEvents 绑定此方法) */ + private onTouchEnd(event: EventTouch) { + switch (event.target.name) { + case "btn_ok": + this.onOk(); + break; + case "btn_cancel": + this.onCancel(); + break; + default: + break; + } + } + + /** 遮罩(btn_sky)点击:仅当 maskClose 开启时按取消处理 */ + private onMaskClick() { + if (this.config.maskClose) { + this.onCancel(); + } + } + + private setTitle() { + if (!this.lab_title || !this.lab_title.isValid) return; + this.lab_title.string = this.config.title ?? ""; + if (this.config.titleColor) { + this.lab_title.color = new Color().fromHEX(this.config.titleColor); + } + this.ensureTitleOutline(); + } + + /** 标题描边:Cocos 3.8+ 废弃 LabelOutline 组件,改用 Label 内建 outlineColor/outlineWidth */ + private ensureTitleOutline() { + if (!this.lab_title || !this.lab_title.isValid) return; + this.lab_title.outlineColor = new Color().fromHEX(RICH_OUTLINE_COLOR); + this.lab_title.outlineWidth = RICH_OUTLINE_WIDTH; + } + + private setContent() { + if (!this.lab_content || !this.lab_content.isValid) return; + this.lab_content.string = this.config.content ?? ""; + } + + private setBtnOkLabel() { + if (!this.lab_ok || !this.lab_ok.isValid) return; + this.lab_ok.string = this.config.okWord ?? "确定"; + } + +像素大勇者游戏软件 V1.0            第 12 页 共 60 页 +============================================================================ + + private setBtnCancelLabel() { + if (!this.lab_cancel || !this.lab_cancel.isValid) return; + this.lab_cancel.string = this.config.cancelWord ?? "取消"; + // 取消按钮挂在 lab_cancel 的父节点上 + const cancelBtn = this.lab_cancel.node?.parent; + if (cancelBtn && cancelBtn.isValid) { + cancelBtn.active = this.config.needCancel || false; + } + } + + /** 打开动画:缩放 0.8 → 1 回弹 */ + private playOpenAnim() { + if (this.animPlayed) return; + this.animPlayed = true; + Tween.stopAllByTarget(this.node); + this.node.setScale(0.8, 0.8, 1); + tween(this.node) + .to(0.15, { scale: new Vec3(1, 1, 1) }, { easing: "backOut" }) + .start(); + } + + private onOk() { + oops.audio.playEffect("music/button"); + this.config.okFunc?.(); + this.close(); + } + + private onCancel() { + oops.audio.playEffect("music/button"); + this.config.cancelFunc?.(); + this.close(); + } + + private close() { + this.config.closeFunc?.(); + oops.gui.removeByNode(this.node); + } +} + +// ===================== 文件: game/common/config/BuffSet.ts ===================== +// ========== Buff/Debuff 配置定义 ========== +import { Attrs } from "./HeroAttrs"; + +/** Buff 类别 */ +export enum BuffCategory { + Buff = 0, + Debuff = 1, + Control = 2, +} + +/** 修饰器运算类型 */ +export enum ModOp { + Flat = 0, + PercentAdd = 1, + PercentMul = 2, +} + +/** 单条属性修饰器 */ +export interface BuffModifier { + +像素大勇者游戏软件 V1.0            第 13 页 共 60 页 +============================================================================ + attr: Attrs; + op: ModOp; + value: number; +} + +/** 周期效果(DoT/HoT) */ +export interface BuffTickEffect { + interval: number; + damage_or_heal: number; // 正=治疗,负=伤害 + scale_by_ap_pct: number; // 按施法者 ap 缩放百分比,0=不吃加成 +} + +/** + * debuff 图标节点名枚举。 + * 取值即 prefab 节点名:top.prefab 的 top/debuff 容器 与 tooltip.prefab 的 loss_life/hp/debuff 容器 + * 下存在同名子节点(两处共用一套图标)。 + * 注意:LightningDamag 为 prefab 原始拼写(少个 e),勿"修正"。 + */ +export enum DebuffIcon { + AttackDebuff = "AttackDebuff", // 攻击类 debuff + IceDamage = "IceDamage", // 冰系伤害 + FireDamage = "FireDamage", // 火系伤害(灼烧) + LightningDamag = "LightningDamag", // 雷系伤害 + Penetration = "Penetration", // 穿透 + Stun = "Stun", // 击晕 + Poison = "Poison", // 中毒 + Blood = "Blood", // 出血 +} + +/** + * buffId → debuff 图标映射。 + * 仅伤害类/控制类 debuff 需要图标;未映射的 buff 不显示。 + * 新增 debuff 时:1) BuffList 加配置 2) 此处加一行映射。 + */ +export const DEBUFF_ICON_MAP: Record = { + 7002: DebuffIcon.FireDamage, // 易伤(灼热火球附加) + 7003: DebuffIcon.IceDamage, // 冰冻 + 7004: DebuffIcon.Stun, // 击晕 + 7005: DebuffIcon.Poison, // 中毒 + 7006: DebuffIcon.AttackDebuff, // 减攻 + 7007: DebuffIcon.Blood, // 出血 + 7008: DebuffIcon.Penetration, // 破甲 + 7025: DebuffIcon.LightningDamag, // 麻痹(雷系图标,注意 prefab 原始拼写少个 e) +}; + +/** 易伤 buff 的 id(HeroAtkSystem 结算时按此 id 汇总易伤值) */ +export const VULNERABLE_BUFF_ID = 7002; +/** 出血 buff 的 id(每层使目标被暴击率 +1%) */ +export const BLEED_BUFF_ID = 7007; +/** 出血每层附加的被暴击率(百分点) */ +export const BLEED_CRIT_PER_STACK = 1; + +/** Buff 静态定义 */ +export interface BuffConfig { + id: number; + name: string; + icon: string; + category: BuffCategory; + duration: number; // 单层持续时间(秒),0=永久 + max_stack: number; // 默认 0=无限叠加;1=不可叠层;N=最多N层 + +像素大勇者游戏软件 V1.0            第 14 页 共 60 页 +============================================================================ + modifiers?: BuffModifier[]; + tick?: BuffTickEffect; + is_control?: boolean; + control_kind?: 'frost' | 'stun' | 'paralyze' | 'none'; + info: string; +} + +/** Buff 配置表 */ +export const BuffList: Record = { + // 攻击强化(限时版) + 7001: { + id: 7001, name: "攻击强化", icon: "3-Aggression", + category: BuffCategory.Buff, duration: 10, max_stack: 0, + modifiers: [{ attr: Attrs.ap, op: ModOp.PercentAdd, value: 5 }], + info: "攻击力提升 5%,持续 10 秒", + }, + // 易伤(灼热火球附加;受到伤害时附加固定值,可被易伤抗性百分比减免) + // 注:modifiers.attr 用 hp 仅为占位以通过 aggregateTimedMods 结构校验,实际易伤值由 HeroAtkSystem 按 VULNERABLE_BUFF_ID 直接汇总 + 7002: { + id: 7002, name: "易伤", icon: "5-Apply-Burn", + category: BuffCategory.Debuff, duration: 5, max_stack: 5, + modifiers: [{ attr: Attrs.hp, op: ModOp.Flat, value: 10 }], + info: "受到的伤害附加 10 点易伤,可叠加,持续 5 秒", + }, + // 冰冻(控制,走统一框架,双写兼容) + 7003: { + id: 7003, name: "冰冻", icon: "21-Deep-Frezze", + category: BuffCategory.Control, duration: 2, max_stack: 1, + is_control: true, control_kind: 'frost', + info: "冰冻目标,无法行动", + }, + // 击晕(短控:施加瞬间技能 CD 削减 20%,持续期间 CD 停止增长) + 7004: { + id: 7004, name: "击晕", icon: "13-Concussion", + category: BuffCategory.Control, duration: 1, max_stack: 1, + is_control: true, control_kind: 'stun', + info: "击晕目标 1 秒,无法行动,技能 CD 削减 20% 并停止增长", + }, + // 中毒(纯伤害 DoT,可叠层) + 7005: { + id: 7005, name: "中毒", icon: "4-Apply-Poison", + category: BuffCategory.Debuff, duration: 5, max_stack: 5, + tick: { interval: 0.5, damage_or_heal: -10, scale_by_ap_pct: 30 }, + info: "每 0.5 秒受到 10 点中毒伤害,可叠加,持续 5 秒", + }, + // 减攻(降低目标攻击力) + 7006: { + id: 7006, name: "减攻", icon: "16-Cripple", + category: BuffCategory.Debuff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.ap, op: ModOp.PercentAdd, value: -10 }], + info: "攻击力降低 10%,持续 5 秒", + }, + // 破甲(降低目标防御值,防御按加法模型累加,由 getFinalDefense 结算) + 7008: { + id: 7008, name: "破甲", icon: "76-Shove-Stab", + category: BuffCategory.Debuff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.defense, op: ModOp.PercentAdd, value: -50 }], + info: "防御降低 50,持续 5 秒", + }, + // 出血(每层使目标被暴击率 +1%,微量伤害 DoT;暴击率加成由 HeroAtkSystem 按 BLEED_BUFF_ID 层数结算) + +像素大勇者游戏软件 V1.0            第 15 页 共 60 页 +============================================================================ + 7007: { + id: 7007, name: "出血", icon: "7-Apply-Bleed", + category: BuffCategory.Debuff, duration: 5, max_stack: 5, + tick: { interval: 0.5, damage_or_heal: -1, scale_by_ap_pct: 0 }, + info: "微量出血,每层使自身被暴击率提升 1%,可叠加,持续 5 秒", + }, + + // ==================== 玩家计时性强化(药水/技能用,默认 5s) ==================== + // 计时性回血(HoT) + 7010: { + id: 7010, name: "再生", icon: "38-Healing-Light", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + tick: { interval: 0.5, damage_or_heal: 10, scale_by_ap_pct: 0 }, + info: "每秒回复生命,持续 5 秒", + }, + // 暴击强化(限时) + 7012: { + id: 7012, name: "暴击爆发", icon: "27-Hawkeye", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.critical, op: ModOp.PercentAdd, value: 30 }], + info: "暴击率提升 30%,持续 5 秒", + }, + // 击退距离强化(限时) + 7013: { + id: 7013, name: "击退爆发", icon: "34-Force-Push", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.knockback_chance, op: ModOp.PercentAdd, value: 30 }], + info: "击退距离提升 30%,持续 5 秒", + }, + // 穿透强化(限时) + 7014: { + id: 7014, name: "穿透爆发", icon: "56-Pierce-Shot", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.puncture_chance, op: ModOp.PercentAdd, value: 30 }], + info: "穿透概率提升 30%,持续 5 秒", + }, + // 攻速强化(限时,走 getEffectiveSkillCd 计时修饰) + 7015: { + id: 7015, name: "攻速爆发", icon: "131-Galloop", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.speed, op: ModOp.PercentAdd, value: 40 }], + info: "攻击速度提升 40%,持续 5 秒", + }, + // 风怒机制已停用: 7016 风怒爆发 buff 已移除 + /* + // 风怒强化(限时,按概率百分点) + 7016: { + id: 7016, name: "风怒爆发", icon: "98-Enchant-Wind", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.wfuny, op: ModOp.PercentAdd, value: 20 }], + info: "风怒概率提升 20%,持续 5 秒", + }, + */ + // 击晕概率强化(限时) + 7017: { + id: 7017, name: "击晕爆发", icon: "8-Bash", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.stun_chance, op: ModOp.PercentAdd, value: 30 }], + info: "击晕概率提升 30%,持续 5 秒", + }, + +像素大勇者游戏软件 V1.0            第 16 页 共 60 页 +============================================================================ + // 击晕抗性强化(限时) + 7018: { + id: 7018, name: "击晕抗性", icon: "46-Iron-Clad", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.stun_res, op: ModOp.PercentAdd, value: 50 }], + info: "击晕抗性提升 50%,持续 5 秒", + }, + // 冰冻抗性强化(限时) + 7019: { + id: 7019, name: "冰冻抗性", icon: "91-Ice-Nova", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.freeze_res, op: ModOp.PercentAdd, value: 50 }], + info: "冰冻抗性提升 50%,持续 5 秒", + }, + // 暴伤强化(限时) + 7020: { + id: 7020, name: "暴伤爆发", icon: "63-Power-Strike", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.critical_damage, op: ModOp.PercentAdd, value: 30 }], + info: "暴击伤害提升 30%,持续 5 秒", + }, + // 冰冻概率强化(限时) + 7021: { + id: 7021, name: "冰冻概率爆发", icon: "90-Frost-Spike", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.freeze_chance, op: ModOp.PercentAdd, value: 5 }], + info: "冰冻概率提升 5%,持续 5 秒", + }, + // 穿透伤害强化(限时) + 7022: { + id: 7022, name: "穿透伤害爆发", icon: "59-Sparking-Arrow", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.puncture_dmg_bonus, op: ModOp.PercentAdd, value: 30 }], + info: "穿透后伤害提升 30%,持续 5 秒", + }, + // 防御强化(限时,按加法模型累加固定值,由 getFinalDefense 结算) + 7023: { + id: 7023, name: "防御强化", icon: "36-Guardian-Stance", + category: BuffCategory.Buff, duration: 10, max_stack: 0, + modifiers: [{ attr: Attrs.defense, op: ModOp.PercentAdd, value: 50 }], + info: "防御提升 50,持续 10 秒", + }, + // 防御爆发(限时,药水用,统一 5s) + 7024: { + id: 7024, name: "防御爆发", icon: "135-Bulletproof", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.defense, op: ModOp.PercentAdd, value: 100 }], + info: "防御提升 100,持续 5 秒", + }, + + // ==================== 控制 / 麻痹系 ==================== + // 麻痹(控制:技能 CD 增长减速 50%,可被麻痹强化 buff 提升,累计达 100% 则停止增长) + 7025: { + id: 7025, name: "麻痹", icon: "6-Apply-Paralysis", + category: BuffCategory.Control, duration: 5, max_stack: 1, + is_control: true, control_kind: 'paralyze', + info: "麻痹目标,技能 CD 增长减慢 50%,持续 5 秒", + }, + // 麻痹强化(提升麻痹对技能 CD 的减速量,与麻痹基础减速按百分点叠加) + 7026: { + +像素大勇者游戏软件 V1.0            第 17 页 共 60 页 +============================================================================ + id: 7026, name: "麻痹强化", icon: "47-Lightning", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.paralyze_power, op: ModOp.PercentAdd, value: 30 }], + info: "麻痹对技能 CD 的减速量额外提升 30%,持续 5 秒", + }, + + // ==================== 反伤系 ==================== + // 荆棘(固定值反伤,可叠加) + 7027: { + id: 7027, name: "荆棘", icon: "61-Poison-Ivy", + category: BuffCategory.Buff, duration: 5, max_stack: 5, + modifiers: [{ attr: Attrs.thorns_dmg, op: ModOp.Flat, value: 10 }], + info: "受到攻击时反弹 10 点固定伤害,可叠加,持续 5 秒", + }, + // 荆棘比例(百分比反伤,可叠加) + 7028: { + id: 7028, name: "荆棘比例", icon: "61-Poison-Ivy", + category: BuffCategory.Buff, duration: 5, max_stack: 3, + modifiers: [{ attr: Attrs.thorns_rate, op: ModOp.PercentAdd, value: 10 }], + info: "受到攻击时反弹 10% 所受伤害,可叠加,持续 5 秒", + }, + + // ==================== 生命上限系 ==================== + // 生命爆发(限时提升最大生命;生效时按增量等量回血,到期钳回,由 HeroAttrsComp.syncHpWithFinalMax 统一结算) + 7029: { + id: 7029, name: "生命爆发", icon: "29-Endure", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.hp_max, op: ModOp.PercentAdd, value: 30 }], + info: "最大生命值提升 30%,并立即回复等量生命,持续 5 秒", + }, + + // ==================== 闪避 / 命中系 ==================== + // 闪避爆发(限时提升闪避概率,百分点累加) + 7030: { + id: 7030, name: "闪避爆发", icon: "98-Enchant-Wind", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.dodge, op: ModOp.PercentAdd, value: 20 }], + info: "闪避概率提升 20%,持续 5 秒", + }, + // 命中强化(限时提升命中概率,百分点累加) + 7031: { + id: 7031, name: "命中强化", icon: "27-Hawkeye", + category: BuffCategory.Buff, duration: 5, max_stack: 1, + modifiers: [{ attr: Attrs.accuracy, op: ModOp.PercentAdd, value: 20 }], + info: "命中概率提升 20%,持续 5 秒", + }, +}; + +// ===================== 文件: game/common/config/CardSet.ts ===================== +import * as exp from "constants" +import { HeroInfo, HeroList, HType, FieldEntry } from "./heroSet" +import { oops } from "db://oops-framework/core/Oops" +import { SkillOverrides, TGroup } from "./SkillSet" + +class I18nString { + constructor(private key: string, private params?: any[]) { } + private getTranslated(): string { + let str = oops.language.getLangByID(this.key) || this.key; + if (this.params && this.params.length > 0) { + for (let i = 0; i < this.params.length; i++) { + +像素大勇者游戏软件 V1.0            第 18 页 共 60 页 +============================================================================ + str = str.replace(`{${i}}`, String(this.params[i])); + } + } + return str; + } + toString() { return this.getTranslated(); } + valueOf() { return this.getTranslated(); } + toJSON() { return this.getTranslated(); } + get length() { return this.toString().length; } +} +const t = (key: string, ...params: any[]) => new I18nString(key, params) as unknown as string; + +/** 卡牌大类定义 */ +export enum CardType { + Hero = 1, + Skill = 2, + SpecialUpgrade = 3, + SpecialRefresh = 4, +} +/** 卡牌大类定义 */ +export enum CKind { + Hero = 1, //英雄 + Skill = 2, //技能 + Card = 3, //卡牌 + Potion = 4, //药水 +} + +/** + * 卡牌技能触发类型 + * - 命名对齐英雄侧 SkillTriggerType,便于跨模块认知统一 + * - 枚举值从 1 开始,避免 0 的 falsy 坑(if (trigger_type) 判断出错) + */ +export enum CardTriggerType { + Instant = 1, // 即时触发:使用后立即生效一次 + Interval = 2, // 定时循环:战斗中按 t_inv 间隔重复触发 + Field = 3, // 驻场光环(俗称「装备」):被动生效,由 field 数组驱动,支持单卡多词条 + FightStart = 4, // 战斗开始时触发 + HeroDead = 6, // 场上己方英雄死亡时触发 + HeroCall = 7, // 英雄上场时触发(主角召唤 + 技能召唤 + 复活) +} + +/** 通用卡牌配置 */ +export interface CardConfig { + uuid: number + type: CardType + cost: number + weight: number + kind: CKind + rarity: number // 卡牌等级(驱动 bg_node 颜色:1=green 2=blue 3=purple 4=red 5=yellow) + wave?: number // 针对技能卡:仅在指定回合(wave)才能抽到 + hero_lv?: number + base_rarity?: number + + // 技能卡扩展属性 + skill?: number // 关联的技能 UUID + icon?: string // 图标ID(可选,优先使用;未设置时按 trigger_type 从 SkillSet/FieldSkillSet 自动取) + name?: string // 卡牌名称 + info?: string // 卡牌描述信息 + is_inst?: boolean // 是否即时起效 + t_times?: number // 触发次数 + +像素大勇者游戏软件 V1.0            第 19 页 共 60 页 +============================================================================ + t_inv?: number // 触发间隔(秒) + keep_waves?: number // 维持的回合数(-1表示持续到战斗结束,0或undefined表示仅本回合) + overrides?: SkillOverrides // 技能参数覆写(如自定义伤害ap、buff值、金币数等) + field?: FieldEntry[] // 装备词条数组:驻场光环卡(trigger_type=Field)的属性词条,支持单卡多词条;value 为实际生效数值(如 [{uuid:7002,value:0.1},{uuid:7004,value:0.1}] 同时提供攻击/暴击) + + /** 触发类型(必填,技能卡专用;功能卡/英雄卡可缺省) */ + trigger_type?: CardTriggerType; + /** + * 事件型触发的全局次数上限(仅 FightStart/HeroDead/HeroCall 有效) + * 默认 Infinity;达到上限后销毁节点 + * 注意:与 t_times 语义不同——t_times 控制每回合内 Interval 的次数 + */ + trigger_limit?: number; + + /** + * 动态升级卡专属:目标英雄实体 eid(运行时唯一)。 + * 仅当 type === CardType.SpecialUpgrade 且该卡由 buildDrawCards 动态生成时使用。 + * 使用该卡时精确升级场上对应 eid 的英雄实体。 + */ + target_hero_eid?: number; +} + +/** 基础卡池(技能、功能卡;英雄卡池已迁移至 heroSet.ts HeroCardPoolList) */ +export const CardPoolList: CardConfig[] = []; + +export enum SpecialRefreshHeroType { + Any = 0, + Melee = 1, + Ranged = 2, +} + +/** 升级功能卡完整配置(作为动态升级卡的基础模板) */ +export interface SpecialUpgradeCardConfig extends CardConfig { + name: string + info: string + /** 模板字段:currentLv=0 表示动态卡(实际值由 target_hero_eid 对应的英雄决定) */ + currentLv: number + /** 模板字段:targetLv=0 表示"+1 级"(实际目标等级 = 当前等级 + 1) */ + targetLv: number +} + +/** 刷新功能卡完整配置 */ +export interface SpecialRefreshCardConfig extends CardConfig { + name: string + info: string + refreshLv: number + refreshHeroType: SpecialRefreshHeroType +} + +/** + * 升级卡模板。 + * 仅有 7001 一条记录,作为动态升级卡的基础配置(cost/weight/name/info)。 + * 实际使用时由 MissionCardComp.buildDrawCards 根据场上英雄动态生成 CardConfig, + * 通过 target_hero_eid 字段绑定具体英雄实体。 + */ +export const SpecialUpgradeCardList: Record = { + 7001: { + uuid: 7001, type: CardType.SpecialUpgrade, cost: 10, weight: 18, rarity: 1, kind: CKind.Card, name: t("scard_name_7001"), info: t("scard_info_7001"), + currentLv: 0, targetLv: 0, + }, + +像素大勇者游戏软件 V1.0            第 20 页 共 60 页 +============================================================================ +} + +export const SpecialRefreshCardList: Record = { + 7101: { + uuid: 7101, type: CardType.SpecialRefresh, cost: 3, weight: 14, rarity: 1, kind: CKind.Card, name: t("scard_name_7101"), info: t("scard_info_7101"), + refreshLv: 0, refreshHeroType: SpecialRefreshHeroType.Melee, + }, + 7102: { + uuid: 7102, type: CardType.SpecialRefresh, cost: 3, weight: 14, rarity: 1, kind: CKind.Card, name: t("scard_name_7102"), info: t("scard_info_7102"), + refreshLv: 0, refreshHeroType: SpecialRefreshHeroType.Ranged, + }, + 7103: { + uuid: 7103, type: CardType.SpecialRefresh, cost: 4, weight: 12, rarity: 1, kind: CKind.Card, name: t("scard_name_7103"), info: t("scard_info_7103"), + refreshLv: 0, refreshHeroType: SpecialRefreshHeroType.Any, + }, +} + + +// ============ 装备相关语义已迁移至 EquipSet.ts ============ +// 装备卡池(EquipPoolList)独立管理,不再混入 CardPoolList + +/** 单次按权重抽取一张卡 */ +const weightedPick = (cards: CardConfig[]): CardConfig | null => { + if (cards.length === 0) return null + const totalWeight = cards.reduce((total, card) => total + card.weight, 0) + let random = Math.random() * totalWeight + for (const card of cards) { + random -= card.weight + if (random <= 0) return card + } + return cards[cards.length - 1] +} + +/** 连续抽取 count 张卡,允许重复或通过 unique 剔除重复 */ +const pickCards = (cards: CardConfig[], count: number, unique: boolean = false): CardConfig[] => { + if (cards.length === 0 || count <= 0) return [] + const selected: CardConfig[] = [] + let available = [...cards] + while (selected.length < count) { + if (available.length === 0) break + const pick = weightedPick(available) + if (!pick) break + selected.push(pick) + if (unique) { + available = available.filter(c => c.uuid !== pick.uuid) + } + } + return selected +} + +const normalizeTypeFilter = (type: CardType | CardType[]): Set => { + const list = Array.isArray(type) ? type : [type] + return new Set(list) +} + +/** + * 通用按规则抽卡。 + * @param options 抽卡选项 + */ +export const drawCardsByRule = ( + +像素大勇者游戏软件 V1.0            第 21 页 共 60 页 +============================================================================ + options: { + count?: number + type?: CardType | CardType[] + heroType?: HType + heroLv?: number + wave?: number + unique?: boolean + } = {} +): CardConfig[] => { + const count = Math.max(0, Math.floor(options.count ?? 4)) + let pool = CardPoolList + if (options.type !== undefined) { + const typeSet = normalizeTypeFilter(options.type) + pool = pool.filter(card => typeSet.has(card.type)) + } + if (options.heroType !== undefined || options.heroLv !== undefined) { + pool = pool.filter(card => { + if (card.type !== CardType.Hero) return false + const hero = HeroInfo[card.uuid] + if (!hero) return false + if (options.heroType !== undefined && hero.type !== options.heroType) return false + if (options.heroLv !== undefined && card.hero_lv !== options.heroLv) return false + return true + }) + } + + // 如果传入了回合并且是技能卡,则根据 wave 过滤 + if (options.wave !== undefined) { + pool = pool.filter(card => { + if (card.type === CardType.Skill) { + return card.wave === options.wave; + } + return true; + }) + } + + const picked = pickCards(pool, count, options.unique) + return picked +} + +// ===================== 文件: game/common/config/CardSkillText.ts ===================== +/** + * @file CardSkillText.ts + * @description 卡牌/道具语境技能描述文案层(从已弃用的 HeroSkillDesc.ts 迁出) + * + * 职责:不依赖英雄语境的卡牌/道具描述富文本生成,数值永远来自 + * mergeSkillParams 合并后的实时配置,杜绝"改数值忘改文案"的漂移。 + * + * 输出(均为富文本 BBCode,RichText 直接可用): + * - buildCardDescRich(card) —— 商店卡片描述(技能卡/药品卡/装备卡统一入口) + * - buildEquipRich(entries, showName) —— 装备/驻场光环词条详情 + * - buildSingleSkillRich(uuid, ov, lv) —— 单技能详情(CD/持续 + 效果,IBox 弹窗用) + * + * 英雄语境描述请使用 HeroSkillText.ts(heroInfo 内联模板驱动)。 + * + * 依赖: + * - SkillSet / FieldSkillSet(技能/光环静态配置与合并) + * - SkillDescSet / FieldDescSet(结构化描述模板) + * - BuffList(计时 buff 默认值兜底) + * - CardConfig(卡牌统一配置结构) + +像素大勇者游戏软件 V1.0            第 22 页 共 60 页 +============================================================================ + */ +import { CardConfig } from "./CardSet"; +import { FieldSkillSet, mergeSkillParams, SkillConfig, SkillKind, SkillOverrides, SkillSet, TGroup } from "./SkillSet"; +import { FieldDescSet, FieldValueFmt, SkillDescSet, SkillDescConfig } from "./SkillDescSet"; +import { BuffList } from "./BuffSet"; +import { FieldEntry } from "./heroSet"; + +/** + * 一条能力的结构化行:数值片段单独抽出,供富文本高亮与纯文本复用。 + * 渲染结果 = prefix + value(可高亮) + suffix。 + */ +interface ISkillLine { + /** 数值前的文本(含触发条件、技能名、目标、动词等) */ + prefix: string; + /** 需要高亮的核心数值文本(如 "15%"、"4次"、"+30"),无数值时为 "" */ + value: string; + /** 数值后的文本(如 ",持续5秒" 之类尾部补充) */ + suffix: string; +} + +/** 富文本数值高亮色(鲜亮绿色,深色面板上高亮醒目) */ +const RICH_VALUE_COLOR = "#3CE66E"; + +/** 数值描边色(深绿,衬托亮绿填充,与技能名橙填充+深褐描边同一设计思路) */ +const RICH_VALUE_OUTLINE = "#145A32"; + +/** + * 数值富文本片段:亮绿填充 + 深绿描边。 + * 高亮数值明度高,深色描边增强边缘对比、提升深色面板上的锐度。 + * @param text 数值文本(含单位,如 "15%"、"4次") + */ +function valueRich(text: string | number): string { + return `${text}`; +} + +/** 富文本技能名高亮色(蜜桃橙,暖色系,与面板绿/蓝/红/黄/紫均不冲突) */ +const RICH_NAME_COLOR = "#F8C471"; + +/** 技能名描边色(深褐,衬托蜜桃橙填充,深色面板上温馨醒目) */ +const RICH_NAME_OUTLINE = "#6E2C00"; + +/** + * 技能名富文本片段:[技能名]整体蜜桃橙填充 + 深褐描边(含方括号)。 + * 括号与技能名同色同描边,正文/数值不描边,突出技能名视觉层级。 + * @param name 技能名(纯文本,不含括号) + * @returns [技能名] 富文本片段 + */ +function skillNameRich(name: string): string { + return `[${name}]`; +} + +/** 技能名「」匹配模式(仅本模块行首/行中技能名片段使用) */ +const SKILL_NAME_PATTERN = /「([^」]*)」/g; + +/** "持续X秒"匹配模式(卡片描述后处理:把持续时间数值也高亮) */ +const DURATION_PATTERN = /持续(\d+)秒/g; + +/** 解析目标描述文本(与战斗 SCastSystem 目标选取语义严格一致) */ +function buildTargetDesc(skill: SkillConfig): string { + switch (skill.TGroup) { + +像素大勇者游戏软件 V1.0            第 23 页 共 60 页 +============================================================================ + case TGroup.Self: + return "自身"; + case TGroup.Enemy: + return "敌方"; + case TGroup.Ally: + case TGroup.All: + return "全体友方"; + case TGroup.Team: { + const n = Math.max(1, Math.floor(skill.hit_count ?? 1)); + // 治疗类命中低血量队友(SCastSystem.pickHealTargetsByMostMissingHp) + if (skill.kind === SkillKind.Heal) { + return n > 1 ? `${n}名低血量队友` : "低血量队友"; + } + return `${n}名队友`; + } + default: + return "全体友方"; + } +} + +/** + * 占位符模板替换,并把"核心数值片段"用 \x01...\x02 标记,便于上层拆分高亮。 + * + * Why: 模板中 {value}{unit} 是玩家最关心的数值。这里在渲染时将其单独包裹, + * 使富文本可对其单独上色,保证高亮片段与模板数值严格一致。 + * + * @returns 含 \x01hlValue\x02 标记的完整文本 + */ +function renderTemplate(templ: string, vars: Record, hlValue: string): string { + let out = templ; + for (const key of Object.keys(vars)) { + out = out.split(`{${key}}`).join(String(vars[key])); + } + // 用 \x01...\x02 包裹数值片段作为标记,便于上层拆分为 prefix/value/suffix + return out.split(hlValue).join(`\x01${hlValue}\x02`); +} + +/** + * 由一行模板渲染结果构造结构化行(剥离 \x01\x02 标记,把数值片段拆到 value 字段) + * @param head 行首(触发条件:技能名 ) + * @param rendered 已用 \x01...\x02 标记数值片段的效果文本 + */ +function makeLine(head: string, rendered: string): ISkillLine { + const start = rendered.indexOf("\x01"); + const end = rendered.indexOf("\x02"); + if (start >= 0 && end > start) { + // 恰好含一个数值片段:prefix=行首+数值前文本,value=数值,suffix=数值后文本 + return { + prefix: `${head}${rendered.slice(0, start)}`, + value: rendered.slice(start + 1, end), + suffix: rendered.slice(end + 1), + }; + } + // 无数值片段(未命中模板或兜底 info):剥离残留标记,整行作为 prefix,不高亮 + return { prefix: `${head}${rendered.replace(/[\x01\x02]/g, "")}`, value: "", suffix: "" }; +} + +/** + * 根据合并后的技能配置构造结构化效果行(查 SkillDescSet 模板渲染 + 数值高亮抽取) + * + +像素大勇者游戏软件 V1.0            第 24 页 共 60 页 +============================================================================ + * 计时模式默认值兜底: + * overrides 仅给 timed_buff_id 而未覆写 buff_value / buff_duration 时, + * 从 BuffList[timed_buff_id] 取默认值,保证 1 级基础档文案完整。 + */ +function buildEffectLine(head: string, skill: SkillConfig, descOverride?: SkillDescConfig): ISkillLine { + const desc = descOverride ?? SkillDescSet[skill.uuid]; + // 未入表技能回退基础备注 info,无法抽出数值,整行不高亮 + if (!desc) return { prefix: `${head}${String(skill.info ?? "")}`, value: "", suffix: "" }; + + const buff = skill.timed_buff_id !== undefined ? BuffList[skill.timed_buff_id] : undefined; + const isTimed = buff !== undefined && !!desc.templTimed; + const templ = isTimed ? desc.templTimed! : desc.templPerm; + const valueField = isTimed ? (desc.timedField ?? desc.permField) : desc.permField; + + // 计时模式默认值兜底:buff_value 未覆写时用 BuffList 默认修饰值 + let value = (skill[valueField as keyof SkillConfig] as number | undefined); + if (value === undefined && isTimed) { + value = buff!.modifiers?.