feat(ui): 新增天赋详情弹窗功能

重构天赋加点逻辑:将卡片点击校验与加点弹窗逻辑内聚到TIBoxComp中,TalentsComp仅负责打开弹窗。新增天赋详情弹窗,支持展示天赋信息、前置条件校验,并根据玩家状态动态控制加点按钮显隐。
This commit is contained in:
panFD
2026-09-19 22:19:12 +08:00
parent f4150bd33c
commit 45e3e8712b
5 changed files with 335 additions and 1447 deletions

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@@ -27,6 +27,8 @@ export enum UIID {
SInfo,
/** 英雄详情弹窗(图鉴卡片点击弹出:含属性/技能/升级/前后切换) */
HeroInfo,
/** 天赋详情弹窗(天赋迷你卡点击弹出:图标/等级/前置/条幅说明/加点按钮) */
TIBox,
}
/** 打开界面方式的配置数据 */
@@ -44,5 +46,6 @@ export var UIConfigData: { [key: number]: UIConfig } = {
[UIID.Mission]: { layer: LayerType.UI, prefab: "gui/element/mission" },
[UIID.SInfo]: { layer: LayerType.PopUp, prefab: "gui/element/SInfoBox" },
[UIID.HeroInfo]: { layer: LayerType.PopUp, prefab: "gui/element/heroInfo", bundle: "resources" },
[UIID.TIBox]: { layer: LayerType.PopUp, prefab: "gui/element/TIBox", bundle: "resources" },
}

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@@ -0,0 +1,198 @@
/**
* @file TIBoxComp.ts
* @description 天赋详情弹窗组件(UI 视图层,TIBox.prefab 载体)
*
* 职责:
* 1. 展示天赋图标 / 名称 / 当前等级 / 条幅说明(getTalentDisplayText)。
* 2. 展示软前置行:前置天赋名称、需求等级、前置已达成勾图标(达成亮 On,未达成亮 Off)。
* 3. 加点按钮:仅在可加点(层位已解锁 + 前置满足 + 未满级 + 点数足够)时显示;
* 不满足条件或已满级时隐藏,弹窗仍可正常打开查看。
* 4. 加点成功后通过 TALENT_UPDATE 事件驱动 TalentsComp 全量刷新,并同步刷新本弹窗。
*
* 使用(oops.gui 模块):
* oops.gui.open(UIID.TIBox, { uuid: 9001 });
*
* 依赖:
* - TalentSet(配置与校验:isTalentTierUnlocked/isTalentPrereqMet/getTalentUpgradeCost/getTalentDisplayText)
* - smc —— 天赋等级表 / 点数 / upgradeTalent / 图标图集
* - outlineRich —— RichText 条幅描边
*/
import { _decorator, EventTouch, Label, Node, NodeEventType, RichText, Sprite, SpriteFrame } 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 { TalentSet, getTalentDisplayText, getTalentUpgradeCost, isTalentPrereqMet, isTalentTierUnlocked } from "../common/config/TalentSet";
import { GameEvent } from "../common/config/GameEvent";
import { HRoleName } from "../common/config/heroSet";
import { outlineRich } from "../common/RichOutline";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "db://oops-framework/core/Oops";
const { ccclass, property } = _decorator;
/** TIBox 弹窗初始化参数 */
export interface TIBoxParams {
/** 天赋 uuid(TalentSet key) */
uuid: number;
}
/** TIBoxComp —— 天赋详情弹窗(任何状态均可点开,不可加点时隐藏加点按钮) */
@ccclass('TIBoxComp')
@ecs.register('TIBoxComp', false)
export class TIBoxComp extends CCComp {
@property({ type: Sprite, tooltip: "天赋图标" })
icon: Sprite = null!;
@property({ type: Label, tooltip: "天赋名称" })
lbl_name: Label = null!;
@property({ type: Label, tooltip: "当前天赋等级(当前/满级)" })
lbl_level: Label = null!;
@property({ type: Label, tooltip: "前置天赋名称(无前置时隐藏前置行)" })
lbl_prereq_name: Label = null!;
@property({ type: Label, tooltip: "前置天赋需求等级" })
lbl_prereq_lv: Label = null!;
