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。
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@@ -27,6 +27,8 @@ export enum UIID {
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SInfo,
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SInfo,
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/** 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) */
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/** 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) */
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HeroInfo,
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HeroInfo,
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/** 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) */
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TIBox,
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}
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}
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/** 打开界面方式的配置数据 */
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/** 打开界面方式的配置数据 */
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@@ -44,5 +46,6 @@ export var UIConfigData: { [key: number]: UIConfig } = {
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[UIID.Mission]: { layer: LayerType.UI, prefab: "gui/element/mission" },
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[UIID.Mission]: { layer: LayerType.UI, prefab: "gui/element/mission" },
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[UIID.SInfo]: { layer: LayerType.PopUp, prefab: "gui/element/SInfoBox" },
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[UIID.SInfo]: { layer: LayerType.PopUp, prefab: "gui/element/SInfoBox" },
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[UIID.HeroInfo]: { layer: LayerType.PopUp, prefab: "gui/element/heroInfo", bundle: "resources" },
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[UIID.HeroInfo]: { layer: LayerType.PopUp, prefab: "gui/element/heroInfo", bundle: "resources" },
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[UIID.TIBox]: { layer: LayerType.PopUp, prefab: "gui/element/TIBox", bundle: "resources" },
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}
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}
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198
assets/script/game/map/TIBoxComp.ts
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198
assets/script/game/map/TIBoxComp.ts
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@@ -0,0 +1,198 @@
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/**
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* @file TIBoxComp.ts
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* @description 天赋详情弹窗组件(UI 视图层,TIBox.prefab 载体)
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*
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* 职责:
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* 1. 展示天赋图标 / 名称 / 当前等级 / 条幅说明(getTalentDisplayText)。
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* 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)。
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* 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;
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* 不满足条件或已满级时隐藏,弹窗仍可正常打开查看。
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* 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。
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*
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* 使用(oops.gui 模块):
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* oops.gui.open(UIID.TIBox, { uuid: 9001 });
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*
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* 依赖:
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* - TalentSet(配置与校验:isTalentTierUnlocked/isTalentPrereqMet/getTalentUpgradeCost/getTalentDisplayText)
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* - smc —— 天赋等级表 / 点数 / upgradeTalent / 图标图集
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* - outlineRich —— RichText 条幅描边
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*/
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import { _decorator, EventTouch, Label, Node, NodeEventType, RichText, Sprite, SpriteFrame } from "cc";
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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 { TalentSet, getTalentDisplayText, getTalentUpgradeCost, isTalentPrereqMet, isTalentTierUnlocked } from "../common/config/TalentSet";
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import { GameEvent } from "../common/config/GameEvent";
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import { HRoleName } from "../common/config/heroSet";
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import { outlineRich } from "../common/RichOutline";
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "db://oops-framework/core/Oops";
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const { ccclass, property } = _decorator;
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/** TIBox 弹窗初始化参数 */
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export interface TIBoxParams {
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/** 天赋 uuid(TalentSet key) */
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uuid: number;
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}
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/** 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) */
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@ccclass('TIBoxComp')
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@ecs.register('TIBoxComp', false)
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export class TIBoxComp extends CCComp {
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@property({ type: Sprite, tooltip: "天赋图标" })
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icon: Sprite = null!;
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@property({ type: Label, tooltip: "天赋名称" })
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lbl_name: Label = null!;
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@property({ type: Label, tooltip: "当前天赋等级(当前/满级)" })
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lbl_level: Label = null!;
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@property({ type: Label, tooltip: "前置天赋名称(无前置时隐藏前置行)" })
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lbl_prereq_name: Label = null!;
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@property({ type: Label, tooltip: "前置天赋需求等级" })
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lbl_prereq_lv: Label = null!;
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@property({ type: Node, tooltip: "前置已达成勾图标(On)" })
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node_prereq_check_on: Node = null!;
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@property({ type: Node, tooltip: "前置未达成勾图标(Off)" })
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node_prereq_check_off: Node = null!;
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@property({ type: Node, tooltip: "前置行容器(无前置天赋时整体隐藏)" })
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node_prereq: Node = null!;
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@property({ type: RichText, tooltip: "条幅说明(当前已生效数值 / 每级引导)" })
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richtext_info: RichText = null!;
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@property({ type: Node, tooltip: "加点按钮(不可加点或满级时隐藏)" })
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node_add: Node = null!;