[0]?.value ?? buff!.tick?.damage_or_heal ?? 0; + } + value = value ?? 0; + const dur = skill.buff_duration ?? buff?.duration ?? 0; + + // 高亮片段 = 数值 + 单位(如 "15%"、"4次"、"+30"),是玩家视觉焦点 + const hlValue = `${value}${desc.unit}`; + const rendered = renderTemplate(templ, { + target: buildTargetDesc(skill), + value: value, + unit: desc.unit, + verb: desc.verb, + dur: dur, + }, hlValue); + return makeLine(head, rendered); +} + +/** + * 驻场光环(field)结构化行:查 FieldDescSet 按 type 渲染,value 实时取数值并高亮。 + * + * Why: FieldSkillConfig.info 是手写文案,改 value 易漂移。这里以 FieldSkillType + * 为 key 查标准动词,数值按 fmt(比例/整数/减免)从 value 实时渲染。 + * + * @param showName 是否在行中包含「技能名」片段(英雄面板需要,装备商店不需要) + */ +function buildFieldLine(head: string, entry: FieldEntry, showName: boolean = true): ISkillLine | null { + const fs = FieldSkillSet[entry.uuid]; + if (!fs) return null; + const desc = FieldDescSet[fs.type]; + const nameSeg = showName ? `「${fs.name}」 ` : ""; + // 未入表类型回退基础备注 info,整行不高亮 + if (!desc) return { prefix: `${head}${nameSeg}${fs.info}`, value: "", suffix: "" }; + + // 数值按格式渲染为高亮片段(数值取自词条自身 value) + let valueText: string; + switch (desc.fmt) { + case FieldValueFmt.Percent: + valueText = `+${Math.round(entry.value * 100)}%`; + break; + case FieldValueFmt.IntMinus: + valueText = `-${entry.value}`; + break; + case FieldValueFmt.Int: + +像素大勇者游戏软件 V1.0            第 25 页 共 60 页 +============================================================================ + default: + valueText = `+${entry.value}`; + break; + } + return { prefix: `${head}${nameSeg}${desc.verb}`, value: valueText, suffix: "" }; +} + +/** + * 把"持续X秒"中的 X 也包裹绿色高亮(卡片描述后处理)。 + * Why: 计时模板 {dur} 不在 \x01\x02 高亮标记内,结构化行仅高亮主数值; + * 持续时间对药水/计时 buff 同样关键,这里补充高亮,保证视觉一致。 + */ +function highlightDuration(text: string): string { + return text.replace(DURATION_PATTERN, `持续${valueRich("$1")}秒`); +} + +/** + * 结构化行 → 富文本串(技能名橙色、数值绿色)。 + * buildEquipRich / buildCardDescRich 共用,保证渲染规则唯一。 + */ +function renderLineRich(line: ISkillLine): string { + const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1)); + return line.value + ? `${prefix}${valueRich(line.value)}${line.suffix}` + : `${prefix}${line.suffix}`; +} + +/** + * 扫描合并后技能的附加概率字段(crt/frz/stun/bck),非零的拼为高亮后缀。 + * Why: 模板不再硬编码"有概率击晕"等文案,由实际配置驱动,避免描述与数值漂移。 + * @returns 形如 ",30%击晕,20%冰冻";全为 0 时返回 "" + */ +function buildChanceSuffix(skill: SkillConfig): string { + const items: string[] = []; + const push = (val: number | undefined, label: string) => { + if (val && val > 0) items.push(`附加${valueRich(val)}%${label}`); + }; + push(skill.crt, "暴击"); + push(skill.frz, "冰冻"); + push(skill.stun, "击晕"); + push(skill.bck, "击退"); + return items.length > 0 ? `,${items.join(",")}` : ""; +} + +/** + * 单个技能详情富文本(IBox 弹窗用):展示 CD/持续时间 + 结构化效果描述。 + * @param skillUuid SkillSet 技能 UUID + * @param overrides 可选覆写参数(如药水卡自定义档位) + * @param lv 技能等级(仅用于展示,不影响数值计算) + * @returns 多行富文本串:第一行名称/等级/持续时间,第二行效果描述 + */ +export function buildSingleSkillRich(skillUuid: number, overrides?: SkillOverrides, lv: number = 1): string { + const base = SkillSet[skillUuid]; + if (!base) return "未知技能"; + const skill = mergeSkillParams(base, overrides); + // SkillConfig 未定义 cd 字段,冷却时间由外部运行时数据传入;计时模式展示持续时间 + const dur = skill.buff_duration ?? (skill.timed_buff_id !== undefined ? BuffList[skill.timed_buff_id]?.duration : undefined) ?? 0; + const cdTag = dur > 0 ? valueRich(`持续:${dur}s`) : ""; + const nameTag = `${skillNameRich(skill.name)} Lv.${lv}`; + + +像素大勇者游戏软件 V1.0            第 26 页 共 60 页 +============================================================================ + // 复用结构化效果行,head 为空避免重复触发类型前缀 + const line = buildEffectLine("", skill); + const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1)); + const effect = line.value + ? `${prefix}${valueRich(line.value)}${line.suffix}` + : `${prefix}${line.suffix}`; + + return cdTag ? `${nameTag} ${cdTag}\n${effect}` : `${nameTag}\n${effect}`; +} + +/** + * 装备/驻场光环详情富文本:展示全部词条,数值绿色高亮。 + * @param entries 驻场光环词条数组(uuid 指向 FieldSkillSet 底座,value 为生效数值) + * @param showName 是否包含「技能名」片段(英雄面板 true,装备商店 false) + * @returns 多行富文本串,每行一个词条 + */ +export function buildEquipRich(entries: FieldEntry[], showName: boolean = false): string { + if (!entries?.length) return "无词条"; + const lines: string[] = []; + for (const entry of entries) { + const line = buildFieldLine("", entry, showName); + if (!line) continue; + const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1)); + const text = line.value + ? `${prefix}${valueRich(line.value)}${line.suffix}` + : `${prefix}${line.suffix}`; + lines.push(text); + } + return lines.length > 0 ? lines.join("\n") : "无词条"; +} + +/** + * 商店卡片描述富文本(SCardComp / ItemListComp 用,BBCode)。 + * + * Why: 卡片 info 为手写文案,与 SkillSet/BuffList 数值易漂移。 + * 本函数从 CardConfig.skill + overrides 合并后的实时配置生成描述, + * 数值随档位(如高级药水 buff_value)自动同步,数值绿色高亮、技能名橙色。 + * + * 描述规则: + * - 药品/技能卡(card.skill 有效)→ 查 SkillDescSet 模板渲染(计时模式取 BuffList 默认值兜底); + * 未入表技能回退 SkillSet.info / card.info,整行不高亮。 + * - 装备卡(card.field 有效)→ 复用 buildEquipRich 逐词条渲染。 + * - 触发节奏(t_times/t_inv)融入单行描述:定时触发"每M秒召唤K个「技能名」攻击敌人,xxx,共N次"(K=overrides.num+1);即时触发仅显示效果。 + * + * @param card 卡片配置(SCardSet 技能卡 / ICardSet 药品卡 / EquipSet 装备卡) + * @returns 多行富文本串;无可描述内容时回退 card.info + */ +export function buildCardDescRich(card: CardConfig): string { + // 装备卡:逐词条渲染驻场光环 + if (card.field && card.field.length > 0) { + return buildEquipRich(card.field); + } + + // 药品/技能卡:合并覆写后按 SkillDescSet 模板渲染 + const base = card.skill ? SkillSet[card.skill] : undefined; + if (base) { + const skill = mergeSkillParams(base, card.overrides); + const line = buildEffectLine("", skill); + // 未入表技能回退链:SkillSet.info → card.info + if (!line.value && !SkillDescSet[skill.uuid]) { + +像素大勇者游戏软件 V1.0            第 27 页 共 60 页 +============================================================================ + return String(skill.info || card.info || ""); + } + + // 触发节奏融入描述:定时触发"每M秒释放一次「技能名」,xxx,共N次";即时触发直接描述 + const tTimes = card.t_times ?? 1; + const tInv = card.t_inv ?? 0; + const isInstant = card.is_inst || tInv <= 0; + // 附加概率后缀(暴击/冰冻/击晕/击退),由实际配置驱动 + const suffix = buildChanceSuffix(skill); + const rich = highlightDuration(renderLineRich(line)) + suffix; + + if (isInstant) { + return rich; + } + + const rhythm = `每${valueRich(tInv)}秒召唤${valueRich((card.overrides?.num ?? 0) + 1)}个${skillNameRich(skill.name)}攻击敌人`; + const times = `, 共${valueRich(tTimes)}次`; + return `${rhythm}, ${rich}${times}`; + } + + return card.info || ""; +} + +// ===================== 文件: game/common/config/EquipSet.ts ===================== +/** + * @file EquipSet.ts + * @description 装备卡池独立配置 + * + * 职责: + * 定义所有装备卡的静态数据,与技能卡池(CardSet.CardPoolList)彻底分离。 + * 装备卡不再参与抽卡,改为商店直购,任务开始时一次性全部展示。 + * + * 装备生效机制: + * 购买 → 派发 GameEvent.UseEquipCard → MissEquipComp 接收 → EBox ECS 实体 + * → EquipBoxComp(trigger_type=Field,被动驻场)→ FieldSkillHelper 全局聚合属性加成 + * + * 依赖: + * - CardConfig / CardTriggerType / CardType / CKind(CardSet) + * - FieldSkillSet(SkillSet)—— 属性词条配置 + */ +import { CardConfig, CardType, CKind, CardTriggerType } from "./CardSet"; +import { FieldEntry } from "./heroSet"; + +/** 装备卡原始数据(仅装备相关字段,由 EquipSet 内部转换为 CardConfig) */ +interface EquipRawData { + uuid: number; + rarity: number; + name: string; + info: string; + icon?: string; // 图标ID(对应 ui6 图集 frame 名) + field: FieldEntry[]; // 驻场光环词条:uuid 指向 FieldSkillSet 底座,value 为实际生效数值 + cost?: number; +} + +/** 装备卡原始数据表 */ +const EquipRawList: EquipRawData[] = [ + // ==================== rarity 1 档(基础强度) ==================== + { uuid: 8701, rarity: 1, icon: "Helmet-FA_Helmet_021_Gray", name: "战后恢复", info: "战斗结束生命回复量+10%", field: [{ uuid: 7001, value: 0.1 }] }, + { uuid: 8702, rarity: 1, icon: "Sword-FA_WP_Main_Sword_003_GrayGold", name: "攻击加成", info: "全体攻击力+10%", field: [{ uuid: 7002, value: 0.1 }] }, + { uuid: 8703, rarity: 1, icon: "Blunt-FA_WP_Main_Blunt_002_Wood", name: "击晕加成", info: "全体击晕概率+10%", field: [{ uuid: 7003, value: 0.1 }] }, + +像素大勇者游戏软件 V1.0            第 28 页 共 60 页 +============================================================================ + { uuid: 8704, rarity: 1, icon: "Axe-FA_WP_Main_Axe_001_WoodGray", name: "暴击加成", info: "全体暴击率+10%", field: [{ uuid: 7004, value: 0.1 }] }, + { uuid: 8705, rarity: 1, icon: "Bow-FA_WP_Main_Bow_003_WoodGreen", name: "暴伤加成", info: "全体暴击伤害+20%", field: [{ uuid: 7005, value: 0.2 }] }, + { uuid: 8706, rarity: 1, icon: "Crossbow-FA_WP_Main_Crossbow_001_WoodWhite", name: "攻速加成", info: "全体攻击速度+10%", field: [{ uuid: 7006, value: 0.1 }] }, + { uuid: 8707, rarity: 1, icon: "Chest-FA_Chest_014_Gray", name: "生命加成", info: "全体最大生命+10%", field: [{ uuid: 7007, value: 0.1 }] }, + // 风怒机制已停用: 8708 风怒加成卡已移除 + // { uuid: 8708, rarity: 1, icon: "Wand-FA_WP_Main_Wand_001_GrayGreen", name: "风怒加成", info: "全体风怒概率+10%", field: [{ uuid: 7008, value: 0.1 }] }, + { uuid: 8709, rarity: 1, icon: "Spear-FA_WP_Main_Spear_004_WoodBlue", name: "穿刺加成", info: "全体穿刺概率+10%", field: [{ uuid: 7009, value: 0.1 }] }, + { uuid: 8712, rarity: 1, icon: "Spear-FA_WP_Main_Spear_004_WoodBlue", name: "破甲加成", info: "全体穿透后伤害+10%", field: [{ uuid: 7020, value: 0.1 }] }, + // 多词条装备 + { uuid: 8720, rarity: 1, icon: "Shield-FA_WP_Sub_Shield_007_GoldGray", name: "勇者护符", info: "全体攻击力+10%, 暴击率+10%, 暴击伤害+20%", field: [{ uuid: 7002, value: 0.1 }, { uuid: 7004, value: 0.1 }, { uuid: 7005, value: 0.2 }] }, + + // ==================== rarity 2 档(强度 ×2) ==================== + { uuid: 8751, rarity: 2, icon: "Helmet-FA_Helmet_022_DarkBlue", name: "战后恢复", info: "战斗结束生命回复量+20%", field: [{ uuid: 7001, value: 0.2 }] }, + { uuid: 8752, rarity: 2, icon: "Sword-FA_WP_Main_Sword_007_Blue", name: "攻击加成", info: "全体攻击力+20%", field: [{ uuid: 7002, value: 0.2 }] }, + { uuid: 8753, rarity: 2, icon: "Blunt-FA_WP_Main_Blunt_004_Gray", name: "击晕加成", info: "全体击晕概率+20%", field: [{ uuid: 7003, value: 0.2 }] }, + { uuid: 8754, rarity: 2, icon: "Axe-FA_WP_Main_Axe_006_WoodBronze", name: "暴击加成", info: "全体暴击率+20%", field: [{ uuid: 7004, value: 0.2 }] }, + { uuid: 8755, rarity: 2, icon: "Bow-FA_WP_Main_Bow_010_Blue", name: "暴伤加成", info: "全体暴击伤害+40%", field: [{ uuid: 7005, value: 0.4 }] }, + { uuid: 8756, rarity: 2, icon: "Crossbow-FA_WP_Main_Crossbow_004_Gray", name: "攻速加成", info: "全体攻击速度+20%", field: [{ uuid: 7006, value: 0.2 }] }, + { uuid: 8757, rarity: 2, icon: "Chest-FA_Chest_014_BlueGold", name: "生命加成", info: "全体最大生命+20%", field: [{ uuid: 7007, value: 0.2 }] }, + // 风怒机制已停用: 8758 风怒加成卡已移除 + // { uuid: 8758, rarity: 2, icon: "Wand-FA_WP_Main_Wand_003_BlueWood", name: "风怒加成", info: "全体风怒概率+20%", field: [{ uuid: 7008, value: 0.2 }] }, + { uuid: 8759, rarity: 2, icon: "Spear-FA_WP_Main_Spear_007_GraySkyblue", name: "穿刺加成", info: "全体穿刺概率+20%", field: [{ uuid: 7009, value: 0.2 }] }, + { uuid: 8763, rarity: 2, icon: "Spear-FA_WP_Main_Spear_007_GraySkyblue", name: "破甲加成", info: "全体穿透后伤害+20%", field: [{ uuid: 7020, value: 0.2 }] }, + // 多词条装备 + { uuid: 8770, rarity: 2, icon: "Chest-FA_Chest_014_BlueGold", name: "守卫护甲", info: "全体最大生命+20%, 战后生命回复+20%, 攻速+20%", field: [{ uuid: 7007, value: 0.2 }, { uuid: 7001, value: 0.2 }, { uuid: 7006, value: 0.2 }] }, + + // ==================== rarity 3 档(强度 ×3) ==================== + { uuid: 8801, rarity: 3, icon: "Helmet-FA_Helmet_021_RedGold", name: "战后恢复", info: "战斗结束生命回复量+30%", field: [{ uuid: 7001, value: 0.3 }] }, + { uuid: 8802, rarity: 3, icon: "Sword-FA_WP_Main_Sword_001_Gold", name: "攻击加成", info: "全体攻击力+30%", field: [{ uuid: 7002, value: 0.3 }] }, + { uuid: 8803, rarity: 3, icon: "Blunt-FA_WP_Main_Blunt_006_OrangeGray", name: "击晕加成", info: "全体击晕概率+30%", field: [{ uuid: 7003, value: 0.3 }] }, + { uuid: 8804, rarity: 3, icon: "Axe-FA_WP_Main_Axe_012_WoodGold", name: "暴击加成", info: "全体暴击率+30%", field: [{ uuid: 7004, value: 0.3 }] }, + { uuid: 8805, rarity: 3, icon: "Bow-FA_WP_Main_Bow_010_Gold", name: "暴伤加成", info: "全体暴击伤害+60%", field: [{ uuid: 7005, value: 0.6 }] }, + { uuid: 8806, rarity: 3, icon: "Crossbow-FA_WP_Main_Crossbow_005_WoodGold", name: "攻速加成", info: "全体攻击速度+30%", field: [{ uuid: 7006, value: 0.3 }] }, + { uuid: 8807, rarity: 3, icon: "Chest-FA_Chest_015_RedGold", name: "生命加成", info: "全体最大生命+30%", field: [{ uuid: 7007, value: 0.3 }] }, + // 风怒机制已停用: 8808 风怒加成卡已移除 + // { uuid: 8808, rarity: 3, icon: "Wand-FA_WP_Main_Wand_004_WoodGold", name: "风怒加成", info: "全体风怒概率+30%", field: [{ uuid: 7008, value: 0.3 }] }, + { uuid: 8809, rarity: 3, icon: "Spear-FA_WP_Main_Spear_008_GrayGold", name: "穿刺加成", info: "全体穿刺概率+30%", field: [{ uuid: 7009, value: 0.3 }] }, + { uuid: 8817, rarity: 3, icon: "Spear-FA_WP_Main_Spear_008_GrayGold", name: "破甲加成", info: "全体穿透后伤害+30%", field: [{ uuid: 7020, value: 0.3 }] }, + // 触发次数强化 + { uuid: 8811, rarity: 3, icon: "Wand-FA_WP_Main_Wand_004_WoodGold", name: "召唤强化", info: "召唤触发技能次数+1", field: [{ uuid: 7014, value: 1 }] }, + { uuid: 8812, rarity: 3, icon: "Staff-FA_WP_Main_Staff_005_WoodGold", name: "死亡强化", info: "死亡触发技能次数+1", field: [{ uuid: 7015, value: 1 }] }, + { uuid: 8813, rarity: 3, icon: "Spear-FA_WP_Main_Spear_008_GrayGold", name: "开场强化", info: "战斗开始触发技能次数+1", field: [{ uuid: 7016, value: 1 }] }, + { uuid: 8815, rarity: 3, icon: "Sword-FA_WP_Main_Sword_001_Gold", name: "攻击强化", info: "攻击触发技能次数+1", field: [{ uuid: 7018, value: 1 }] }, + { uuid: 8816, rarity: 3, icon: "Shield-FA_WP_Sub_Shield_009_RedGold", name: "受击强化", info: "被攻击触发技能次数+1", field: [{ uuid: 7019, value: 1 }] }, + // 多词条装备 + { uuid: 8820, rarity: 3, icon: "Sword-FA_WP_Main_Sword_001_Gold", name: "神圣之刃", info: "全体攻击力+30%, 暴击率+30%, 暴击伤害+60%, 攻速+30%", field: [{ uuid: 7002, value: 0.3 }, { uuid: 7004, value: 0.3 }, { uuid: 7005, value: 0.6 }, { uuid: 7006, value: 0.3 }] }, +]; + +/** + * 装备卡池列表(转换为 CardConfig 格式) + * + * 所有装备卡统一配置: + * - type: Skill(复用卡牌体系) + * - trigger_type: Field(被动驻场) + * - keep_waves: -1(持续到战斗结束) + * - is_inst: false(不主动施法) + * - cost: 由原始数据指定,默认 0 + */ +export const EquipPoolList: CardConfig[] = EquipRawList.map(data => ({ + uuid: data.uuid, + +像素大勇者游戏软件 V1.0            第 29 页 共 60 页 +============================================================================ + type: CardType.Skill, + cost: data.cost ?? 