@property({ type: Node, tooltip: "前置已达成勾图标(On)" })
node_prereq_check_on: Node = null!;
@property({ type: Node, tooltip: "前置未达成勾图标(Off)" })
node_prereq_check_off: Node = null!;
@property({ type: Node, tooltip: "前置行容器(无前置天赋时整体隐藏)" })
node_prereq: Node = null!;
@property({ type: RichText, tooltip: "条幅说明(当前已生效数值 / 每级引导)" })
richtext_info: RichText = null!;
@property({ type: Node, tooltip: "加点按钮(不可加点或满级时隐藏)" })
node_add: Node = null!;
@property({ type: Node, tooltip: "关闭遮罩/关闭按钮(点击关闭弹窗)" })
node_close: Node = null!;
/** 当前展示的天赋 uuid */
private talent_uuid: number = 0;
protected onLoad(): void {
this.node_add?.on(NodeEventType.TOUCH_END, this.onAddTap, this);
this.node_close?.on(NodeEventType.TOUCH_END, this.onCloseTap, this);
}
protected onDestroy(): void {
this.node_add?.targetOff(this);
this.node_close?.targetOff(this);
oops.message.off(GameEvent.TALENT_UPDATE, this.refresh, this);
}
/**
* oops.gui 添加到舞台回调(框架约定入口)
* @param params 见 TIBoxParams
*/
onAdded(params: TIBoxParams): void {
this.talent_uuid = params?.uuid ?? 0;
// 加点成功后同步刷新本弹窗(等级/按钮状态),与 TalentsComp 同一事件源
oops.message.on(GameEvent.TALENT_UPDATE, this.refresh, this);
this.refresh();
}
/** 全量刷新弹窗内容 */
private refresh(): void {
const cfg = TalentSet[this.talent_uuid];
if (!cfg) return;
const levels = smc.getTalentLevels();
const lv = levels[this.talent_uuid] ?? 0;
// 图标:技能图标图集(gui/ui7)优先,资源目录回退(与 TalentItemComp 口径一致)
if (this.icon && cfg.icon) {
let frame: SpriteFrame | null = null;
if (smc.skillIconsAtlas) {
frame = smc.skillIconsAtlas.getSpriteFrame(cfg.icon);
}
if (!frame) {
frame = oops.res.get("game/heros/cards/" + cfg.icon, SpriteFrame) as SpriteFrame;
}
if (frame) this.icon.spriteFrame = frame;
}
if (this.lbl_name) this.lbl_name.string = cfg.name;
if (this.lbl_level) this.lbl_level.string = `${lv}/${cfg.max_lv}`;
// 条幅说明:已加点显示当前生效数值,未加点显示每级引导
if (this.richtext_info) this.richtext_info.string = outlineRich(this.buildDetailText(cfg, lv));
// 软前置行:无前置整体隐藏;有前置展示名称/需求等级/达成勾
const hasPrereq = !!(cfg.prereq_uuid && cfg.prereq_lv);
if (this.node_prereq) this.node_prereq.active = hasPrereq;
if (hasPrereq) {
const preCfg = TalentSet[cfg.prereq_uuid!];
const preMet = isTalentPrereqMet(levels, cfg);
if (this.lbl_prereq_name) this.lbl_prereq_name.string = preCfg ? preCfg.name : `天赋${cfg.prereq_uuid}`;
if (this.lbl_prereq_lv) this.lbl_prereq_lv.string = `${cfg.prereq_lv}`;
if (this.node_prereq_check_on) this.node_prereq_check_on.active = preMet;
if (this.node_prereq_check_off) this.node_prereq_check_off.active = !preMet;
}
// 加点按钮:层位解锁 + 前置满足 + 未满级 + 点数足够时才显示
if (this.node_add) this.node_add.active = this.canUpgrade(lv, cfg.tier, levels);
}
/**
* 构建天赋详情条幅文本:当前生效数值 + 下一级预览 + 满级提示
* @param cfg 天赋配置
* @param lv 当前等级
*/
private buildDetailText(cfg: typeof TalentSet[number], lv: number): string {
