refactor(hero skill): 重构英雄技能描述生成逻辑
1. 抽离原HeroSkillDesc工具函数为独立HeroSkillText模块 2. 简化英雄局外技能描述生成逻辑,移除冗余的数据源构造步骤 3. 新增结构化技能档位数据接口,拆分整段文本输出与结构化输出能力 4. 优化默认隐藏普攻技能展示,减少冗余信息
This commit is contained in:
@@ -24,7 +24,7 @@
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* HeroSkillDesc.ts 暂时保留兼容旧 UI 引用,待迁移完成后移除。
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* HeroSkillDesc.ts 暂时保留兼容旧 UI 引用,待迁移完成后移除。
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*/
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*/
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import {
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import {
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HeroInfo, SkillTriggerType, SkillTriggerName, HSkillInfo, LvSkillEntry, LvTriggerEntry,
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HeroInfo, SkillTriggerType, SkillTriggerName, HSkillInfo, LvTriggerEntry,
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TriggerGrouped, resolveSkillOverrides, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv,
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TriggerGrouped, resolveSkillOverrides, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv,
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getGroupedTriggerName, getFieldSkillName, getReviveSkillName,
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getGroupedTriggerName, getFieldSkillName, getReviveSkillName,
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} from "./config/heroSet";
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} from "./config/heroSet";
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@@ -145,38 +145,43 @@ function getHeroDisplayLv(heroUuid: number, configLv: number, fac: FacSet): numb
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* 输出一:英雄当前局外等级下,全部技能最大生效档的完整说明(富文本)。
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* 输出一:英雄当前局外等级下,全部技能最大生效档的完整说明(富文本)。
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*
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*
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* 覆盖:普攻/大招(skills,resolve ≤lv 最大档)、5 类触发技能、驻场光环(field)、
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* 覆盖:普攻/大招(skills,resolve ≤lv 最大档)、5 类触发技能、驻场光环(field)、
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* 复活(revive)。每行 = 「技能名」+ 触发语境 + 模板渲染后的效果文本(数值高亮)。
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* 复活(revive)。每行 = 「技能名」:(或「技能名」+ 触发语境)+ 模板渲染后的效果文本(数值高亮),
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* 不展示技能等级档号(当前档由英雄局外等级隐含决定)。
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*
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*
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* @param heroUuid 英雄 uuid(HeroInfo key)
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* Why 普攻默认隐藏:skills 首位为普攻(全英雄共有基础能力),展示场景通常只关心
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* @param showName 是否包含「技能名」片段(面板 true,紧凑卡片 false)
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* 特色技能(大招/触发/光环),普攻行信息冗余;需要完整展示时传 showNormal=true。
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* @returns 多行富文本串,\n 分隔;英雄不存在时返回 ""
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*
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* @param heroUuid 英雄 uuid(HeroInfo key)
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* @param showName 是否包含「技能名」片段(面板 true,紧凑卡片 false)
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* @param showNormal 是否展示普攻(skills 首位技能),默认 false
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* @returns 多行富文本串,\n 分隔;英雄不存在时返回 ""
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*/
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*/
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export function buildHeroSkillDesc(heroUuid: number, showName: boolean = true): string {
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export function buildHeroSkillDesc(heroUuid: number, showName: boolean = true, showNormal: boolean = false): string {
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const hero = HeroInfo[heroUuid];
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const hero = HeroInfo[heroUuid];
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if (!hero) return "";
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if (!hero) return "";
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const lv = getHeroDisplayLv(heroUuid, hero.lv, hero.fac);
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const lv = getHeroDisplayLv(heroUuid, hero.lv, hero.fac);
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const lines: string[] = [];
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const lines: string[] = [];
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const nameSeg = (n: string) => (showName && n ? `${skillNameRich(n)} ` : "");
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const nameSeg = (n: string) => (showName && n ? skillNameRich(n) : "");
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// ---- 普攻/大招(skills):resolve 当前等级生效档,渲染该档模板 ----
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// ---- 普攻/大招(skills):resolve 当前等级生效档,渲染该档模板 ----
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for (const key in hero.skills) {
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const skillKeys = Object.keys(hero.skills);
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const hSkill = hero.skills[key];
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for (let i = 0; i < skillKeys.length; i++) {
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// 首位技能 = 普攻,默认跳过(基础能力不占描述篇幅)
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if (i === 0 && !showNormal) continue;
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const hSkill = hero.skills[skillKeys[i]];
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if (!hSkill) continue;
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if (!hSkill) continue;
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const base = SkillSet[hSkill.uuid];
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const base = SkillSet[hSkill.uuid];
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if (!base) continue;
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if (!base) continue;
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const skill = mergeSkillParams(base, resolveSkillOverrides(hSkill, lv));
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const skill = mergeSkillParams(base, resolveSkillOverrides(hSkill, lv));
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// 生效档(≤lv 最大档):取其 s_lv 与 desc;未配置 desc 的档位继承上一档模板