0, + weight: 10, + kind: CKind.Skill, + rarity: data.rarity, + icon: data.icon, + name: data.name, + info: data.info, + is_inst: false, + t_times: 999, + t_inv: 0, + keep_waves: -1, + field: data.field, + trigger_type: CardTriggerType.Field, +})); + +/** + * 按权重抽取 N 张装备卡(unique 保证一次刷新内不重复,不足时允许重复补齐)。 + * @param count 需要抽取的数量 + */ +export function drawEquipCards(count: number): CardConfig[] { + const safeCount = Math.max(0, Math.floor(count)); + if (EquipPoolList.length === 0 || safeCount <= 0) return []; + + const picked: CardConfig[] = []; + let available = [...EquipPoolList]; + while (picked.length < safeCount) { + if (available.length === 0) break; + const pick = weightedPick(available); + if (!pick) break; + picked.push(pick); + available = available.filter(c => c.uuid !== pick.uuid); + } + + // 不足时允许重复补齐 + const filled = [...picked]; + while (filled.length < safeCount) { + const fallback = weightedPick(EquipPoolList); + if (!fallback) break; + filled.push(fallback); + } + return filled; +} + +/** 单次按权重抽取一张卡 */ +function weightedPick(cards: CardConfig[]): CardConfig | null { + if (cards.length === 0) return null; + const totalWeight = cards.reduce((total, card) => total + (card.weight ?? 0), 0); + let random = Math.random() * totalWeight; + for (const card of cards) { + random -= (card.weight ?? 0); + if (random <= 0) return card; + } + return cards[cards.length - 1]; +} + +/** + * 按 UUID 查找装备卡配置 + * @param uuid 装备卡 UUID + */ + +像素大勇者游戏软件 V1.0            第 30 页 共 60 页 +============================================================================ +export function findEquipByUuid(uuid: number): CardConfig | undefined { + return EquipPoolList.find(e => e.uuid === uuid); +} + +// ===================== 文件: game/common/config/GameEvent.ts ===================== +/* + */ + +/** 游戏事件 */ +export enum GameEvent { + /** 游戏服务器连接成功 */ + GameServerConnected = "GameServerConnected", + /** 登陆成功 */ + + LoginSuccess = "LoginSuccess", + MAP_MOVE_END_LEFT = "MAP_MOVE_END_LEFT", + MAP_MOVE_END_RIGHT = "MAP_MOVE_END_RIGHT", + GuideStart = "GuideStart", + GuideEnd = "GuideEnd", + GuideComplete = "GuideComplete", + CastSkill = "CastSkill", + CardsClose = "CardsClose", + CardRefresh = "CardRefresh", + /** 单张卡牌被点击选中(payload 为被点击的 CHeroComp 实例,用于其他卡牌联动隐藏 call_btn) */ + CardSelected = "CardSelected", + /** 单张卡牌被成功使用(payload 为该卡槽组件实例 CHeroComp / SCardComp,用于 MissionCardComp 补卡) */ + CardUsed = "CardUsed", + UseHeroCard = "UseHeroCard", + UseSkillCard = "UseSkillCard", + UseSpecialCard = "UseSpecialCard", + CallHero = "CallHero", + Zhaohuan = "Zhaohuan", + MissionLoss = "MissionLoss", + MissionWin = "MissionWin", + MissionStart = "MissionStart", + FightReady = "FightReady", + FightStart = "FightStart", + FightPause = "FightPause", + FightResume = "FightResume", + MissionEnd = "MissionEnd", + MissionComplete = "MissionComplete",//战斗结算完成 + HeroSkillSelect = "HeroSkillSelect", + HeroSkillSelectEnd = "HeroSkillSelectEnd", + HeroSelect = "HeroSelect", + EnhancementSelect = "EnhancementSelect", + CanUpdateLv = "CanUpdateLv", + UseEnhancement = "UseEnhancement", + MasterCalled = "MasterCalled", + CastHeroSkill = "CastHeroSkill", + EquipAdd = "EquipAdd", + EquipSelect = "EquipSelect", + FuncSelect = "FuncSelect", + TalentSelect = "TalentSelect", + UseTalentCard = "UseTalentCard", + UseItemCard = "UseItemCard", + UseAttrCard = "UseAttrCard", + AttrSelect = "AttrSelect", + NewWave = "NewWave", + AD_BACK_TRUE = "AD_BACK_TRUE", + AD_BACK_FALSE = "AD_BACK_FALSE", + +像素大勇者游戏软件 V1.0            第 31 页 共 60 页 +============================================================================ + if (this.remainLab) this.remainLab.string = `剩余 ${remain}`; + if (this.progress) { + this.progress.progress = this.waveTotal > 0 + ? Math.min(1, Math.max(0, (this.waveTotal - remain) / this.waveTotal)) + : 0; + } + } +} + +// ===================== 文件: game/skill/oncend.ts ===================== +import { _decorator, Component, Animation } from 'cc'; +const { ccclass } = _decorator; + +@ccclass('oneCom') +export class oneCom extends Component { + private anim: Animation | null = null; + + start() { + this.anim = this.node.getComponent(Animation); + if (!this.anim) { + this.node.destroy(); + return; + } + this.anim.off(Animation.EventType.FINISHED, this.onAnimationFinished, this); + this.anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this); + } + + onDestroy() { + if (this.anim && this.anim.isValid) { + this.anim.off(Animation.EventType.FINISHED, this.onAnimationFinished, this); + } + this.anim = null; + } + + onAnimationFinished() { + this.node.destroy(); + } +} + + + +// ===================== 文件: game/skill/SDataCom.ts ===================== +import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; +import { BoxSet } from "../common/config/GameSet"; +import { TimedDebuffSnapshot } from "../hero/DamageQueueComp"; + +/** 业务层对象 */ +//技能数据 +@ecs.register('SDataCom') +export class SDataCom extends ecs.Comp { + /** 业务层组件移除时,重置所有数据为默认值 */ + Attrs:any=null + casterEid: number = -1; // 施法者实体ID,用于安全校验 + group:BoxSet=BoxSet.HERO + fac: number = 0; // 0:hero 1:monster + s_uuid:number=0 + skill_lv:number=0 + ext_dmg:number=0 //额外伤害 + dmg_ratio:number=1 //伤害比例 + hit_count:number=0 //击中数量 + +像素大勇者游戏软件 V1.0            第 32 页 共 60 页 +============================================================================ + max_hit_count:number=0 //最大可命中次数 + /** 命中后对敌 debuff(由 Skill.load 从合并后配置快照;DamageEvent 透传给 HeroAtkSystem 结算) */ + timed_debuff?: TimedDebuffSnapshot; + reset() { + this.Attrs=null + this.group=BoxSet.HERO + this.fac=0 + this.s_uuid=0 + this.skill_lv=0 + this.casterEid = -1; + this.hit_count=0 + this.max_hit_count=0 + this.ext_dmg=0 + this.dmg_ratio=1 + this.timed_debuff=undefined + } +} + + +// ===================== 文件: game/skill/Skill.ts ===================== +import { BoxCollider2D, instantiate, Node, Prefab, v3, Vec3, NodePool } from "cc"; +import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; +import { EType, SkillSet, SkillOverrides, mergeSkillParams } from "../common/config/SkillSet"; +import { oops } from "db://oops-framework/core/Oops"; +import { HeroAttrsComp } from "../hero/HeroAttrsComp"; +import { Attrs } from "../common/config/HeroAttrs"; + +import { SkillView } from "./SkillView"; +import { SDataCom } from "./SDataCom"; +import { SMoveDataComp } from "../skill/SMoveComp"; +import { StimeDataComp } from "./STimeComp"; +import { HeroViewComp } from "../hero/HeroViewComp"; +import { smc } from "../common/SingletonModuleComp"; +import { mLogger } from "../common/Logger"; + +/** Skill 模块 */ +@ecs.register(`Skill`) +export class Skill extends ecs.Entity { + private debugMode: boolean = false; + /** 多键对象池:Map */ + static pools: Map = new Map(); + static readonly MAX_POOL_SIZE: number = 48; + static readonly MAX_POOL_TOTAL: number = 192; + private static totalPoolSize(): number { + let total = 0; + this.pools.forEach((pool) => { + total += pool.size(); + }); + return total; + } + + static getFromPool(path: string): Node | null { + if (this.pools.has(path)) { + const pool = this.pools.get(path)!; + while (pool.size() > 0) { + const node = pool.get(); + if (node && node.isValid) { + return node; + } + } + +像素大勇者游戏软件 V1.0            第 33 页 共 60 页 +============================================================================ + } + return null; + } + + static putToPool(path: string, node: Node) { + if (!node || !node.isValid) return; + if (!this.pools.has(path)) { + this.pools.set(path, new NodePool()); + } + const pool = this.pools.get(path)!; + if (pool.size() >= this.MAX_POOL_SIZE || this.totalPoolSize() >= this.MAX_POOL_TOTAL) { + node.destroy(); + return; + } + pool.put(node); + } + + static clearPools() { + this.pools.forEach((pool) => { + while (pool.size() > 0) { + const node = pool.get(); + if (node && node.isValid) { + node.destroy(); + } + } + pool.clear(); + }); + this.pools.clear(); + } + + static getPoolStats() { + let total = 0; + this.pools.forEach((pool) => { + total += pool.size(); + }); + return { + paths: this.pools.size, + total, + maxPerPath: this.MAX_POOL_SIZE, + maxTotal: this.MAX_POOL_TOTAL + }; + } + + /** ---------- 数据层 ---------- */ + SDataCom!: SDataCom; + SMoveCom!: SMoveDataComp + + /** 当前技能的预制体路径(用于对象池回收) */ + private prefabPath: string = ""; + private skillNode: Node | null = null; // 持有节点引用以便销毁时回收 + + /** ---------- 业务层 ---------- */ + // SkillBll!: SkillBllComp; + + /** ---------- 视图层 ---------- */ + SView!: SkillView; + + /** 实始添加的数据层组件 */ + protected init() { + this.addComponents(SDataCom); + +像素大勇者游戏软件 V1.0            第 34 页 共 60 页 +============================================================================ + this.addComponents(SMoveDataComp); + } + load(startPos: Vec3, parent: Node, s_uuid: number, targetPos: Vec3, + caster: HeroViewComp, cAttrsComp: HeroAttrsComp, skill_lv: number = 0, ext_dmg: number = 0, overrides?: SkillOverrides) { + let config = SkillSet[s_uuid]; + if (!config) { + mLogger.error(this.debugMode, 'Skill', "[Skill] 技能配置不存在:", s_uuid); + return; + } + config = mergeSkillParams(config, overrides); + + const path = `game/skill/atk/${config.sp_name}`; + const initSkillNode = (prefab: Prefab) => { + const node: Node = Skill.getFromPool(path) || instantiate(prefab); + if (!node || !node.isValid) { + mLogger.error(this.debugMode, 'Skill', "[Skill] 节点无效:", path); + return; + } + + this.prefabPath = path; + this.skillNode = node; + + let skillParent: Node | null = null; + if (smc.map && smc.map.MapView && smc.map.MapView.scene && smc.map.MapView.scene.entityLayer && smc.map.MapView.scene.entityLayer.node) { + skillParent = smc.map.MapView.scene.entityLayer.node.getChildByName("SKILL"); + } + if (!skillParent || !skillParent.isValid) { + skillParent = parent; + } + + if (!skillParent || !skillParent.isValid) { + mLogger.error(this.debugMode, 'Skill', "[Skill] 父节点无效"); + if (node.isValid) node.destroy(); + return; + } + + node.parent = skillParent; + node.active = true; + // 设置节点属性 + let face = caster.node.scale.x < 0 ? -1 : 1 + node.setScale(v3(Math.abs(node.scale.x) * face, node.scale.y, 1)) + // 初始视图 + const SView = node.getComponent(SkillView); + if (!SView) { + mLogger.error(this.debugMode, 'Skill', "[Skill] SkillView 组件缺失:", path); + if (node.isValid) node.destroy(); + return; + } + if (SView.endType != EType.collision) { + const collider = node.getComponent(BoxCollider2D); + if (collider) { + collider.enabled = false + } + } + + // 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问 + // 核心标识 + SView.s_uuid = s_uuid + SView.group = caster.box_group + + +像素大勇者游戏软件 V1.0            第 35 页 共 60 页 +============================================================================ + this.add(SView); + // 强制出生点:-1=不强制使用 atk_x/atk_y 偏移,>=0=强制世界坐标 + if (SView.forceStartX >= 0) { + startPos.x = SView.forceStartX; + } else { + startPos.x = startPos.x + SView.atk_x * face; + } + if (SView.forceStartY >= 0) { + startPos.y = SView.forceStartY; + } else { + startPos.y = startPos.y + SView.atk_y; + } + + node.setPosition(startPos); + + // 初始化移动组件 - 从SkillView获取移动参数 + let sMoveCom = this.get(SMoveDataComp); + if (!sMoveCom) { + sMoveCom = this.add(SMoveDataComp); + } + sMoveCom.reset(); // 复用组件时重置状态 + sMoveCom.startPos.set(startPos); + sMoveCom.targetPos.set(targetPos); + sMoveCom.s_uuid = s_uuid; + sMoveCom.scale = caster.node.scale.x < 0 ? -1 : 1; + // runType/endType/speed/time 由 prefab 的 SkillView @property 决定,配置表同名字段仅作兜底 + sMoveCom.runType = SView.runType; + sMoveCom.endType = SView.endType; + sMoveCom.speed = SView.speed > 0 ? SView.speed : config.speed; + sMoveCom.bezierStartHeight = config.bezier_start_y ?? sMoveCom.bezierStartHeight; + // 抛射物高度增量:叠加视图层 height_offset,抬高贝塞尔弹道顶点 + sMoveCom.bezierMidHeight = (config.bezier_mid_y ?? sMoveCom.bezierMidHeight) + Math.max(0, SView.height_offset); + sMoveCom.bezierArc = config.bezier_arc ?? sMoveCom.bezierArc; + // 从SkillView获取移动参数,位置初始化由SMoveSystem统一处理 + sMoveCom.atk_x = SView.atk_x; + sMoveCom.atk_y = SView.atk_y; + sMoveCom.distance = SView.distance; + + if (SView.endType === EType.timeEnd) { + let sTimeCom = this.get(StimeDataComp); + if (!sTimeCom) sTimeCom = this.add(StimeDataComp); + sTimeCom.reset(); + sTimeCom.s_uuid = s_uuid; + sTimeCom.totalTime = Math.max(1, SView.time > 0 ? SView.time : (config.time ?? 