const lines: string[] = [];
// 当前已生效数值(Lv0 显示每级引导)
lines.push(getTalentDisplayText(cfg, lv));
// 未满级:追加下一级预览
if (lv < cfg.max_lv) {
lines.push(`<color=#E0A93D>下一级:${getTalentDisplayText(cfg, lv + 1)}</color>`);
} else {
lines.push(`<color=#FFD700>已满级</color>`);
}
// 职业限定提示
if (cfg.role !== undefined) {
lines.push(`<color=#AAAAAA>仅${HRoleName[cfg.role]}生效</color>`);
}
return lines.join("\n");
}
/**
* 当前是否可加点(与 smc.upgradeTalent 校验口径一致,仅做 UI 预判定)
* @param lv 当前等级
* @param tier 所属层位
* @param levels 天赋等级表
*/
private canUpgrade(lv: number, tier: number, levels: Record<number, number>): boolean {
const cfg = TalentSet[this.talent_uuid];
if (!cfg) return false;
if (lv >= cfg.max_lv) return false;
if (!isTalentTierUnlocked(levels, tier)) return false;
if (!isTalentPrereqMet(levels, cfg)) return false;
return smc.getTalentPoints() >= getTalentUpgradeCost(tier);
}
/** 加点按钮点击:升级成功后由 TALENT_UPDATE 事件驱动刷新(含本弹窗) */
private onAddTap(event?: EventTouch): void {
if (event) event.propagationStopped = true;
oops.audio.playEffect("music/button");
smc.upgradeTalent(this.talent_uuid);
}
/** 点击关闭 */
private onCloseTap(event?: EventTouch): void {
if (event) event.propagationStopped = true;
oops.audio.playEffect("music/button");
oops.gui.removeByNode(this.node);
}
/** ECS 组件移除时销毁节点(CCComp 抽象方法实现) */
reset(): void {
if (this.node && this.node.isValid) {
this.node.destroy();
}
}
}

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@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "33249e41-30b1-42e3-a12e-f525b5580c37",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -5,41 +5,30 @@
* 职责:
* 1. 页头展示:可用天赋点 / 天赋等级(Lv.x)/ 当前等级经验进度。
* 2. 收集子树内全部 TalentItemComp(编辑器静态摆放),TALENT_UPDATE 事件驱动全量刷新。
* 3. 卡片点击统一校验(层位解锁 → 软前置 → 满级 → 点数),不满足走 smalltip 气泡;
* 满足则弹出 CommonPrompt 确认加点(smc.upgradeTalent)。
* 3. 卡片点击统一打开 TIBox 天赋详情弹窗;加点校验(层位/前置/满级/点数)由 TIBoxComp 内聚,
* 不满足条件时弹窗隐藏加点按钮,仅作详情查看。
* 4. 看广告重置入口:CommonPrompt 二次确认后调 smc.resetTalents() 退还全部点数。
*
* 依赖:
* - TalentSet(TalentTier/isTalentTierUnlocked/isTalentPrereqMet/getTalentTierInvestedPoints)—— 配置与层位校验
* - TalentSet(getTalentTierInvestedPoints/getTalentLevelExp)—— 配置与统计
* - TalentItemComp —— 单张迷你升级卡(编辑器静态摆放,按 uuid 自驱动渲染)
* - TIBoxComp —— 天赋详情弹窗(UIID.TIBox)
* - smc —— 天赋等级表/点数/升级/重置
*/
import { _decorator, Label, Node, NodeEventType, ProgressBar } 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 {
TalentSet,
TALENT_TIER_UNLOCK_THRESHOLD,
getTalentDisplayText, getTalentLevelExp, getTalentTierInvestedPoints, getTalentUpgradeCost,
isTalentPrereqMet, isTalentTierUnlocked,
getTalentLevelExp, getTalentTierInvestedPoints,
} from "../common/config/TalentSet";
import { GameEvent } from "../common/config/GameEvent";
import { UIID } from "../common/config/GameUIConfig";
