feat: 新增技能触发类型标识与列表预制体,优化技能提示UI
1. 新增技能触发类型背景标识,支持追击/反击/复活等状态显示 2. 扩展技能提示接口,新增触发类型参数传递 3. 新增list-me列表预制体及其元数据 4. 调整部分UI精灵帧与布局参数 5. 修复技能名称显示调用参数不匹配问题
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@@ -249,7 +249,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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// 触发复活动画
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if (targetView && reviveSkillConf) {
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targetView.playReady(reviveSkillConf.readyAnm);
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targetView.skill_name('', reviveSkillConf.uuid);
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targetView.skill_name('', reviveSkillConf.uuid, SkillTriggerType.Revive);
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// 延迟 0.5 秒后恢复状态,让特效有时间播放,同时也能体现“正在复活”的过程
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targetView.scheduleOnce(() => {
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if (targetView.node && targetView.node.isValid) {
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@@ -321,10 +321,10 @@ export class HeroViewComp extends CCComp {
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Tooltip.load(pos, type, value, s_uuid, this.node);
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}
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/** 技能提示 */
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public skill_name(value: string = "", s_uuid: number = 1001, y: number = 50) {
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public skill_name(value: string = "", s_uuid: number = 1001, triggerType: string = "", y: number = 50) {
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let pos = v3(0, 60);
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pos.y = pos.y + y;
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Tooltip.load(pos, TooltipTypes.skill, value, s_uuid, this.node);
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Tooltip.load(pos, TooltipTypes.skill, value, s_uuid, this.node, 1, this.model?.fac ?? FacSet.MON, triggerType);
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}
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/** 血量提示(伤害数字) */
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private hp_tip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 0) {
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@@ -278,7 +278,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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if(castTimes >1){
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val = "*"+castTimes.toString
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}
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heroView.skill_name(val,s_uuid)
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heroView.skill_name(val,s_uuid,triggerType)
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for (let i = 0; i < castTimes; i++) {
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if (!heroView.node || !heroView.node.isValid) return;
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if (isFriendly) {
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