0)); + sTimeCom.hitInterval = Math.max(0.5, config.hitcd || 0); + } else { + const sTimeCom = this.get(StimeDataComp); + if (sTimeCom) this.remove(StimeDataComp); + } + // 初始化数据组件 + let sDataCom = this.get(SDataCom); + if (!sDataCom) { + sDataCom = this.add(SDataCom); + } + sDataCom.reset(); + sDataCom.group = caster.box_group + sDataCom.casterEid = caster.ent.eid + sDataCom.Attrs = {}; + // 技能成长数值已由 SkillConfig/SkillOverrides 提供(crt/frz/stun/bck/ap/hit_count),无需再叠加 SkillUpList + const sCrt = config.crt ?? 0; + +像素大勇者游戏软件 V1.0            第 36 页 共 60 页 +============================================================================ + const sFrz = config.frz ?? 0; + const sStun = config.stun ?? 0; + const sPara = config.para ?? 0; + const sBck = config.bck ?? 0; + const sAp = config.ap; + const sHit = config.hit_count; + sDataCom.Attrs[Attrs.ap] = Math.floor(cAttrsComp.getFinalAp() * sAp / 100); //技能的ap是百分值 需要/100 而且需要再最终计算总ap时再/100,不然会出现ap为90%变0 + sDataCom.Attrs[Attrs.critical] = cAttrsComp.getFinalCritical() + sCrt; + sDataCom.Attrs[Attrs.critical_damage] = cAttrsComp.getFinalCritDamage(); + sDataCom.Attrs[Attrs.freeze_chance] = cAttrsComp.getFinalFreezeChance() + sFrz; + sDataCom.Attrs[Attrs.stun_chance] = cAttrsComp.getFinalStunChance() + sStun; + sDataCom.Attrs[Attrs.paralyze_chance] = cAttrsComp.getFinalParalyzeChance() + sPara; + sDataCom.Attrs[Attrs.knockback_chance] = cAttrsComp.getFinalKnockbackChance() + sBck; + sDataCom.Attrs[Attrs.knockback_distance] = cAttrsComp.getFinalKnockbackDistance(); + // 技能击退概率:取合并后配置的 bck_chance(heroSet overrides 可覆写),未配置视为 0 不击退 + sDataCom.Attrs[Attrs.knockback_skill_chance] = config.bck_chance ?? 0; + sDataCom.Attrs[Attrs.puncture_chance] = cAttrsComp.getFinalPunctureChance(); // 初始化携带施法者的穿透概率 + sDataCom.Attrs[Attrs.puncture_dmg_bonus] = cAttrsComp.getFinalPunctureDmgBonus(); // 初始化携带施法者的穿透伤害加成 + sDataCom.Attrs[Attrs.accuracy] = cAttrsComp.getFinalAccuracy(); // 初始化携带施法者的命中率(含驻场光环与计时 buff) + sDataCom.s_uuid = s_uuid + sDataCom.skill_lv = Math.max(0, skill_lv); + sDataCom.fac = cAttrsComp.fac + sDataCom.ext_dmg = ext_dmg + sDataCom.hit_count = 0 + sDataCom.max_hit_count = Math.max(1, sHit) + // proc_skill 已改为施法后触发(SCastSystem 判定),此处不再快照到伤害链 + // 快照合并后的对敌 debuff 配置,命中时由 HeroAtkSystem 结算(heroSet overrides/lv_entries 注入的 debuff 依赖此透传) + sDataCom.timed_debuff = config.timed_debuff_id + ? { id: config.timed_debuff_id, value: config.debuff_value, duration: config.debuff_duration, chance: config.debuff_chance } + : undefined; + SView.init(); + }; + + let prefab: Prefab = oops.res.get(path, Prefab); + if (prefab) { + initSkillNode(prefab); + } else { + oops.res.loadAsync(path, Prefab).then((res: Prefab) => { + if (res) { + initSkillNode(res); + } else { + mLogger.error(this.debugMode, 'Skill', "[Skill] 预制体加载失败:", path); + } + }).catch((err) => { + mLogger.error(this.debugMode, 'Skill', "[Skill] 预制体加载异常:", path, err); + }); + } + } + + /** 模块资源释放 */ + destroy() { + // 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放 + this.remove(SDataCom); + this.remove(SMoveDataComp) + this.remove(StimeDataComp) + + // 移除组件会触发 reset,但我们在 reset 中移除了 destroy + this.remove(SkillView) + + // 回收节点到对象池 + +像素大勇者游戏软件 V1.0            第 37 页 共 60 页 +============================================================================ + if (this.skillNode && this.skillNode.isValid && this.prefabPath) { + Skill.putToPool(this.prefabPath, this.skillNode); + this.skillNode = null; + } + this.prefabPath = ""; + + super.destroy(); + + } +} + + +// ===================== 文件: game/skill/SkillView.ts ===================== +import { _decorator, Animation, CCFloat, CCInteger, Collider2D, Contact2DType, Enum, UITransform, v3, Vec3 } from "cc"; +import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; +import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; +import { HeroViewComp } from "../hero/HeroViewComp"; +import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet"; +import { SDataCom } from "./SDataCom"; +import { HeroAttrsComp } from "../hero/HeroAttrsComp"; +import { DamageQueueHelper } from "../hero/DamageQueueComp"; +import { mLogger } from "../common/Logger"; +import { FightSet } from "../common/config/GameSet"; +import { Attrs } from "../common/config/HeroAttrs"; + +const { ccclass, property } = _decorator; + +/** 技能视图组件:负责碰撞窗口、碰撞回调与伤害派发 */ +@ccclass('SkillView') +@ecs.register('SkillView', false) +export class SkillView extends CCComp { + /** 视图层逻辑代码分离演示 */ + @property({ type: CCInteger }) + atk_x: number = 0 + @property({ type: CCInteger }) + atk_y: number = 0 + + /** 运动类型:直线/贝塞尔/固定起点/固定终点(由 prefab 配置,优先级高于 SkillSet) */ + @property({ type: Enum(RType), tooltip: "技能特效运动类型" }) + runType: RType = RType.linear; + + /** 消亡条件:动画结束/计时结束/碰撞次数结束(由 prefab 配置,优先级高于 SkillSet) */ + @property({ type: Enum(EType), tooltip: "技能特效消亡条件" }) + endType: EType = EType.collision; + + /** 移动速度(由 prefab 配置,<=0 时回退 SkillSet.speed) */ + @property({ type: CCFloat, slide: true, range: [0, 2000, 10], tooltip: "技能特效移动速度" }) + speed: number = 0; + + /** timeEnd 持续时间(秒),仅 endType=timeEnd 时生效(由 prefab 配置,<=0 时回退 SkillSet.time) */ + @property({ type: CCFloat, slide: true, range: [0, 30, 0.1], tooltip: "timeEnd 持续时间(秒)" }) + time: number = 0; + + /** 直线飞行距离(像素),仅 runType=linear 时生效(由 prefab 配置,<=0 时保持默认飞出屏幕的行为) */ + @property({ type: CCFloat, slide: true, range: [0, 2000, 10], tooltip: "直线飞行距离(仅 linear 生效)" }) + distance: number = 0; + + /** 强制出生点世界坐标X(-1=不强制,使用 atk_x 偏移;>=0 时强制使用该值,如 0=屏幕中心) */ + @property({ type: CCFloat, tooltip: "强制出生点X:-1=不强制,>=0=强制世界坐标X" }) + forceStartX: number = -1; + +像素大勇者游戏软件 V1.0            第 38 页 共 60 页 +============================================================================ + + /** 强制出生点世界坐标Y(-1=不强制,使用 atk_y 偏移;>=0 时强制使用该值) */ + @property({ type: CCFloat, tooltip: "强制出生点Y:-1=不强制,>=0=强制世界坐标Y" }) + forceStartY: number = -1; + + /** 召唤数量:SCastSystem 单次施法实例化的技能实体个数(<=1 为单体;>1 时按召唤物语义,不再参与风怒等额外触发) */ + @property({ type: CCInteger, slide: true, range: [1, 8, 1], tooltip: "单次施法召唤的技能实体个数" }) + summon_count: number = 1; + + /** 抛射物高度增量(像素),贝塞尔弹道时叠加到 bezierMidHeight,控制抛物线顶点抬高 */ + @property({ type: CCFloat, slide: true, range: [0, 500, 5], tooltip: "抛射物高度增量(叠加到贝塞尔弹道中点高度)" }) + height_offset: number = 0; + + private debugMode: boolean = true; + + anim: Animation = null; + group: number = 0; + SConf: SkillConfig = null; + sData: SDataCom = null; + s_uuid: number = 1001 + private collider: Collider2D = null; // 缓存碰撞体引用 + private pendingDisableCollider: boolean = false; + private isDisposing: boolean = false; + // 生命周期保护标记,避免在销毁阶段重复处理碰撞 + init() { + this.SConf = SkillSet[this.s_uuid] + this.sData = this.ent.get(SDataCom) + this.anim = this.node.getComponent(Animation) + this.node.active = true; + this.pendingDisableCollider = false; + this.isDisposing = false; + this.collider = this.getComponent(Collider2D); + if (this.collider) { + this.collider.group = this.group; + this.collider.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); + this.collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); + this.collider.enabled = this.endType === EType.collision; + } + if (this.node.getComponent(Animation)) { + let anim = this.node.getComponent(Animation); + mLogger.log(this.debugMode, 'SkillView', "[SkillCom]:has anim", anim) + anim.off(Animation.EventType.FINISHED, this.onAnimationFinished, this); + anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this); + + // 对象池复用时,需要手动播放默认动画(因为 Play On Load 只在首次生效) + if (anim.defaultClip) { + anim.play(anim.defaultClip.name); + } + } + } + onBeginContact(seCol: Collider2D, oCol: Collider2D) { + if (!this.sData || !this.SConf) { + mLogger.warn(this.debugMode, 'SkillView', '[SkillView] onBeginContact 缺少 sData 或 SConf,忽略此次碰撞'); + return; + } + if (this.isDisposing) return; + if (!this.node || !this.node.activeInHierarchy) return; + const targetView = oCol.getComponent(HeroViewComp); + // 不是 HeroViewComp,直接忽略 + if (!targetView) return; + +像素大勇者游戏软件 V1.0            第 39 页 共 60 页 +============================================================================ + // 🔥 方案A:防御性检查 - 在获取model前强制检查ent是否存在 + if (!targetView.ent) { + mLogger.warn(this.debugMode, 'SkillView', '[SkillView] onBeginContact targetView.ent为空,实体已销毁,忽略此次碰撞'); + return; + } + if (this.debugMode) { + const casterEid = this.sData.casterEid; + const targetName = targetView?.ent?.get(HeroAttrsComp)?.hero_name ?? '非英雄对象'; + const targetEid = targetView?.ent?.eid ?? '未知EID'; + mLogger.log(this.debugMode, 'SkillView', `[skillView] 碰撞1 [${this.sData.group}][eid:${casterEid}]的[${seCol.group}]:[${this.SConf.name}][${this.ent.eid}]碰撞了 [${oCol.group}]:[${targetName}][${targetEid}]`); + } + if (oCol.group === seCol.group) return; + if (this.pendingDisableCollider) return; + if (this.sData.hit_count >= this.sData.max_hit_count) { + this.handle_collision_limit(); + return; + } + this.sData.hit_count++; + if (this.sData.hit_count >= this.sData.max_hit_count) { + // == 新增:穿透概率判定 == + // 仅对单体伤害技能生效(DTType.single)且存在穿透概率 + if (this.SConf.DTType === DTType.single) { + const punctureChance = this.sData.Attrs[Attrs.puncture_chance] || 0; + if (punctureChance > 0) { + const rand = Math.random() * 100; + if (rand < punctureChance) { + // 触发穿透:不销毁,增加 max_hit_count 允许继续穿透 + this.sData.max_hit_count++; + // 概率衰减(减去固定的 PUNCTURE_DOWN 值,比如 50) + this.sData.Attrs[Attrs.puncture_chance] = Math.max(0, punctureChance - FightSet.PUNCTURE_DOWN); + mLogger.log(this.debugMode, 'SkillView', `[概率判定] 穿透 概率:${punctureChance.toFixed(1)}% 随机:${rand.toFixed(1)} -> ✔成功(衰减后剩余:${this.sData.Attrs[Attrs.puncture_chance]}%)`); + } else { + mLogger.log(this.debugMode, 'SkillView', `[概率判定] 穿透 概率:${punctureChance.toFixed(1)}% 随机:${rand.toFixed(1)} -> ✘失败,投射物销毁`); + // 未触发穿透,正常销毁 + this.handle_collision_limit(); + } + } else { + this.handle_collision_limit(); + } + } else { + this.handle_collision_limit(); + } + } + // 命中次数按碰撞事件统计:不依赖是否最终造成伤害 + + let model = targetView.ent.get(HeroAttrsComp); + if (this.debugMode) { + mLogger.log(this.debugMode, 'SkillView', `[skillView] 碰撞3`, oCol.group, seCol.group, model); + } + if (!model) return; + if (model.is_dead) return; + if (this.sData.fac == model.fac) return; + // 检查是否已经命中过这个目标(日志安全输出) + this.apply_damage(targetView, this.sData.hit_count) + } + + onAnimationFinished() { + // animationEnd 类型:动画结束后再关闭碰撞并销毁 + if (this.endType == EType.animationEnd) { + this.disable_collider_now(); + +像素大勇者游戏软件 V1.0            第 40 页 共 60 页 +============================================================================ + this.ent.destroy() + return; + } + // fixed 类型不移动,无法通过移动完成销毁;动画播完作为兜底销毁时机 + if (this.runType == RType.fixed) { + this.disable_collider_now(); + this.ent.destroy() + } + } + // 动画帧事件 atk:仅负责开启一帧碰撞窗口,不负责伤害与计数 + public atk(args: any) { + if (!this.SConf) return; + if (this.endType == EType.collision) return + if (this.enable_collider_safely()) { + mLogger.log(this.debugMode, 'SkillView', `[SkillView] [${this.SConf?.name}] 开启碰撞检测`); + this.scheduleOnce(() => { + if (!this.node || !this.node.isValid || this.isDisposing) return; + this.close_collider(); + mLogger.log(this.debugMode, 'SkillView', `[SkillView] [${this.SConf?.name}] 关闭碰撞检测`); + }, 0); + } + } + /** + * 仅负责伤害派发,不处理命中次数与实体销毁 + * @param target 目标英雄视图 + * @param punctureIndex 当前是第几个被命中的目标(1=首目标;>=2 视为穿透目标,单体技能按 FightSet.PUNCTURE_DMG_RATIO 折算伤害,范围技能不衰减) + */ + apply_damage(target: HeroViewComp, punctureIndex: number = 1) { + if (target == null) return; + // 安全检查:如果目标实体已不存在,直接返回 + if (!target.ent) return; + if (!this.sData) return; + if (!this.SConf) return; + if (this.debugMode) { + const targetName = target.ent.get(HeroAttrsComp)?.hero_name ?? "未知目标"; + mLogger.log(this.debugMode, 'SkillView', `[skillView] 伤害 [${this.group}][eid:${this.sData.casterEid}]的 [${this.SConf.name}]对 [${target.box_group}][${targetName}][${target.ent.eid}] 第${punctureIndex}目标`); + } + // 穿透伤害衰减:仅单体伤害技能(DTType.single)且命中第2个及以后目标时按比例折算 + // 乘法模型:最终穿透系数 = PUNCTURE_DMG_RATIO * (1 + puncture_dmg_bonus/100) + // 注:puncture_dmg_bonus 单位为百分点(30 = +30%),与项目其他概率/加成属性保持一致 + const punctureDmgBonus = this.sData.Attrs[Attrs.puncture_dmg_bonus] || 0; + const decayRatio = (this.SConf.DTType === DTType.single && punctureIndex >= 2) + ? FightSet.PUNCTURE_DMG_RATIO * (1 + punctureDmgBonus / 100) + : 1; + const finalRatio = this.sData.dmg_ratio * decayRatio; + // 使用伤害队列系统处理伤害 + DamageQueueHelper.addDamageToEntity( + target.ent, + this.sData.Attrs, + this.sData.casterEid, + this.sData.s_uuid, + this.sData.ext_dmg, + finalRatio, + 0, + this.sData.timed_debuff, + ); + } + close_collider() { + if (!this.collider) return; + if (this.pendingDisableCollider && !this.collider.enabled) return; + +像素大勇者游戏软件 V1.0            第 41 页 共 60 页 +============================================================================ + this.pendingDisableCollider = true; + if (this.collider.isValid) { + this.collider.enabled = false; + } + this.pendingDisableCollider = false; + } + private disable_collider_now() { + this.isDisposing = true; + this.close_collider(); + } + // 碰撞上限收口:先关碰撞;collision 类型再延迟销毁实体 + private handle_collision_limit() { + this.close_collider(); + if (this.SConf?.EType !