import { SmallTipComp } from "./SmallTipComp";
import { TalentItemComp } from "./TalentItemComp";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "db://oops-framework/core/Oops";
const { ccclass, property } = _decorator;
/** 层位序号展示文案(提示文案用) */
const TIER_NAMES: Record<number, string> = {
1: "第 1 层", 2: "第 2 层", 3: "第 3 层", 4: "第 4 层", 5: "第 5 层",
};
/** 页签/卡片上的 smalltip 气泡节点名 */
const SMALL_TIP_CHILD = "smalltip";
/** TalentsComp —— 天赋加点页组件(最小容器:页头 + 编辑器静态卡片收集) */
@ccclass('TalentsComp')
@ecs.register('Talents', false)
@@ -123,80 +112,11 @@ export class TalentsComp extends CCComp {
}
/**
* 获取挂载点下的 smalltip 气泡组件(节点缺失或组件未挂时返回 null 并静默跳过提示)
* @param parent 气泡挂载的父节点
*/
private getSmallTip(parent: Node | null): SmallTipComp | null {
const tipNode = parent?.getChildByName(SMALL_TIP_CHILD);
return tipNode ? (tipNode.getComponent(SmallTipComp) ?? tipNode.addComponent(SmallTipComp)) : null;
}
/**
* 在指定节点下弹出 smalltip 气泡提示
* @param anchor 气泡挂载的父节点
* @param text 提示文案
*/
private showSmallTip(anchor: Node | null, text: string): void {
const tip = this.getSmallTip(anchor);
tip?.show(text);
}
/**
* 按 uuid 找到对应的天赋卡节点(气泡锚点用)
* 卡片点击统一入口:任何状态均打开 TIBox 天赋详情弹窗,加点按钮显隐由 TIBoxComp 校验
* @param uuid 天赋 uuid
*/
private findItemNode(uuid: number): Node | null {
for (const item of this.talent_items) {
if (item.talent_uuid === uuid) return item.node;
}
return null;
}
/** 卡片点击统一入口:层位未解锁/前置未满足/已满级/点数不足走 smalltip 气泡;其余弹出 CommonPrompt 确认加点,成功后事件驱动刷新 */
private onTalentTap(uuid: number): void {
const cfg = TalentSet[uuid];
if (!cfg) return;
const levels = smc.getTalentLevels();
const anchor = this.findItemNode(uuid);
// 层位解锁:第 N 层要求第 N-1 层累计投入 ≥ 阈值
if (!isTalentTierUnlocked(levels, cfg.tier)) {
this.showSmallTip(anchor, `${TIER_NAMES[cfg.tier - 1]}投入${TALENT_TIER_UNLOCK_THRESHOLD} 点解锁`);
return;
}
// 软前置:前置天赋等级需达标
if (!isTalentPrereqMet(levels, cfg)) {
const preCfg = TalentSet[cfg.prereq_uuid!];
const preName = preCfg ? preCfg.name : `天赋${cfg.prereq_uuid}`;
this.showSmallTip(anchor, `需「${preName}」达到 Lv.${cfg.prereq_lv}`);
return;
}
const lv = smc.getTalentLv(uuid);
if (lv >= cfg.max_lv) {
this.showSmallTip(anchor, "该天赋已满级");
return;
}
const cost = getTalentUpgradeCost(cfg.tier);
if (cost <= 0) return;
if (smc.getTalentPoints() < cost) {
this.showSmallTip(anchor, "天赋点不足");
return;
}
// CommonPrompt 确认加点(UIID.Window)
oops.gui.open(UIID.Window, {
title: "天赋加点",
content: `${cfg.name} Lv.${lv} → Lv.${lv + 1}\n消耗 <color=#E0A93D>${cost}</color> 点天赋点,获得 ${getTalentDisplayText(cfg, 1)}。是否加点?`,
okWord: "加点",
cancelWord: "取消",
needCancel: true,
maskClose: true,
okFunc: () => {
if (!smc.upgradeTalent(uuid)) {
this.showSmallTip(anchor, "天赋点不足");
}
},
});
oops.gui.open(UIID.TIBox, { uuid });
}
/** 看广告重置入口:CommonPrompt 二次确认(广告接入前先直接确认重置) */