diff --git a/assets/resources/gui/element/herobox.prefab b/assets/resources/gui/element/herobox.prefab
index cfaf4813..33183b58 100644
--- a/assets/resources/gui/element/herobox.prefab
+++ b/assets/resources/gui/element/herobox.prefab
@@ -12964,6 +12964,9 @@
"sell_btn": {
"__id__": 722
},
+ "upgrade_btn": {
+ "__id__": 556
+ },
"sell_price_label": {
"__id__": 739
},
diff --git a/assets/script/game/common/config/GameEvent.ts b/assets/script/game/common/config/GameEvent.ts
index 3b0b0970..7196b3ee 100644
--- a/assets/script/game/common/config/GameEvent.ts
+++ b/assets/script/game/common/config/GameEvent.ts
@@ -68,6 +68,8 @@ export enum GameEvent {
MonDead = "MonDead",
HeroDead = "HeroDead",
HeroSell = "HeroSell",
+ /** 英雄面板升级按钮点击事件(payload: { eid },由 MissionCardComp 执行升级) */
+ HeroUpgrade = "HeroUpgrade",
GOLD_UPDATE = "GOLD_UPDATE",
DIAMOND_UPDATE = "DIAMOND_UPDATE",
MEAT_UPDATE = "MEAT_UPDATE",
diff --git a/assets/script/game/map/HeroBoxComp.ts b/assets/script/game/map/HeroBoxComp.ts
index 79cbb10f..7ee742e3 100644
--- a/assets/script/game/map/HeroBoxComp.ts
+++ b/assets/script/game/map/HeroBoxComp.ts
@@ -20,8 +20,8 @@ import { GameEvent } from "../common/config/GameEvent";
import { HeroInfo } from "../common/config/heroSet";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { Hero } from "../hero/Hero";
-import { FacSet, getLvColor } from "../common/config/GameSet";
-import { buildSkillDescRich } from "../common/config/HeroSkillDesc";
+import { FacSet, FightSet, getLvColor } from "../common/config/GameSet";
+import { buildSkillDesc, buildSkillDescRich, ISkillDescSource } from "../common/config/HeroSkillDesc";
import { MissionEconomy } from "./MissionEconomy";
import { UIID } from "../common/config/GameUIConfig";
@@ -60,6 +60,10 @@ export class HeroBoxComp extends CCComp {
@property(Node)
private sell_btn: Node = null;
+ /** 升级按钮(绑定英雄时激活,点击弹出升级预览确认框) */
+ @property(Node)
+ private upgrade_btn: Node = null;
+
/** 出售价格标签(按英雄等级显示当前卖价,含驻场加成) */
@property(Label)
private sell_price_label: Label = null;
@@ -167,6 +171,8 @@ export class HeroBoxComp extends CCComp {
this.noHero?.on(NodeEventType.TOUCH_END, this.onNoHeroClick, this);
// 出售按钮点击 → 出售当前绑定英雄
this.sell_btn?.on(NodeEventType.TOUCH_END, this.onSellHeroClick, this);
+ // 升级按钮点击 → 弹出升级预览确认框
+ this.upgrade_btn?.on(NodeEventType.TOUCH_END, this.onUpgradeHeroClick, this);
}
onDestroy() {
@@ -181,6 +187,96 @@ export class HeroBoxComp extends CCComp {
if (this.sell_btn && this.sell_btn.isValid) {
this.sell_btn.off(NodeEventType.TOUCH_END, this.onSellHeroClick, this);
}
+ if (this.upgrade_btn && this.upgrade_btn.isValid) {
+ this.upgrade_btn.off(NodeEventType.TOUCH_END, this.onUpgradeHeroClick, this);
+ }
+ }
+
+ /**
+ * 升级按钮点击:构建升级后新能力预览,弹出公共确认框。
+ * Why: 升级消耗金币不可逆,需展示收益并二次确认。
+ */
+ private onUpgradeHeroClick() {
+ if (!this.eid || !this.model) return;
+ const heroLv = Math.max(1, Math.floor(this.model.lv ?? 1));
+ // 已满级:气泡提示,复用英雄栏 smalltip 挂载点
+ if (heroLv >= FightSet.HERO_MAX_LV) {
+ oops.message.dispatchEvent(GameEvent.ShowSmallTip, { type: "hero_full", text: "已达最高等级" });
+ return;
+ }
+ oops.audio.playEffect("music/button");