== EType.collision) return; + if (this.isDisposing) return; + this.isDisposing = true; + this.scheduleOnce(() => { + if (this.ent) { + this.ent.destroy(); + } + }, 0); + } + private enable_collider_safely(): boolean { + if (!this.collider || !this.collider.isValid) return false; + if (this.isDisposing) return false; + if (!this.node || !this.node.isValid || !this.node.activeInHierarchy) return false; + this.pendingDisableCollider = false; + this.collider.group = this.group; + this.collider.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); + this.collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); + this.collider.enabled = true; + return true; + } + /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ + reset() { + // 清理碰撞体事件监听 + if (this.collider && this.collider.isValid) { + this.collider.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); + this.collider.enabled = false; + } + this.pendingDisableCollider = false; + this.isDisposing = false; + if (this.anim && this.anim.isValid) { + this.anim.off(Animation.EventType.FINISHED, this.onAnimationFinished, this); + } + // 取消所有定时器 + this.unscheduleAllCallbacks(); + if (this.node && this.node.isValid) { + this.node.active = false; + } + } +} + +// ===================== 文件: game/skill/SMoveComp.ts ===================== +import { Vec3, v3, Node } from "cc"; +import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; +import { RType, EType, SkillSet } from "../common/config/SkillSet"; +import { BoxSet } from "../common/config/GameSet"; +import { SkillView } from "./SkillView"; +import { smc } from "../common/SingletonModuleComp"; + +像素大勇者游戏软件 V1.0            第 42 页 共 60 页 +============================================================================ + +/** + * ==================== 技能移动数据组件 ==================== + * + * 用途: + * - 存储技能实体的移动相关数据 + * - 管理移动状态和参数 + * - 支持多种移动类型(线性、贝塞尔、固定位置等) + */ +@ecs.register('SMoveDataComp') +export class SMoveDataComp extends ecs.Comp { + /** 起始位置 */ + startPos: Vec3 = v3(0, 0, 0); + + /** 目标位置 */ + targetPos: Vec3 = v3(0, 0, 0); + + /** 当前位置 */ + currentPos: Vec3 = v3(0, 0, 0); + + /** 移动速度 */ + speed: number = 500; + + /** 移动进度 (0-1) */ + progress: number = 0; + + /** 移动方向缩放 */ + scale: number = 1; + + /** 技能UUID */ + s_uuid: number = 0; + + /** 运行类型 */ + runType: RType = RType.linear; + + /** 结束类型 */ + endType: EType = EType.collision; + + /** 是否强制水平移动 */ + isHorizontal: boolean = true; + + /** 攻击偏移X - 从视图层传递 */ + atk_x: number = 0; + + /** 攻击偏移Y - 从视图层传递 */ + atk_y: number = 0; + + /** 是否正在移动 */ + isMoving: boolean = false; + + /** 是否已完成移动 */ + isCompleted: boolean = false; + + /** 移动开始时间 */ + startTime: number = 0; + + /** 移动总时间 */ + totalTime: number = 0; + + /** 贝塞尔曲线控制点 */ + +像素大勇者游戏软件 V1.0            第 43 页 共 60 页 +============================================================================ + controlPoint: Vec3 = v3(0, 0, 0); + bezierStartHeight: number = 30; + bezierMidHeight: number = 200; + bezierArc: number = 1; + + /** 是否逐渐加速 (ease-in) */ + isAccelerate: boolean = false; + + /** 是否自动销毁(到达目标后) */ + autoDestroy: boolean = true; + + /** 直线飞行距离(仅 runType=linear 生效,<=0 时延长终点飞出屏幕) */ + distance: number = 0; + + reset() { + this.startPos.set(0, 0, 0); + this.targetPos.set(0, 0, 0); + this.currentPos.set(0, 0, 0); + this.controlPoint.set(0, 0, 0); + this.bezierStartHeight = 30; + this.bezierMidHeight = 200; + this.bezierArc = 1; + this.isAccelerate = false; + this.speed = 500; + this.progress = 0; + this.scale = 1; + this.s_uuid = 0; + this.runType = RType.linear; + this.endType = EType.collision; + this.isHorizontal = true; + this.atk_x = 0; + this.atk_y = 0; + this.isMoving = false; + this.isCompleted = false; + this.startTime = 0; + this.totalTime = 0; + this.autoDestroy = true; + this.distance = 0; + } + + /** + * 开始移动 + */ + startMove() { + this.isMoving = true; + this.isCompleted = false; + this.progress = 0; + this.startTime = Date.now(); + this.currentPos.set(this.startPos); + + // 根据移动类型计算总时间和控制点 + this.calculateMoveParameters(); + } + + /** + * 计算移动参数 + */ + private calculateMoveParameters() { + const distance = Vec3.distance(this.startPos, this.targetPos); + const safeSpeed = Math.max(1, this.speed); + +像素大勇者游戏软件 V1.0            第 44 页 共 60 页 +============================================================================ + this.totalTime = Math.max(0.05, distance / safeSpeed); + + // 为贝塞尔移动生成控制点 + if (this.runType === RType.bezier) { + this.generateBezierControlPoint(); + } + } + + /** + * 生成贝塞尔曲线控制点 + */ + private generateBezierControlPoint() { + const midPoint = new Vec3(); + Vec3.lerp(midPoint, this.startPos, this.targetPos, 0.5); + + // 计算垂直方向 + const direction = new Vec3(); + Vec3.subtract(direction, this.targetPos, this.startPos); + if (direction.length() < 0.0001) { + this.controlPoint.set(midPoint.x, midPoint.y + this.bezierMidHeight, midPoint.z); + return; + } + const perpendicular = v3(-direction.y, direction.x, 0); + perpendicular.normalize(); + + const distance = Vec3.distance(this.startPos, this.targetPos); + const baseOffset = Math.max(120, Math.min(220, distance * 0.35)); + const offset = baseOffset * Math.max(0.2, this.bezierArc); + if (perpendicular.y < 0) { + perpendicular.x *= -1; + perpendicular.y *= -1; + } + Vec3.scaleAndAdd(this.controlPoint, midPoint, perpendicular, offset); + const minPeakY = midPoint.y + Math.max(0, this.bezierMidHeight); + if (this.controlPoint.y < minPeakY) { + this.controlPoint.y = minPeakY; + } + } + + /** + * 更新移动进度 + */ + updateProgress(deltaTime: number): boolean { + if (!this.isMoving || this.isCompleted) { + return false; + } + + this.progress += deltaTime / this.totalTime; + + if (this.progress >= 1) { + this.progress = 1; + this.isCompleted = true; + this.isMoving = false; + } + + // 根据移动类型计算当前位置 + this.calculateCurrentPosition(); + + return true; + } + +像素大勇者游戏软件 V1.0            第 45 页 共 60 页 +============================================================================ + + /** + * 根据移动类型计算当前位置 + */ + private calculateCurrentPosition() { + // 如果开启了逐渐加速,混合线性与二次方曲线 (如 0.7 * t^2 + 0.3 * t) + // 这样起步拥有 30% 的基础速度,不会显得完全静止,随后逐渐加速 + const t = this.isAccelerate ? + (this.progress * this.progress * 0.7 + this.progress * 0.3) : + this.progress; + + switch (this.runType) { + case RType.linear: + // 直线运动 + Vec3.lerp(this.currentPos, this.startPos, this.targetPos, t); + break; + + case RType.bezier: + this.calculateBezierPosition(t); + break; + + case RType.fixed: + case RType.fixedEnd: + // 固定位置类型不需要移动 + this.currentPos.set(this.startPos); + break; + + default: + Vec3.lerp(this.currentPos, this.startPos, this.targetPos, t); + break; + } + } + + /** + * 计算贝塞尔曲线位置 + */ + private calculateBezierPosition(t: number) { + // 二次贝塞尔曲线公式: B(t) = (1-t)²P0 + 2(1-t)tP1 + t²P2 + const oneMinusT = 1 - t; + const oneMinusTSquared = oneMinusT * oneMinusT; + const tSquared = t * t; + const twoOneMinusTt = 2 * oneMinusT * t; + + this.currentPos.x = oneMinusTSquared * this.startPos.x + + twoOneMinusTt * this.controlPoint.x + + tSquared * this.targetPos.x; + + this.currentPos.y = oneMinusTSquared * this.startPos.y + + twoOneMinusTt * this.controlPoint.y + + tSquared * this.targetPos.y; + + this.currentPos.z = oneMinusTSquared * this.startPos.z + + twoOneMinusTt * this.controlPoint.z + + tSquared * this.targetPos.z; + } + + /** + * 停止移动 + */ + stopMove() { + +像素大勇者游戏软件 V1.0            第 46 页 共 60 页 +============================================================================ + this.isMoving = false; + this.isCompleted = true; + } + + /** + * 获取移动统计信息(用于调试) + */ + getMoveStats(): { + isMoving: boolean; + isCompleted: boolean; + progress: number; + runType: RType; + endType: EType; + totalTime: number; + elapsedTime: number; + } { + const currentTime = Date.now(); + return { + isMoving: this.isMoving, + isCompleted: this.isCompleted, + progress: this.progress, + runType: this.runType, + endType: this.endType, + totalTime: this.totalTime, + elapsedTime: (currentTime - this.startTime) / 1000 + }; + } +} + + +// ===================== 文件: game/skill/SMoveSystem.ts ===================== +import { v3, Vec3, Node } from "cc"; +import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; +import { EType, RType, SkillSet } from "../common/config/SkillSet"; +import { SMoveDataComp } from "./SMoveComp"; +import { smc } from "../common/SingletonModuleComp"; +import { SkillView } from "./SkillView"; +import { mLogger } from "../common/Logger"; + +/** + * ==================== 技能移动系统 ==================== + * + * 职责: + * 1. 处理技能实体的移动逻辑 + * 2. 更新技能位置 + * 3. 管理移动生命周期 + * 4. 支持多种移动类型 + * + * 设计理念: + * - 参考DamageQueueComp的实现方式 + * - 独立的移动处理系统 + * - 支持从视图层获取的参数 + */ +@ecs.register('SMoveSystem') +export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { + debugMode: boolean = false; + filter(): ecs.IMatcher { + return ecs.allOf(SMoveDataComp, SkillView); + } + + +像素大勇者游戏软件 V1.0            第 47 页 共 60 页 +============================================================================ + entityEnter(entity: ecs.Entity): void { + const moveComp = entity.get(SMoveDataComp); + const skillView = entity.get(SkillView); + + if (!moveComp || !skillView || !skillView.node) return; + + // 获取技能配置 + const skillConfig = SkillSet[moveComp.s_uuid]; + if (!skillConfig) { + mLogger.warn(this.debugMode, 'SMoveSystem', `[SMoveSystem] 技能配置不存在: ${moveComp.s_uuid}`); + return; + } + + // 移动参数由 prefab 的 SkillView @property 决定(speed<=0 时 Skill.load 已回退配置表值) + if (moveComp.speed <= 0) { + moveComp.speed = skillConfig.speed; + } + if (skillConfig.is_accel) { + moveComp.isAccelerate = true; + } + + // 根据runType设置初始位置 + this.initializePosition(moveComp, skillView); + + // 开始移动(除了固定位置类型) + if (moveComp.runType !== RType.fixed && moveComp.runType !== RType.fixedEnd) { + moveComp.startMove(); + } + + mLogger.log(this.debugMode, 'SMoveSystem', `[SMoveSystem] 技能 ${skillConfig.name} 开始移动,类型: ${moveComp.runType}`); + } + + /** + * 根据runType初始化技能位置 + */ + private initializePosition(moveComp: SMoveDataComp, skillView: SkillView): void { + const node = skillView.node; + + switch (moveComp.runType) { + case RType.linear: + // linear类型:根据atk_x和atk_y调整起始位置 + const adjustedStartPos = v3( + moveComp.startPos.x + moveComp.atk_x * moveComp.scale, + moveComp.startPos.y + moveComp.atk_y, + moveComp.startPos.z + ); + + // 水平向前飞行:方向仅由朝向(scale)决定,忽略目标点的高度差 + const forwardX = moveComp.scale > 0 ? 1 : -1; + + let adjustedTargetPos: Vec3; + if (moveComp.distance > 0) { + // 距离模式:沿水平方向飞行固定距离 + adjustedTargetPos = v3( + adjustedStartPos.x + forwardX * moveComp.distance, + adjustedStartPos.y, + adjustedStartPos.z + ); + } else { + // 延长终止点,统一消亡点的x坐标为 +-500 + +像素大勇者游戏软件 V1.0            第 48 页 共 60 页 +============================================================================ + const targetX = moveComp.scale > 0 ? 