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// 生效档(≤lv 最大档)模板:未配置 desc 的档位继承基础/上一档模板
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let entry: LvSkillEntry | undefined;
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let inheritDesc = hSkill.desc;
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let inheritDesc = hSkill.desc;
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for (const e of hSkill.lv_entries ?? []) {
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for (const e of hSkill.lv_entries ?? []) {
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if (e.lv <= lv) {
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if (e.lv <= lv && e.desc) inheritDesc = e.desc;
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if (!entry || e.lv > entry.lv) entry = e;
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if (e.desc) inheritDesc = e.desc;
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}
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}
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}
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const sLv = entry?.s_lv ?? hSkill.lv;
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const text = inheritDesc ? renderDesc(inheritDesc, skill) : fallbackDesc(skill);
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const text = inheritDesc ? renderDesc(inheritDesc, skill) : fallbackDesc(skill);
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lines.push(`${nameSeg(hSkill.name ?? base.name)}Lv.${valueRich(sLv)}: ${text}`);
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// 行首格式「技能名」:(不展示技能等级,等级由英雄局外等级隐含表达)
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const head = nameSeg(hSkill.name ?? base.name);
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lines.push(head ? `${head}: ${text}` : text);
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}
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}
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// ---- 5 类标准触发技能:resolve 当前等级生效档 ----
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// ---- 5 类标准触发技能:resolve 当前等级生效档 ----
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@@ -339,33 +344,39 @@ function collectSkillTiers(hSkill: HSkillInfo): ISkillTierInfo[] {
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return tiers;
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return tiers;
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}
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}
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/** 单个技能等级档位的展示行(结构化,供弹窗逐档渲染激活状态与描述) */
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export interface HeroSkillTierLine {
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/** 技能等级(slv) */
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sLv: number;
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/** 该档解锁/激活所需英雄等级 */
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heroLv: number;
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/** 行文本:slv1=完整效果;slv2+=相对上一级提升(数值漂移/新增效果),富文本 */
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text: string;
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}
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/**
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/**
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* 输出二:指定技能的各阶段说明(富文本)。
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* 输出二(结构化):指定技能各等级档位说明,按技能等级升序。
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*
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*
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* 输出结构(按技能等级升序,通用支持任意档数):
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* slv1 给完整能力 + 数值;slv2+ 给相对上一级的提升。每档附带解锁英雄等级,
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* - slv1:完整能力 + 数值 +(英雄X级激活)
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* 调用方可自行对比英雄当前等级(smc.getHeroOuterLv)判定激活状态。
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* - slv2+:相对上一级的提升(数值漂移/新增效果/计时 buff 增减)+(英雄Y级解锁)
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*
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*
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* 技能定位顺序:hero.skills[skillUuid](普攻/大招)→ 5 类触发技能组 → 未找到返回 ""。
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* 技能定位顺序:hero.skills[skillUuid](普攻/大招)→ 5 类触发技能组 → 未找到返回 []。
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* Why: 同一底座技能可能被多个英雄以不同 overrides 引用,必须以英雄语境取档。
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* Why: 同一底座技能可能被多个英雄以不同 overrides 引用,必须以英雄语境取档。
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*
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*
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* @param heroUuid 英雄 uuid(HeroInfo key)
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* @param heroUuid 英雄 uuid(HeroInfo key)
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* @param skillUuid 技能 uuid(skills key 或触发组 s_uuid)
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* @param skillUuid 技能 uuid(skills key 或触发组 s_uuid)
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* @param showName 是否包含「技能名」片段
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* @returns 档位行数组;技能不属于该英雄时返回 []
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* @returns 多行富文本串,\n 分隔;技能不属于该英雄时返回 ""
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*/
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*/
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export function buildHeroSkillTierDesc(heroUuid: number, skillUuid: number, showName: boolean = true): string {
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export function buildHeroSkillTierLines(heroUuid: number, skillUuid: number): HeroSkillTierLine[] {
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const hero = HeroInfo[heroUuid];
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const hero = HeroInfo[heroUuid];
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if (!hero) return "";
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if (!hero) return [];
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let name = "";
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let tiers: ISkillTierInfo[] = [];
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let tiers: ISkillTierInfo[] = [];
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let triggerLabel = "";
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let triggerLabel = "";
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const hSkill = hero.skills?.[skillUuid];