+
+ const heroName = this.model.hero_name ?? "";
+ const nextLv = heroLv + 1;
+ const cost = MissionEconomy.getUpgradeCost(heroLv);
+ const preview = this.buildUpgradePreview(nextLv);
+
+ // oops.gui 公共确认窗口(自定义 CommonPrompt:内容支持富文本高亮)
+ oops.gui.open(UIID.Window, {
+ title: `升级英雄`,
+ content: `${heroName} Lv.${heroLv} → Lv.${nextLv}\n消耗 ${cost} 金币\n\n升级后获得:\n${preview}`,
+ okWord: "升级",
+ cancelWord: "取消",
+ needCancel: true,
+ okFunc: () => this.executeUpgradeHero()
+ });
+ }
+
+ /**
+ * 执行升级:校验状态后派发 HeroUpgrade 事件,由 MissionCardComp 扣费并应用等级。
+ * Why: 扣费/属性重算统一走 MissionCardComp(与升级卡共用 tryUpgradeHeroByEid),
+ * 本组件仅负责 UI 交互与预览,保证单一数据源。
+ */
+ private executeUpgradeHero() {
+ // 确认窗口打开期间英雄可能已死亡/被移除,需二次校验
+ if (!this.eid || !this.model) return;
+ oops.message.dispatchEvent(GameEvent.HeroUpgrade, { eid: this.eid });
+ }
+
+ /**
+ * 构建升级后新能力预览富文本。
+ * 数据源取 HeroInfo 静态配置(lv 置为目标等级),由描述标准层统一渲染,
+ * 与面板技能描述同一套文案规则,杜绝数值漂移。
+ *
+ * @param nextLv 目标等级
+ * @returns 多行富文本:属性成长 + 下一档触发技能/光环/复活/加成
+ */
+ private buildUpgradePreview(nextLv: number): string {
+ const hero = HeroInfo[this.model?.hero_uuid ?? 0];
+ if (!hero) return "";
+
+ // ---- 属性成长(按 HERO_LV_MULTIPLIER 幂成长 + 等级额外加成) ----
+ const mult = Math.pow(FightSet.HERO_LV_MULTIPLIER, nextLv - 1);
+ const nextAp = Math.floor(hero.ap * mult + HeroBoxComp.sumBonus(hero.ap_bonus, nextLv));
+ const nextHp = Math.floor(hero.hp * mult + HeroBoxComp.sumBonus(hero.hp_bonus, nextLv));
+ const lines: string[] = [
+ `攻击 ${nextAp} 生命 ${nextHp}`
+ ];
+
+ // ---- 新能力(触发技能 / 驻场光环 / 复活 / 额外加成,取目标等级生效档) ----
+ const source: ISkillDescSource = {
+ lv: nextLv,
+ call: hero.call,
+ dead: hero.dead,
+ fstart: hero.fstart,
+ fend: hero.fend,
+ atking: hero.atking,
+ atked: hero.atked,
+ field: hero.field,
+ revive: hero.revive,
+ // 预览仅展示增量,额外加成由上方属性成长体现,避免重复
+ };
+ const skillDesc = buildSkillDesc(source);
+ if (skillDesc) lines.push(skillDesc);
+ return lines.join("\n");
+ }
+
+ /** 累加等级额外加成(≤目标等级的所有档位) */
+ private static sumBonus(entries: { lv: number; value: number }[] | undefined, lv: number): number {
+ if (!entries) return 0;
+ let total = 0;
+ for (const e of entries) { if (e.lv <= lv) total += e.value; }
+ return total;
}
/**
@@ -320,6 +416,9 @@ export class HeroBoxComp extends CCComp {
if (this.sell_btn && this.sell_btn.isValid) {
this.sell_btn.active = true;
}
+ if (this.upgrade_btn && this.upgrade_btn.isValid) {
+ this.upgrade_btn.active = true;
+ }
this.refresh();
}
@@ -337,6 +436,9 @@ export class HeroBoxComp extends CCComp {
if (this.sell_btn && this.sell_btn.isValid) {
this.sell_btn.active = false;
}
+ if (this.upgrade_btn && this.upgrade_btn.isValid) {
+ this.upgrade_btn.active = false;
+ }
if (this.sell_price_label && this.sell_price_label.isValid) {
this.sell_price_label.string = "";
}
diff --git a/assets/script/game/map/MissionCardComp.ts b/assets/script/game/map/MissionCardComp.ts
index d74c7123..79147556 100644
--- a/assets/script/game/map/MissionCardComp.ts
+++ b/assets/script/game/map/MissionCardComp.ts
@@ -371,6 +371,7 @@ export class MissionCardComp extends CCComp {
oops.message.on(GameEvent.ShowSmallTip, this.onShowSmallTip, this);