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@property({ type: Node, tooltip: "关闭遮罩/关闭按钮(点击关闭弹窗)" })
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node_close: Node = null!;
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/** 当前展示的天赋 uuid */
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private talent_uuid: number = 0;
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protected onLoad(): void {
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this.node_add?.on(NodeEventType.TOUCH_END, this.onAddTap, this);
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this.node_close?.on(NodeEventType.TOUCH_END, this.onCloseTap, this);
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}
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protected onDestroy(): void {
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this.node_add?.targetOff(this);
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this.node_close?.targetOff(this);
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oops.message.off(GameEvent.TALENT_UPDATE, this.refresh, this);
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}
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/**
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* oops.gui 添加到舞台回调(框架约定入口)
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* @param params 见 TIBoxParams
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*/
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onAdded(params: TIBoxParams): void {
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this.talent_uuid = params?.uuid ?? 0;
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// 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
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oops.message.on(GameEvent.TALENT_UPDATE, this.refresh, this);
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this.refresh();
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}
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/** 全量刷新弹窗内容 */
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private refresh(): void {
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const cfg = TalentSet[this.talent_uuid];
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if (!cfg) return;
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const levels = smc.getTalentLevels();
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const lv = levels[this.talent_uuid] ?? 0;
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// 图标:技能图标图集(gui/ui7)优先,资源目录回退(与 TalentItemComp 口径一致)
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if (this.icon && cfg.icon) {
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let frame: SpriteFrame | null = null;
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if (smc.skillIconsAtlas) {
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frame = smc.skillIconsAtlas.getSpriteFrame(cfg.icon);
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}
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if (!frame) {
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frame = oops.res.get("game/heros/cards/" + cfg.icon, SpriteFrame) as SpriteFrame;
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}
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if (frame) this.icon.spriteFrame = frame;
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}
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if (this.lbl_name) this.lbl_name.string = cfg.name;
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if (this.lbl_level) this.lbl_level.string = `${lv}/${cfg.max_lv}`;
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// 条幅说明:已加点显示当前生效数值,未加点显示每级引导
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if (this.richtext_info) this.richtext_info.string = outlineRich(this.buildDetailText(cfg, lv));
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// 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
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const hasPrereq = !!(cfg.prereq_uuid && cfg.prereq_lv);
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if (this.node_prereq) this.node_prereq.active = hasPrereq;
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if (hasPrereq) {
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const preCfg = TalentSet[cfg.prereq_uuid!];
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const preMet = isTalentPrereqMet(levels, cfg);
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if (this.lbl_prereq_name) this.lbl_prereq_name.string = preCfg ? preCfg.name : `天赋${cfg.prereq_uuid}`;
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if (this.lbl_prereq_lv) this.lbl_prereq_lv.string = `${cfg.prereq_lv}`;
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if (this.node_prereq_check_on) this.node_prereq_check_on.active = preMet;
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if (this.node_prereq_check_off) this.node_prereq_check_off.active = !preMet;
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}
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// 加点按钮:层位解锁 + 前置满足 + 未满级 + 点数足够时才显示
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if (this.node_add) this.node_add.active = this.canUpgrade(lv, cfg.tier, levels);
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}
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/**
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* 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
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* @param cfg 天赋配置
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* @param lv 当前等级
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*/
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private buildDetailText(cfg: typeof TalentSet[number], lv: number): string {
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const lines: string[] = [];
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// 当前已生效数值(Lv0 显示每级引导)
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lines.push(getTalentDisplayText(cfg, lv));
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// 未满级:追加下一级预览
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if (lv < cfg.max_lv) {
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lines.push(`<color=#E0A93D>下一级:${getTalentDisplayText(cfg, lv + 1)}</color>`);
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} else {
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lines.push(`<color=#FFD700>已满级</color>`);
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}
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// 职业限定提示
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if (cfg.role !== undefined) {
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lines.push(`<color=#AAAAAA>仅${HRoleName[cfg.role]}生效</color>`);
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}
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return lines.join("\n");
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}
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/**
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* 当前是否可加点(与 smc.upgradeTalent 校验口径一致,仅做 UI 预判定)
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* @param lv 当前等级
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* @param tier 所属层位
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* @param levels 天赋等级表
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*/
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private canUpgrade(lv: number, tier: number, levels: Record<number, number>): boolean {
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const cfg = TalentSet[this.talent_uuid];