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const hSkill = hero.skills?.[skillUuid];
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if (hSkill) {
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if (hSkill) {
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// 普攻/大招路径
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// 普攻/大招路径
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name = hSkill.name ?? SkillSet[skillUuid]?.name ?? "";
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tiers = collectSkillTiers(hSkill);
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tiers = collectSkillTiers(hSkill);
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} else {
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} else {
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// 触发技能路径:在 5 类触发组中定位 s_uuid
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// 触发技能路径:在 5 类触发组中定位 s_uuid
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@@ -374,9 +385,8 @@ export function buildHeroSkillTierDesc(heroUuid: number, skillUuid: number, show
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const entries = grouped?.[skillUuid];
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const entries = grouped?.[skillUuid];
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if (!grouped || !entries?.length) continue;
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if (!grouped || !entries?.length) continue;
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const base = SkillSet[skillUuid];
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const base = SkillSet[skillUuid];
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if (!base) return "";
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if (!base) return [];
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const sorted = [...entries].sort((a, b) => (a.s_lv ?? 0) - (b.s_lv ?? 0));
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const sorted = [...entries].sort((a, b) => (a.s_lv ?? 0) - (b.s_lv ?? 0));
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name = getGroupedTriggerName(grouped, skillUuid);
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let inherit: string | undefined;
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let inherit: string | undefined;
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tiers = sorted.map((e: LvTriggerEntry, i: number) => {
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tiers = sorted.map((e: LvTriggerEntry, i: number) => {
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if (e.desc) inherit = e.desc;
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if (e.desc) inherit = e.desc;
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@@ -394,22 +404,57 @@ export function buildHeroSkillTierDesc(heroUuid: number, skillUuid: number, show
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break;
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break;
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}
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}
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}
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}
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if (tiers.length === 0) return "";
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if (tiers.length === 0) return [];
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const nameSeg = showName && name ? `${skillNameRich(name)} ` : "";
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const lines: HeroSkillTierLine[] = [];
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const lines: string[] = [];
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for (let i = 0; i < tiers.length; i++) {
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for (let i = 0; i < tiers.length; i++) {
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const t = tiers[i];
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const t = tiers[i];
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const head = `${nameSeg}Lv.${valueRich(t.sLv)}(英雄${valueRich(t.heroLv)}级${i === 0 ? "激活" : "解锁"})`;
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if (i === 0) {
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if (i === 0) {
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// 技能 1 级:完整能力 + 数值(含激活英雄等级)
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// 技能 1 级:完整能力 + 数值
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const text = t.desc ? renderDesc(t.desc, t.skill) : fallbackDesc(t.skill);
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const text = t.desc ? renderDesc(t.desc, t.skill) : fallbackDesc(t.skill);
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lines.push(`${head}: ${triggerLabel ? `${triggerLabel}, ` : ""}${text}`);
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lines.push({ sLv: t.sLv, heroLv: t.heroLv, text: triggerLabel ? `${triggerLabel}, ${text}` : text });
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} else {
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} else {
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// 技能 2 级起:相对上一级的提升 + 解锁英雄等级
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// 技能 2 级起:相对上一级的提升
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const diff = buildTierDiff(tiers[i - 1], t);
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const diff = buildTierDiff(tiers[i - 1], t);
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lines.push(`${head}: ${diff.length > 0 ? diff.join(",") : "无变化"}`);
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lines.push({ sLv: t.sLv, heroLv: t.heroLv, text: diff.length > 0 ? diff.join(",") : "无变化" });
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}
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}
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}
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}
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return lines.join("\n");
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return lines;
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}
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/**
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* 输出二:指定技能的各阶段说明(富文本整段)。
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*
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* 输出结构(按技能等级升序,通用支持任意档数):
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* - slv1:完整能力 + 数值 +(英雄X级激活)
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* - slv2+:相对上一级的提升(数值漂移/新增效果/计时 buff 增减)+(英雄Y级解锁)
