refactor(common): 抽离卡牌图标处理逻辑为通用工具类

1. 新建CardIconHelper工具类统一处理卡牌图标解析和设置逻辑
2. 移除SkillBoxComp、SCardComp、EquipListComp、ItemListComp中的重复图标处理代码
3. 统一所有卡牌组件的图标加载优先级和处理流程
4. 新增卡牌背景颜色随等级切换的通用逻辑
This commit is contained in:
pan
2026-07-27 14:27:59 +08:00
parent 903ec42905
commit 354a2894e4
6 changed files with 183 additions and 95 deletions

View File

@@ -30,16 +30,17 @@
* - smc.mission —— 游戏运行状态
*/
import { mLogger } from "../common/Logger";
import { _decorator, Node, Prefab, Sprite, Label, Vec3, resources, SpriteAtlas, tween, v3, Tween, NodeEventType } from "cc";
import { _decorator, Node, Sprite, Label, Vec3, tween, v3, Tween, NodeEventType } 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 { CardTriggerType } from "../common/config/CardSet";
import { CardTriggerType, CardConfig } from "../common/config/CardSet";
import { SkillCardList } from "../common/config/SCardSet";
import { SkillSet, SkillOverrides, FieldSkillSet } from "../common/config/SkillSet";
import { SkillOverrides } from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp";
import { UIID } from "../common/config/GameUIConfig";
import { getCardIconId, setSpriteFrame } from "../common/CardIconHelper";
const { ccclass, property } = _decorator;
/**
@@ -370,27 +371,16 @@ export class SkillBoxComp extends CCComp {
// 按技能等级切换背景颜色节点(与 getLvColor 等级配色一致)
this.updateBgNode();
// 加载技能图标
if (this.icon_node) {
// 优先使用卡牌自定义 icon未定义则按 trigger_type 自动取
let iconId: string | undefined = this.card_icon;
if (!iconId) {
if (this.trigger_type === CardTriggerType.Interval) {
iconId = this.s_uuid ? SkillSet[this.s_uuid]?.icon : undefined;
} else if (this.trigger_type === CardTriggerType.Field) {
const fieldUuid = this.field?.[0];
iconId = fieldUuid ? FieldSkillSet[fieldUuid]?.icon : undefined;
}
}
if (this.icon_node && this.icon_node.isValid) {
let sprite = this.icon_node.getComponent(Sprite) || this.icon_node.addComponent(Sprite);
if (smc.uiconsAtlas && iconId) {
const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
sprite.spriteFrame = frame || null; // 取不到时清空,避免残留
} else {
sprite.spriteFrame = null;
}
}
// 加载技能图标共享工具解析cardData.icon → FieldSkillSet → SkillSet
if (this.icon_node && this.icon_node.isValid) {
const cardData = {
uuid: this.s_uuid,
skill: this.s_uuid,
icon: this.card_icon,
field: this.field,
} as CardConfig;
const iconId = getCardIconId(cardData);
setSpriteFrame(this.icon_node, iconId);
}
// 是否需要展示剩余次数