oops.message.on(GameEvent.CardUsed, this.onCardUsed, this);
oops.message.on(GameEvent.HeroBoxEmptyClick, this.onHeroBoxEmptyClick, this);
+ oops.message.on(GameEvent.HeroUpgrade, this.onHeroUpgrade, this);
/** 按钮触控事件:抽卡 */
this.cards_chou?.on(NodeEventType.TOUCH_START, this.onDrawTouchStart, this);
@@ -614,6 +615,7 @@ export class MissionCardComp extends CCComp {
oops.message.off(GameEvent.ShowSmallTip, this.onShowSmallTip, this);
oops.message.off(GameEvent.CardUsed, this.onCardUsed, this);
oops.message.off(GameEvent.HeroBoxEmptyClick, this.onHeroBoxEmptyClick, this);
+ oops.message.off(GameEvent.HeroUpgrade, this.onHeroUpgrade, this);
if (this.cards_chou && this.cards_chou.isValid) {
this.cards_chou.off(NodeEventType.TOUCH_START, this.onDrawTouchStart, this);
this.cards_chou.off(NodeEventType.TOUCH_END, this.onDrawTouchEnd, this);
@@ -694,6 +696,28 @@ export class MissionCardComp extends CCComp {
this.refreshHeroBoxSlots();
}
+ /**
+ * 英雄面板升级请求回调(由 HeroBoxComp 确认弹窗后派发)。
+ * 扣费成功后按 eid 精确升级;金币不足或不可升级时 toast 提示。
+ */
+ private onHeroUpgrade(event: string, args: any) {
+ const payload = args ?? event;
+ const eid: number = payload?.eid ?? 0;
+ if (!eid) return;
+ const actor = this.queryAliveHeroActors().find(item => item.eid === eid);
+ if (!actor) return;
+ if (actor.model.lv >= FightSet.HERO_MAX_LV) {
+ oops.gui.toast(`已达最高等级`);
+ return;
+ }
+ // 统一经济管理入口:按当前等级扣费
+ if (!MissionEconomy.executeUpgradeCost(actor.model.lv)) {
+ oops.gui.toast(`金币不足`);
+ return;
+ }
+ this.tryUpgradeHeroByEid(eid);
+ }
+
/** 英雄升级事件回调:刷新英雄信息盒显示 */
private onHeroLvUp() {
this.refreshHeroBoxSlots();
@@ -1818,7 +1842,7 @@ export class MissionCardComp extends CCComp {
* @param heroEid 要升级的英雄实体 eid
* @returns true = 升级成功
*/
- private tryUpgradeHeroByEid(heroEid: number): boolean {
+ public tryUpgradeHeroByEid(heroEid: number): boolean {
if (!heroEid) return false;
const actor = this.queryAliveHeroActors().find(item => item.eid === heroEid);
if (!actor) return false;
@@ -1835,7 +1859,7 @@ export class MissionCardComp extends CCComp {
* 应用英雄等级变化(属性按 HERO_LV_MULTIPLIER 重新计算)。
* 沿用旧版本 SkillLvUp 的技能等级映射规则。
*/
- private applyHeroLevel(model: HeroAttrsComp, targetLv: number) {
+ public applyHeroLevel(model: HeroAttrsComp, targetLv: number) {
const hero = HeroInfo[model.hero_uuid];
if (!hero) return;
const nextLv = Math.max(1, Math.min(FightSet.HERO_MAX_LV, Math.floor(targetLv)));
diff --git a/assets/script/game/map/MissionEconomy.ts b/assets/script/game/map/MissionEconomy.ts
index 69f10ff2..66cdfd83 100644
--- a/assets/script/game/map/MissionEconomy.ts
+++ b/assets/script/game/map/MissionEconomy.ts
@@ -109,6 +109,24 @@ export class MissionEconomy {
return success;
}
+ /**
+ * 计算英雄升级金币消耗(按当前等级线性缩放:Lv×5)
+ * @param heroLevel 当前英雄等级(升级前)
+ */
+ static getUpgradeCost(heroLevel: number = 1): number {
+ const lv = Math.max(1, Math.floor(heroLevel));
+ return lv * 5;
+ }
+
+ /**
+ * 执行英雄升级扣费
+ * @param heroLevel 当前英雄等级(升级前)
+ * @returns true = 扣费成功(金币足够)
+ */
+ static executeUpgradeCost(heroLevel: number = 1): boolean {
+ return this.spendCoin(this.getUpgradeCost(heroLevel));
+ }
+
/**
* 计算英雄出售金币(按英雄等级缩放)
*/