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*
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* @param heroUuid 英雄 uuid(HeroInfo key)
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* @param skillUuid 技能 uuid(skills key 或触发组 s_uuid)
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* @param showName 是否包含「技能名」片段
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* @returns 多行富文本串,\n 分隔;技能不属于该英雄时返回 ""
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*/
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export function buildHeroSkillTierDesc(heroUuid: number, skillUuid: number, showName: boolean = true): string {
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const hero = HeroInfo[heroUuid];
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if (!hero) return "";
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const tiers = buildHeroSkillTierLines(heroUuid, skillUuid);
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if (tiers.length === 0) return "";
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// 技能名:大招取 HSkillInfo.name,触发技能取组名,缺省回退底座名
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const hSkill = hero.skills?.[skillUuid];
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const name = hSkill
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? (hSkill.name ?? SkillSet[skillUuid]?.name ?? "")
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: resolveTriggerSkillName(hero, skillUuid);
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const nameSeg = showName && name ? `${skillNameRich(name)} ` : "";
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return tiers
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.map((t, i) => `${nameSeg}Lv.${valueRich(t.sLv)}(英雄${valueRich(t.heroLv)}级${i === 0 ? "激活" : "解锁"}): ${t.text}`)
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.join("\n");
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}
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/** 在英雄触发组中解析技能对外展示名(非触发技能返回底座名) */
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function resolveTriggerSkillName(hero: typeof HeroInfo[number], skillUuid: number): string {
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for (const type of TRIGGER_KEYS) {
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const grouped = hero[type] as TriggerGrouped | undefined;
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if (grouped?.[skillUuid]?.length) return getGroupedTriggerName(grouped, skillUuid);
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}
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return SkillSet[skillUuid]?.name ?? "";
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}
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}
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9
assets/script/game/common/HeroSkillText.ts.meta
Normal file
9
assets/script/game/common/HeroSkillText.ts.meta
Normal file
@@ -0,0 +1,9 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "481c93ea-b5e9-4f75-8676-c5ec48708c0b",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -20,7 +20,7 @@ import { _decorator, Node, Sprite, Label, RichText, NodeEventType, Vec3, Tween,
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroInfo, HeroCardConfig } from "../common/config/heroSet";
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import { HeroInfo, HeroCardConfig } from "../common/config/heroSet";
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import { buildSkillDescMoreRich, ISkillDescSource } from "../common/config/HeroSkillDesc";
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import { buildHeroSkillDesc } from "../common/HeroSkillText";
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import { oops } from "db://oops-framework/core/Oops";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { GameEvent } from "../common/config/GameEvent";
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import { outlineRich } from "../common/RichOutline";
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import { outlineRich } from "../common/RichOutline";
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@@ -270,11 +270,11 @@ export class CHeroComp extends CCComp {
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// 背景:按 card_lv 激活对应颜色子节点(1→green 2→blue 3→purple 4→red 5→yellow)
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// 背景:按 card_lv 激活对应颜色子节点(1→green 2→blue 3→purple 4→red 5→yellow)
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this.updateBgNode();
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this.updateBgNode();
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// 描述富文本:展示英雄当前局外等级的能力(buildSkillDescMoreRich)
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// 描述富文本:展示英雄当前局外等级的能力(buildHeroSkillDesc 文本一)
|
||||||
// 与英雄信息弹窗同一套文案规则,杜绝手写文案与数值漂移
|
// 行首「技能名」: + 效果文本;heroInfo 内联 desc 模板驱动,数值实时取合并后配置
|
||||||
// outlineRich 为整段富文本包裹描边,提升深色面板可读性
|
// outlineRich 为整段富文本包裹描边,提升深色面板可读性
|
||||||
if (this.info_rich) {
|
if (this.info_rich) {
|
||||||
const desc = hero ? buildSkillDescMoreRich(this.buildHeroDescSource(hero), false) : (this.cardData.info || "");
|
const desc = hero ? buildHeroSkillDesc(this.cardData.uuid) : (this.cardData.info || "");
|
||||||
this.info_rich.string = outlineRich(desc);
|
this.info_rich.string = outlineRich(desc);
|
||||||
this.info_rich.node.active = !!desc;
|
this.info_rich.node.active = !!desc;
|
||||||
}
|
}
|
||||||
@@ -451,30 +451,6 @@ export class CHeroComp extends CCComp {
|
|||||||
return model.hero_uuid ?? null;
|
return model.hero_uuid ?? null;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* 构造英雄当前能力描述数据源(ISkillDescSource)。
|
|
||||||
* lv 取英雄局外等级(与 level_label 同口径),由各 resolver 取当前等级生效档,
|
|
||||||
* 展示英雄当前实际能力信息。
|
|
||||||
* @param hero HeroInfo 静态配置项
|
|
||||||
* @returns 描述数据源
|
|
||||||
*/
|
|
||||||
private buildHeroDescSource(hero: typeof HeroInfo[number]): ISkillDescSource {
|
|
||||||
return {
|
|
||||||
lv: Math.max(1, smc.getHeroOuterLv(hero.uuid)),
|
|
||||||
skills: hero.skills,
|
|
||||||
call: hero.call,
|
|
||||||
dead: hero.dead,
|
|
||||||
fstart: hero.fstart,
|
|
||||||
atking: hero.atking,
|
|
||||||
atked: hero.atked,
|
|
||||||
field: hero.field,
|
|
||||||
revive: hero.revive,
|
|
||||||
grow_type: hero.grow_type,
|
|
||||||
ap: hero.ap,
|
|
||||||
hp: hero.hp,
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 为英雄图标加载 idle 动画剪辑,提取首帧 SpriteFrame 静止展示,零运行时开销。
|
* 为英雄图标加载 idle 动画剪辑,提取首帧 SpriteFrame 静止展示,零运行时开销。
|
||||||
* @param node 图标节点
|
* @param node 图标节点
|
||||||
|
|||||||
Reference in New Issue
Block a user