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if (!cfg) return false;
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if (lv >= cfg.max_lv) return false;
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if (!isTalentTierUnlocked(levels, tier)) return false;
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if (!isTalentPrereqMet(levels, cfg)) return false;
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return smc.getTalentPoints() >= getTalentUpgradeCost(tier);
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}
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/** 加点按钮点击:升级成功后由 TALENT_UPDATE 事件驱动刷新(含本弹窗) */
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private onAddTap(event?: EventTouch): void {
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if (event) event.propagationStopped = true;
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oops.audio.playEffect("music/button");
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smc.upgradeTalent(this.talent_uuid);
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}
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/** 点击关闭 */
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private onCloseTap(event?: EventTouch): void {
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if (event) event.propagationStopped = true;
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oops.audio.playEffect("music/button");
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oops.gui.removeByNode(this.node);
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}
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/** ECS 组件移除时销毁节点(CCComp 抽象方法实现) */
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reset(): void {
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if (this.node && this.node.isValid) {
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this.node.destroy();
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}
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}
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}
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9
assets/script/game/map/TIBoxComp.ts.meta
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9
assets/script/game/map/TIBoxComp.ts.meta
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@@ -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": "33249e41-30b1-42e3-a12e-f525b5580c37",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -5,41 +5,30 @@
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* 职责:
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* 职责:
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* 1. 页头展示:可用天赋点 / 天赋等级(Lv.x)/ 当前等级经验进度。
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* 1. 页头展示:可用天赋点 / 天赋等级(Lv.x)/ 当前等级经验进度。
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* 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。
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* 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。
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* 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;
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* 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,
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* 满足则弹出 CommonPrompt 确认加点(smc.upgradeTalent)。
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* 不满足条件时弹窗隐藏加点按钮,仅作详情查看。
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* 4. 看广告重置入口:CommonPrompt 二次确认后调 smc.resetTalents() 退还全部点数。
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* 4. 看广告重置入口:CommonPrompt 二次确认后调 smc.resetTalents() 退还全部点数。
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*
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*
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* 依赖:
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* 依赖:
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* - TalentSet(TalentTier/isTalentTierUnlocked/isTalentPrereqMet/getTalentTierInvestedPoints)—— 配置与层位校验
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* - TalentSet(getTalentTierInvestedPoints/getTalentLevelExp)—— 配置与统计
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* - TalentItemComp —— 单张迷你升级卡(编辑器静态摆放,按 uuid 自驱动渲染)
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* - TalentItemComp —— 单张迷你升级卡(编辑器静态摆放,按 uuid 自驱动渲染)
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* - TIBoxComp —— 天赋详情弹窗(UIID.TIBox)
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* - smc —— 天赋等级表/点数/升级/重置
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* - smc —— 天赋等级表/点数/升级/重置
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*/
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*/
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import { _decorator, Label, Node, NodeEventType, ProgressBar } from "cc";
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import { _decorator, Label, Node, NodeEventType, ProgressBar } from "cc";
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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 {
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import {
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TalentSet,
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getTalentLevelExp, getTalentTierInvestedPoints,
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TALENT_TIER_UNLOCK_THRESHOLD,
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getTalentDisplayText, getTalentLevelExp, getTalentTierInvestedPoints, getTalentUpgradeCost,
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isTalentPrereqMet, isTalentTierUnlocked,
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} from "../common/config/TalentSet";
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} from "../common/config/TalentSet";
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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 { UIID } from "../common/config/GameUIConfig";
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import { UIID } from "../common/config/GameUIConfig";
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import { SmallTipComp } from "./SmallTipComp";
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import { TalentItemComp } from "./TalentItemComp";
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import { TalentItemComp } from "./TalentItemComp";
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import { smc } from "../common/SingletonModuleComp";
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import { smc } from "../common/SingletonModuleComp";
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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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const { ccclass, property } = _decorator;
|
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) */
|
/** 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')
|
@ccclass('TalentsComp')
|
||||||
@ecs.register('Talents', false)
|
@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)
|
* 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 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)
|
|
||||||
* @param uuid 天赋 uuid
|
* @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 {
|
private onTalentTap(uuid: number): void {
|
||||||
const cfg = TalentSet[uuid];
|
oops.gui.open(UIID.TIBox, { 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");
|
|
||||||
}
|
|
||||||
},
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/** 看广告重置入口:CommonPrompt 二次确认(广告接入前先直接确认重置) */
|
/** 看广告重置入口:CommonPrompt 二次确认(广告接入前先直接确认重置) */
|
||||||
|
|||||||
Reference in New Issue
Block a user