500 : -500; + adjustedTargetPos = v3( + targetX, + adjustedStartPos.y, + adjustedStartPos.z + ); + } + + moveComp.startPos.set(adjustedStartPos); + moveComp.targetPos.set(adjustedTargetPos); + node.setPosition(adjustedStartPos); + + // 设置旋转角度 + const dirForAngle = new Vec3(); + Vec3.subtract(dirForAngle, adjustedTargetPos, adjustedStartPos); + if (dirForAngle.length() > 0.01) { + let angle = Math.atan2(dirForAngle.y, dirForAngle.x) * (180 / Math.PI); + if (moveComp.scale < 0) { + angle += 180; + } + node.angle = angle; + } + break; + + case RType.fixed: + // 固定起始位置 + node.setPosition(moveComp.startPos.x, node.position.y, 0); + break; + + case RType.fixedEnd: + // 固定结束位置 + node.setPosition(moveComp.targetPos.x > 360 ? 300 : moveComp.targetPos.x, moveComp.targetPos.y, 0); + break; + case RType.bezier: + const bezierStartPos = v3( + moveComp.startPos.x, + moveComp.startPos.y + moveComp.bezierStartHeight, + moveComp.startPos.z + ); + const bezierTargetPos = v3( + moveComp.targetPos.x, + moveComp.targetPos.y + moveComp.bezierStartHeight, + moveComp.targetPos.z + ); + moveComp.startPos.set(bezierStartPos); + moveComp.targetPos.set(bezierTargetPos); + node.setPosition(bezierStartPos); + break; + default: + // 其他类型(包括bezier):根据atk_x和atk_y调整起始位置 + if (moveComp.atk_x !== 0 || moveComp.atk_y !== 0) { + const adjustedStartPos = v3( + moveComp.startPos.x + moveComp.atk_x * moveComp.scale, + moveComp.startPos.y + moveComp.atk_y, + moveComp.startPos.z + ); + moveComp.startPos.set(adjustedStartPos); + node.setPosition(adjustedStartPos); + } + break; + +像素大勇者游戏软件 V1.0            第 49 页 共 60 页 +============================================================================ + } + } + + update(entity: ecs.Entity): void { + if (!smc.mission.play) return; + if (smc.mission.pause) return + const moveComp = entity.get(SMoveDataComp); + const skillView = entity.get(SkillView); + + if (!moveComp || !skillView || !skillView.node) return; + + // 更新移动进度 + const isMoving = moveComp.updateProgress(this.dt); + + if (isMoving) { + // 更新节点位置 + skillView.node.setPosition(moveComp.currentPos); + + // 处理自动旋转(贝塞尔移动) + if (moveComp.runType === RType.bezier) { + this.updateRotation(skillView.node, moveComp); + } + } + + // 检查移动完成 + if (moveComp.isCompleted && moveComp.autoDestroy) { + // 根据结束类型决定是否销毁 + if ( + moveComp.endType === EType.collision + ) { + skillView.close_collider(); + entity.destroy(); + } + } + } + + /** + * 更新节点旋转(用于贝塞尔移动) + */ + private updateRotation(node: Node, moveComp: SMoveDataComp) { + if (moveComp.progress < 1) { + // 计算下一帧的位置来确定方向 + const nextProgress = Math.min(moveComp.progress + 0.01, 1); + const t = moveComp.isAccelerate ? + (nextProgress * nextProgress * 0.7 + nextProgress * 0.3) : + nextProgress; + const nextPos = v3(0, 0, 0); + + // 计算下一个位置 + const oneMinusT = 1 - t; + const oneMinusTSquared = oneMinusT * oneMinusT; + const tSquared = t * t; + const twoOneMinusTt = 2 * oneMinusT * t; + + nextPos.x = oneMinusTSquared * moveComp.startPos.x + + twoOneMinusTt * moveComp.controlPoint.x + + tSquared * moveComp.targetPos.x; + + nextPos.y = oneMinusTSquared * moveComp.startPos.y + + twoOneMinusTt * moveComp.controlPoint.y + + +像素大勇者游戏软件 V1.0            第 50 页 共 60 页 +============================================================================ + tSquared * moveComp.targetPos.y; + + // 计算方向角度 + const direction = new Vec3(); + Vec3.subtract(direction, nextPos, moveComp.currentPos); + + if (direction.length() > 0.01) { + let angle = Math.atan2(direction.y, direction.x) * (180 / Math.PI); + if (moveComp.scale < 0) { + angle += 180; + } + node.angle = angle; + } + } + } +} + +/** + * ==================== 技能移动辅助工具 ==================== + */ +export class SMoveHelper { + /** + * 为技能实体设置移动参数 + */ + static setupMoveForSkill(entity: ecs.Entity, startPos: Vec3, targetPos: Vec3, s_uuid: number): void { + let moveComp = entity.get(SMoveDataComp); + + if (!moveComp) { + moveComp = entity.add(SMoveDataComp); + } + + moveComp.startPos.set(startPos); + moveComp.targetPos.set(targetPos); + moveComp.s_uuid = s_uuid; + + // 从技能配置获取默认参数 + const skillConfig = SkillSet[s_uuid]; + if (skillConfig) { + moveComp.runType = skillConfig.RType || RType.linear; + moveComp.speed = skillConfig.speed || 500; + if (skillConfig.is_accel) moveComp.isAccelerate = true; + } + } + + /** + * 检查技能是否正在移动 + */ + static isSkillMoving(entity: ecs.Entity): boolean { + const moveComp = entity.get(SMoveDataComp); + return moveComp ? moveComp.isMoving : false; + } + + /** + * 获取技能移动统计信息 + */ + static getSkillMoveStats(entity: ecs.Entity): any { + const moveComp = entity.get(SMoveDataComp); + return moveComp ? moveComp.getMoveStats() : null; + } + + +像素大勇者游戏软件 V1.0            第 51 页 共 60 页 +============================================================================ + /** + * 停止技能移动 + */ + static stopSkillMove(entity: ecs.Entity): void { + const moveComp = entity.get(SMoveDataComp); + if (moveComp) { + moveComp.stopMove(); + } + } +} + +// ===================== 文件: game/skill/STimeComp.ts ===================== +import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; +import { EType, SkillSet } from "../common/config/SkillSet"; +import { SkillView } from "./SkillView"; +import { smc } from "../common/SingletonModuleComp"; +@ecs.register('StimeDataComp') +export class StimeDataComp extends ecs.Comp { + s_uuid: number = 0; + totalTime: number = 0; + elapsedTime: number = 0; + hitInterval: number = 0; + hitElapsed: number = 0; + + reset() { + this.s_uuid = 0; + this.totalTime = 0; + this.elapsedTime = 0; + this.hitInterval = 0; + this.hitElapsed = 0; + } +} + +@ecs.register('STimeSystem') +export class STimeSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { + filter(): ecs.IMatcher { + return ecs.allOf(StimeDataComp, SkillView); + } + + update(entity: ecs.Entity): void { + if(!smc.mission.play ) return; + if(smc.mission.pause) return + const timeComp = entity.get(StimeDataComp); + const skillView = entity.get(SkillView); + if (!timeComp || !skillView) return; + const conf = SkillSet[timeComp.s_uuid]; + if (!conf || conf.EType !== EType.timeEnd) return; + if (timeComp.totalTime <= 0) { + skillView.close_collider(); + entity.destroy(); + return; + } + timeComp.elapsedTime += this.dt; + timeComp.hitElapsed += this.dt; + if (timeComp.hitInterval > 0 && timeComp.hitElapsed >= timeComp.hitInterval) { + timeComp.hitElapsed -= timeComp.hitInterval; + skillView.atk(null); + } + if (timeComp.elapsedTime >= timeComp.totalTime) { + skillView.close_collider(); + +像素大勇者游戏软件 V1.0            第 52 页 共 60 页 +============================================================================ + entity.destroy(); + } + } +} + +// ===================== 文件: game/skill/timedCom.ts ===================== +import { _decorator, Component, Node } from 'cc'; +import { SkillSet } from '../common/config/SkillSet'; +import { smc } from '../common/SingletonModuleComp'; +const { ccclass, property } = _decorator; + +@ccclass('timedCom') +export class timedCom extends Component { + time = 0.3; + + start() { + + } + + update(deltaTime: number) { + this.time -= deltaTime; + if(this.time <= 0) + { + this.node.destroy() + } + } +} + + + +// ===================== 文件: game/skill/Tooltip.ts ===================== +import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; +import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; +import { BoxSet, FacSet } from "../common/config/GameSet"; +import { SkillSet } from "../common/config/SkillSet"; +import { smc } from "../common/SingletonModuleComp"; +import { TooltipCom } from "./TooltipCom"; +import { instantiate, Node, Prefab, Vec3 ,tween, v3,animation,Label,resources,SpriteFrame,Sprite, NodePool, Color} from "cc"; + +/** Skill 模块 */ +@ecs.register(`Tooltip`) +export class Tooltip extends ecs.Entity { + /** 对象池 */ + static pool: NodePool = new NodePool(); + static readonly MAX_POOL_SIZE: number = 80; + + /** 回收节点 */ + static put(node: Node) { + if (!node || !node.isValid) return; + if (this.pool.size() >= this.MAX_POOL_SIZE) { + node.destroy(); + return; + } + node.active = false; + node.parent = null; + this.pool.put(node); + } + static clearPool() { + while (this.pool.size() > 0) { + const node = this.pool.get(); + +像素大勇者游戏软件 V1.0            第 53 页 共 60 页 +============================================================================ + if (node && node.isValid) { + node.destroy(); + } + } + this.pool.clear(); + } + static getPoolStats() { + return { + total: this.pool.size(), + max: this.MAX_POOL_SIZE + }; + } + + /** ---------- 数据层 ---------- */ + // SkillModel!: SkillModelComp; + + /** ---------- 业务层 ---------- */ + // SkillBll!: SkillBllComp; + + /** ---------- 视图层 ---------- */ + TooltipView!: TooltipCom; + + /** 实始添加的数据层组件 */ + protected init() { + + } + + /** 模块资源释放 */ + destroy() { + // 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放 + this.remove(TooltipCom); + super.destroy(); + } + static load(pos: Vec3 = Vec3.ZERO,type:number=1,vaule:string="",s_uuid:number=1001,parent:any=null,cd:number=1,fac:number=FacSet.MON,debuffIcon:string="",tipColor:Color|null=null) { + let node: Node; + if (Tooltip.pool.size() > 0) { + node = Tooltip.pool.get()!; + } else { + var path = "game/skill/buff/tooltip"; + var prefab: Prefab = oops.res.get(path, Prefab)!; + node = instantiate(prefab); + } + + node.parent = parent; + node.setPosition(pos); + node.active = true; + + var sv = node.getComponent(TooltipCom)!; + sv.init(type, vaule, s_uuid, fac, debuffIcon, tipColor); + + // this.add(sv); // 不要添加到单例实体上,否则会覆盖或导致单例被销毁 + } +} + +// ===================== 文件: game/skill/TooltipCom.ts ===================== +import { _decorator, Collider2D, Contact2DType, v3, IPhysics2DContact, Vec3, tween, Label, resources, SpriteFrame, Sprite, UIOpacity, Color, math, Tween, Node } from "cc"; +import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; +import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; +import { SkillSet } from "../common/config/SkillSet"; +import { FacSet, TooltipTypes } from "../common/config/GameSet"; + +像素大勇者游戏软件 V1.0            第 54 页 共 60 页 +============================================================================ +import { Tooltip } from "./Tooltip"; + +const { ccclass, property } = _decorator; + +/** 视图层对象 */ +@ccclass('TooltipCom') +@ecs.register('TooltipView', false) +export class TooltipCom extends CCComp { + stype: number = 1; // 1:减少生命值,2:增加生命值,3:技能图标 + value: string = ""; + s_uuid: number = 1001; + fac: number = FacSet.MON; + /** DoT 飘字需激活的 debuff 图标节点名(loss_life/hp/debuff 下的子节点,如 FireDamage);空串=普通伤害 */ + debuffIcon: string = ""; + /** 通用文字飘字(TooltipTypes.tip)的自定义颜色,null 表示使用预制体默认色 */ + tipColor: Color | null = null; + + // 动画参数配置 + private readonly popDuration = 0.15; + private readonly driftDuration = 0.5; + private readonly fadeDuration = 0.2; + + private _uiOpacity: UIOpacity | null = null; + + start() { + // 首次加载时如果未手动调用 init,则自动初始化(防止直接挂载场景的情况) + // 但在当前架构下,Tooltip 都是通过 Tooltip.load 创建的,所以 start 可以留空或仅做基本检查 + } + + /** 初始化并播放动画 */ + init(type: number, value: string, uuid: number, fac: number = FacSet.MON, debuffIcon: string = "", tipColor: Color | null = null) { + this.stype = type; + this.value = value; + this.s_uuid = uuid; + this.fac = fac; + this.debuffIcon = debuffIcon; + this.tipColor = tipColor; + + // 初始化或获取 UIOpacity 组件 + this._uiOpacity = this.node.getComponent(UIOpacity); + if (!this._uiOpacity) { + this._uiOpacity = this.node.addComponent(UIOpacity); + } + this._uiOpacity.opacity = 255; + + // 检测父节点翻转 + let sx = 1; + if (this.node.parent && this.node.parent.scale.x < 0) { + sx = -1; + } + + // 🔥 关键修复:停止当前节点和 UIOpacity 上的所有缓动 + Tween.stopAllByTarget(this.node); + if (this._uiOpacity) { + Tween.stopAllByTarget(this._uiOpacity); + this._uiOpacity.opacity = 255; + } + + this.node.setScale(v3(0, 0, 1)); // 初始缩放为0 + this.node.active = true; // 确保节点激活 + +像素大勇者游戏软件 V1.0            第 55 页 共 60 页 +============================================================================ + + // 重置所有子节点状态 + this.node.children.forEach(child => child.active = false); + + let scaleMax = 1.5; + let isCrit = false; + let isHeal = false; + + // 初始随机偏移,防止完全重叠 + const offsetX = (Math.random() - 0.5) * 40; + + // 设置极高的渲染层级,防止被怪物遮挡 + const topSiblingIndex = 9999; + + // 临时变量,存储当前Y坐标,方便统一处理。增加60的Y轴基础偏移,防止伤害飘字等遮挡血条 + let currentY = this.node.position.y + 60; + + switch (this.stype) { + case TooltipTypes.life: // 普通伤害 + this.node.setPosition(v3(this.node.position.x + offsetX, currentY)); + this.node.setSiblingIndex(topSiblingIndex); + this.setupLabel(this.fac === FacSet.HERO ? "hloss" : "loss_life", "hp", this.value); + this.setupDebuffIcon(); // DoT 伤害时点亮 loss_life/hp/debuff 下的对应图标 + scaleMax = 1.5; + break; + case TooltipTypes.health: // 治疗 + this.node.setPosition(v3(this.node.position.x + offsetX, currentY)); + this.node.setSiblingIndex(topSiblingIndex); + this.setupLabel("add_life", "hp", this.value); + isHeal = true; + break; + case TooltipTypes.addmp: // 回蓝 + this.node.setPosition(v3(this.node.position.x + offsetX, currentY)); + this.node.setSiblingIndex(topSiblingIndex); + this.setupLabel("add_mp", "mp", this.value); + isHeal = true; + break; + case TooltipTypes.crit: // 暴击 + this.node.setPosition(v3(this.node.position.x + offsetX, currentY)); + this.node.setSiblingIndex(topSiblingIndex + 100); // 暴击层级更高 + this.setupLabel("bloss", "hp", this.value); + scaleMax = 3.0; // 暴击放大 + isCrit = true; + break; + case TooltipTypes.skill: + const skillConfig = SkillSet[this.s_uuid]; + const skillName = skillConfig ? skillConfig.name : ""; + this.setupLabel("skill", "name", skillName + this.value); + // 技能喊话基于 load 传入位置再抬高 50,避免遮挡角色 + this.node.setPosition(v3(this.node.position.x, this.node.position.y + 50)); + this.node.setSiblingIndex(topSiblingIndex); + break; + case TooltipTypes.uskill: + this.setupLabel("uskill", "name", this.value); + this.node.setPosition(v3(this.node.position.x, currentY + 30)); + this.node.setSiblingIndex(topSiblingIndex); + break; + case TooltipTypes.lvup: + this.node.getChildByName("lvup").active = true; + this.node.setPosition(v3(this.node.position.x, currentY - 30)); + +像素大勇者游戏软件 V1.0            第 56 页 共 60 页 +============================================================================ + this.node.setSiblingIndex(topSiblingIndex); + break; + case TooltipTypes.apup: + this.setupLabel("apup", "num", "+" + this.value); + this.node.setPosition(v3(this.node.position.x, currentY - 60)); + this.node.setSiblingIndex(topSiblingIndex); + break; + case TooltipTypes.hpup: + this.setupLabel("hpup", "num", "+" + this.value); + this.node.setPosition(v3(this.node.position.x, currentY - 60)); + this.node.setSiblingIndex(topSiblingIndex); + break; + case TooltipTypes.shield: // 护盾吸收伤害:显示 数值 + this.node.setPosition(v3(this.node.position.x + offsetX, currentY)); + this.node.setSiblingIndex(topSiblingIndex); + this.setupTipLabel(`${this.value}`, this.tipColor ?? new Color(79, 195, 247, 255)); // 默认蓝 + isHeal = true; // 垂直上飘,区别于伤害随机横飘 + break; + case TooltipTypes.miss: // 闪避 + this.node.setPosition(v3(this.node.position.x + offsetX, currentY)); + this.node.setSiblingIndex(topSiblingIndex); + this.setupTipLabel(this.value || "闪避", this.tipColor ?? new Color(255, 255, 255, 255)); // 默认白 + isHeal = true; + break; + case TooltipTypes.tip: // 通用文字飘字 + this.node.setPosition(v3(this.node.position.x + offsetX, currentY)); + this.node.setSiblingIndex(topSiblingIndex); + this.setupTipLabel(this.value, this.tipColor); + isHeal = true; + break; + } + + this.playAnimation(scaleMax, isCrit, isHeal, sx); + } + + private setupLabel(nodeName: string, labelNodeName: string, text: string) { + const node = this.node.getChildByName(nodeName); + if (node) { + node.active = true; + const label = node.getChildByName(labelNodeName)?.getComponent(Label); + if (label) label.string = text; + } + } + + /** + * 通用文字飘字:激活 words 节点并设置文字与颜色 + * 预制体需包含 words/name 结构(Label);与 skill 节点区分,走漂移上飘动画而非原地淡出 + * 对象池复用安全:未传色时恢复默认白,避免上次自定义色残留 + */ + private setupTipLabel(text: string, color: Color | null = null) { + const words = this.node.getChildByName("words"); + if (!words) return; + words.active = true; + const label = words.getChildByName("name")?.getComponent(Label); + if (label) { + label.string = text; + label.color = color ?? Color.WHITE.clone(); + } + } + + +像素大勇者游戏软件 V1.0            第 57 页 共 60 页 +============================================================================ + /** + * DoT 伤害飘字:激活 loss_life/hp/debuff 下指定的 debuff 图标子节点。 + * 仅怪物普通伤害(loss_life)路径调用;debuffIcon 为空或未找到节点时静默跳过。 + */ + private setupDebuffIcon() { + if (!this.debuffIcon) return; + const debuffNode = this.node.getChildByName("loss_life")?.getChildByName("hp")?.getChildByName("debuff"); + if (!debuffNode) return; + // 先全部隐藏(对象池复用防残留),再点亮目标图标 + for (const child of debuffNode.children) { + child.active = child.name === this.debuffIcon; + } + } + + playAnimation(scaleMax: number, isCrit: boolean, isHeal: boolean, sx: number = 1) { + // 随机 X 轴偏移 (防止重叠) + const randomX = (Math.random() - 0.5) * 60; + const moveY = 80; + + const t = tween(this.node); + + // 1. 爆发阶段 (Pop) + t.to(this.popDuration, { scale: v3(sx * scaleMax, scaleMax, 1) }, { easing: 'backOut' }); + + const isSkill = this.stype === TooltipTypes.skill; + + if (isSkill) { + // 技能类型的提示:回弹后稍作停留,然后原地快速淡出 + t.to(this.popDuration, { scale: v3(sx * 1.2, 1.2, 1) }); + t.delay(0.2); + t.parallel( + tween(this._uiOpacity).to(this.fadeDuration, { opacity: 0 }) + ); + } else { + // 2. 漂移阶段 (Drift) & 3. 淡出 (Fade) + // 其他类型提示:并行执行恢复缩放、位移和淡出 + t.parallel( + tween(this.node).to(this.popDuration, { scale: v3(sx * 1.2, 1.2, 1) }), // 回弹到正常大小 (稍微放大) + tween(this.node).by(this.driftDuration, { position: v3(isHeal ? 0 : randomX, moveY, 0) }, { easing: 'sineOut' }), // 治疗垂直飘,其他随机飘 + tween(this._uiOpacity).delay(this.driftDuration - this.fadeDuration).to(this.fadeDuration, { opacity: 0 }) // 最后阶段淡出 + ); + } + + // 结束销毁 + t.call(() => { + // this.ent.destroy(); // 不要销毁实体,而是直接回收节点 + Tooltip.put(this.node); + }).start(); + } + + update(deltaTime: number) { + + } + + /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ + reset() { + // 使用对象池回收 + Tooltip.put(this.node); + } +} + +像素大勇者游戏软件 V1.0            第 58 页 共 60 页 +============================================================================ + +// ===================== 文件: game/wx_clound_client_api/WxCloudApi.ts ===================== +import { get } from "http"; + +export type CloudReturnType = { + code: number,// 200成功 + msg?:string, + data?:T +} + +export class WxCloudApi{ + /** + * @en init the cloud + * @zh 初始化云客户端(只调用一次即可) + * @param {string} env 云环境名称 + */ + public static init(env:string){ + wx?.cloud.init({ + env: env + }); + } + + /** + * @en Login to the cloud + * @zh 登录云 + * @return 返回结果 + * 参考: + * result.result = { + * code: number, // 200成功,其他都是失败 + * msg: string, // 如果失败,这里是失败原因等信息 + * data: { // 成功才有 + * openid: string, // 用户微信平台openid + * regist_time: number, // 时间戳,用户注册时间 + * game_data: object, // 开发者自己保存的数据 + * } + * } + * 如果这个泛型令你报错(一般是因为你删了wx.api.d.ts导致),请使用以下签名: + * login():Promise<{result: CloudReturnType<{openid: string, regist_time: number, game_data: object}>}> + * 或者你是个“不拘小节”的老哥,可以用以下简洁版签名(参考上方的数据结构例子使用即可) + * login():Promise + */ + public static async login(): Promise>>{ + return await wx?.cloud.callFunction({ + name: 'cocos_cloud', + data: { + cmd: "login" + } + }); + } + + /** + * @en Save game data to the cloud + * @zh 把客户端数据写入云,此为全覆盖写入,请自行管理完整数据 + * @return 返回结果 + * 参考: + * result.result = { + +像素大勇者游戏软件 V1.0            第 59 页 共 60 页 +============================================================================ + * code: number, // 200成功,其他都是失败 + * msg: string, // 如果失败,这里是失败原因等信息 + * data: { + * errMsg: "document.update:ok", // 数据库返回结果 + * stats: { + * updated: number, // 更新了几条数据(正常是1) + * } + * } + * 如果这个泛型令你报错(一般是因为你删了wx.api.d.ts导致),请使用以下签名: + * save(gameData: any): Promise<{resoult:CloudReturnType}> + * 或者你是个“不拘小节”的老哥,可以用以下简洁版签名(参考上方的数据结构例子使用即可) + * login():Promise + */ + public static async save(gameData: any): Promise>> { + return await wx?.cloud.callFunction({ + name: 'cocos_cloud', + data: { + cmd: 'save', + data: gameData + } + }); + } + public static async get(): Promise>> { + return await wx?.cloud.callFunction({ + name: 'cocos_cloud', + data: { + cmd: 'get', + } + }); + } + + /** + * @en Sync game data with the cloud (two-way, timestamp-based) + * @zh 与云端双向同步游戏数据:客户端较新则上传覆盖云端,云端较新则返回云端数据 + * @param gameData 本地游戏数据(需包含 timestamp 字段) + * @return 返回结果 + * result.result = { + * code: number, // 200成功,其他都是失败 + * msg?: string, // 失败原因 + * updated: boolean, // true=云端已被本地数据覆盖;false=客户端应使用返回的云端数据 + * data: { + * openid: string, + * game_data: object, // 同步后的最终数据 + * } + * } + */ + public static async sync(gameData: any): Promise & { updated: boolean }>> { + return await wx?.cloud.callFunction({ + name: 'cocos_cloud', + data: { + cmd: 'sync', + data: gameData + +像素大勇者游戏软件 V1.0            第 60 页 共 60 页 +============================================================================ + } + }); + } +} diff --git a/docs/软著/像素大勇者游戏软件_V1.0_设计说明书.docx b/docs/软著/像素大勇者游戏软件_V1.0_设计说明书.docx new file mode 100644 index 00000000..3f19497d Binary files /dev/null and b/docs/软著/像素大勇者游戏软件_V1.0_设计说明书.docx differ diff --git a/docs/软著/像素大勇者游戏软件_V1.0_设计说明书.md b/docs/软著/像素大勇者游戏软件_V1.0_设计说明书.md new file mode 100644 index 00000000..ca672764 --- /dev/null +++ b/docs/软著/像素大勇者游戏软件_V1.0_设计说明书.md @@ -0,0 +1,126 @@ +# 像素大勇者游戏软件 V1.0 + +# 设计说明书 + +著作权人:______ + +开发完成日期:2026年09月13日 + +--- + +## 一、引言 + +### 1.1 编写目的 + +本文档用于说明「像素大勇者游戏软件(V1.0)」的总体设计思路、功能结构与运行环境,作为计算机软件著作权登记的鉴别材料。 + +### 1.2 软件概述 + +本软件是一款像素风格的卡牌策略自走战斗类手机游戏软件,运行于微信小游戏平台。玩家通过三选一卡牌召唤组建英雄小队,在战前商店购买技能卡、装备卡与药品卡构建战斗组合,进入关卡后英雄与怪物在网格站位上自动移动、攻击与施法,全程无需手动操作。游戏采用"章节—关—节"三级关卡结构,每关包含普通战斗、精英战斗与首领战斗,通关后获得积分段位评定、英雄碎片与奖励。玩家可在局外使用英雄碎片升级英雄属性,并在基础、专精、传说三阶天赋树中加点,形成"战斗—养成—再战斗"的循环。软件另提供中英文双语界面、云端存档同步、积分排行榜与成就展示功能。 + +### 1.3 技术特点 + +本软件基于组件化游戏引擎与 TypeScript 语言开发,采用 ECS(实体-组件-系统)架构管理战斗实体,英雄、技能、增益效果均以实体形式注册与调度,提升大量同类对象的运行效率。界面采用数据模型、视图、组件分层与数据绑定模式,模块间通过全局事件总线解耦通信。游戏数据由单例模块统一管理,通过云开发接口实现登录与本地、云端双向存档同步,并以数据加密保障存档安全。战斗表现层综合运用骨骼动画、帧动画图集、补间动画与自定义着色器特效,实现受击闪白、震屏等打击反馈。 + +## 二、运行环境 + +### 2.1 硬件环境 + +CPU:1.2GHz 及以上;内存:2GB 及以上;存储空间:200MB 及以上;支持无线网络连接。 + +### 2.2 软件环境 + +Android 8.0 及以上或 iOS 12 及以上操作系统,微信客户端 8.0 及以上(微信小游戏平台)。 + +开发语言:TypeScript。 + +## 三、功能模块设计 + +本软件由十个功能模块组成,各模块通过全局事件总线通信,数据由单例模块统一管理。 + +### 3.1 游戏初始化与资源加载模块 + +负责软件启动流程。处理流程:启动后按序执行字体加载、语言包加载、公共资源加载与云端存档恢复,各步骤以异步任务队列串联,逐步回调加载进度并驱动进度界面显示;全部完成后进入任务主页。输入:启动参数与资源配置;输出:初始化完成事件与任务主界面。 + +【建议插入截图:加载进度界面】 + +### 3.2 关卡战斗流程模块 + +驱动"章节—关—节"单局完整生命周期。处理流程:玩家在任务主页点击开始后,按关卡配置生成本节怪物波次,进入准备阶段;准备结束后进入战斗阶段,由刷怪引擎按节类型(普通、精英、首领)生成敌人;节间自动连战并展示过场;全部小节完成或战斗失败时进入结算。模块内置战斗计时与超时强制判定。输入:章节、关、节编号;输出:节胜负结果与结算数据。 + +【建议插入截图:关卡准备界面、战斗界面】 + +### 3.3 卡牌抽取与卡池模块 + +管理三选一英雄卡召唤。处理流程:开局从按权重配置的英雄卡池中抽取三张候选卡供玩家选择;已选英雄自动去重;玩家可消耗局内金币刷新卡池;对升级卡、刷新卡等特殊卡执行对应效果。输入:刷新请求与金币余额;输出:三张候选卡与刷新后的卡池。 + +【建议插入截图:三选一抽卡界面】 + +### 3.4 英雄系统模块 + +实现英雄战斗实体的属性成长、攻击决策、移动与动画表现。处理流程:英雄实体由属性组件、攻击组件、移动组件、动画组件与血条组件构成;攻击组件周期性扫描攻击范围内目标并执行攻击;属性组件按成长配置计算攻击、防御、生命等数值;局外提供英雄图鉴浏览与碎片升级。输入:英雄配置与等级;输出:战斗实体与属性数值。 + +【建议插入截图:英雄图鉴界面】 + +### 3.5 技能系统模块 + +管理技能实体与对象池。处理流程:玩家购买技能卡后,技能实体经对象池复用创建;施法系统按即时、定时、驻场、事件四类触发时机调度技能释放;技能释放后产生弹幕、范围伤害或增益效果;技能信息提示弹窗展示技能说明。输入:技能卡购买请求;输出:技能实体与战斗效果。 + +【建议插入截图:技能商店界面】 + +### 3.6 增益效果与伤害结算模块 + +管理战斗中增益/减益效果的挂载、叠加与到期移除,并统一结算伤害数字。处理流程:效果创建时按配置叠加层数与持续时间;每帧刷新剩余时间,到期自动移除;伤害产生后进入伤害队列,按帧批量结算并驱动飘字表现。输入:效果配置与伤害来源;输出:实体最终属性变化与伤害飘字。 + +### 3.7 装备与道具商店模块 + +提供装备卡与药品卡、商品卡的商店购买。处理流程:准备阶段展示商品列表;购买时校验金币并扣除;装备穿戴后即时生效属性;触发型装备效果注册至驻场技能盒,战斗中按条件触发。输入:商品选择与金币余额;输出:装备/道具生效结果。 + +【建议插入截图:装备商店界面】 + +### 3.8 天赋养成模块 + +提供基础、专精、传说三阶天赋树。处理流程:玩家消耗天赋点对节点加点;加点前校验消耗与阶位解锁条件;支持观看广告重置已分配天赋点;天赋效果全局作用于战斗属性。输入:天赋节点选择与天赋点余额;输出:天赋生效属性。 + +【建议插入截图:天赋树界面】 + +### 3.9 积分段位与结算奖励模块 + +负责战斗结算展示与奖励发放。处理流程:结算弹窗依次展示段位徽章、总分滚动动画、亮点成就与奖励条目;对段位晋升、闯关首达奖励进行一次性领取判定;排行榜按总分排序展示。输入:战斗统计数据;输出:段位评定与奖励列表。 + +【建议插入截图:结算界面、排行榜界面】 + +### 3.10 数据存档与云同步模块 + +以单例模块管理全局游戏数据。处理流程:软件启动登录后拉取云端存档,与本地存档按时间戳比对取较新者;关键节点自动上传云端;网络异常时回退本地存储兜底;存档字段加密存储。输入:游戏数据变更;输出:本地与云端一致的存档。 + +## 四、数据结构与接口设计 + +### 4.1 战斗实体结构 + +英雄、怪物、技能均以 ECS 实体表示,实体挂载组件包括:属性组件(生命、攻击、防御、攻速、暴击等数值字段与成长系数)、攻击组件(攻击范围、攻击间隔、目标选择策略)、移动组件(网格坐标、移动速度)、动画组件(骨骼动画/帧动画状态机)、血条组件(血量百分比显示)。组件通过装饰器注册,由对应系统统一调度。 + +### 4.2 配置数据表 + +静态配置采用数据表结构,主要包括:英雄表(基础属性、成长系数、技能绑定)、技能表(触发类型、伤害系数、目标规则)、卡牌表(卡池权重、费用、稀有度)、装备表(属性加成、触发条件)、天赋表(阶位、前置节点、效果数值)、关卡表(章节—关—节结构、节类型、怪物波次)。 + +### 4.3 模块间接口 + +各功能模块通过全局事件总线交互,共定义约九十个游戏事件,涵盖战斗生命周期、卡牌操作、商店交易、结算发奖等类别,实现界面层与逻辑层解耦。数据模型层与视图层采用数据绑定,模型字段变更自动刷新关联界面。 + +### 4.4 云端同步接口 + +通过云开发接口实现登录鉴权、存档上传、存档下载三个核心接口;存档记录包含数据体、时间戳与版本号,同步时以时间戳判定新旧。 + +## 五、安全与异常处理 + +1. **存档加密**:存档数据体采用加密算法加密后落盘与上传,防止明文篡改。 +2. **数据校验**:商店购买、天赋加点等消耗操作均先校验货币余额与解锁条件,杜绝负数货币与越权操作。 +3. **双端比对**:云端与本地存档以时间戳比对取新,防止存档回退覆盖。 +4. **异常兜底**:网络异常时回退本地存储;资源加载失败可重试;日志模块分级记录运行信息,便于问题定位。 + +## 六、联系方式 + +技术支持:______ + +联系电话:______ 电子邮箱:______ diff --git a/node_modules/.package-lock.json b/node_modules/.package-lock.json index e8e8f472..73bbe1b6 100644 --- a/node_modules/.package-lock.json +++ b/node_modules/.package-lock.json @@ -4,61 +4,201 @@ "lockfileVersion": 3, "requires": true, 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