feat(card&ui): add custom card icon support and optimize icon display
1. 新增CardConfig的icon字段用于配置自定义卡牌图标,优先级最高 2. 为HInfoComp新增技能图标节点,区分英雄卡和技能卡的图标展示 3. 重构updateSkillAnimation方法,支持按配置优先级加载图标 4. 优化两种卡牌的图标显示互斥逻辑
This commit is contained in:
File diff suppressed because it is too large
Load Diff
@@ -86,6 +86,7 @@ export interface CardConfig {
|
||||
|
||||
// 技能卡扩展属性
|
||||
skill?: number // 关联的技能 UUID
|
||||
icon?: string // 图标ID(可选,优先使用;未设置时按 trigger_type 从 SkillSet/FieldSkillSet 自动取)
|
||||
name?: string // 卡牌名称
|
||||
info?: string // 卡牌描述信息
|
||||
is_inst?: boolean // 是否即时起效
|
||||
@@ -265,6 +266,7 @@ SkillCardData.forEach(data => {
|
||||
card_lv: 1,
|
||||
name: data.name,
|
||||
info: data.info,
|
||||
icon: data.icon, // 【新增】透传自定义图标ID(优先级最高)
|
||||
is_inst: data.is_inst,
|
||||
t_times: data.t_times || (data.is_inst ? 1 : 999),
|
||||
t_inv: data.t_inv || 0,
|
||||
|
||||
@@ -35,7 +35,7 @@ import { mLogger } from "../common/Logger";
|
||||
import { MissionHeroComp } from "./MissionHeroComp";
|
||||
import { MoveComp } from "../hero/MoveComp";
|
||||
import { FacSet, getLvColor } from "../common/config/GameSet";
|
||||
import { CKind, CardPoolList } from "../common/config/CardSet";
|
||||
import { CKind, CardPoolList, CardConfig, CardTriggerType } from "../common/config/CardSet";
|
||||
import { SkillSet } from "../common/config/SkillSet";
|
||||
import { CardBgComp } from "./CardBgComp";
|
||||
import { MissionEconomy } from "./MissionEconomy";
|
||||
@@ -54,6 +54,9 @@ export class HInfoComp extends CCComp {
|
||||
/** 英雄 idle 动画图标节点 */
|
||||
@property(Node)
|
||||
icon_node=null!
|
||||
/** 技能图标节点 */
|
||||
@property(Node)
|
||||
skill_icon_node=null!
|
||||
/** 出售按钮节点 */
|
||||
@property(Node)
|
||||
sell_node=null!
|
||||
@@ -169,6 +172,10 @@ export class HInfoComp extends CCComp {
|
||||
|
||||
if (this.isSkillCard) {
|
||||
// ================= 技能卡预览 =================
|
||||
// 互斥:技能卡只显示技能图标,隐藏英雄图标
|
||||
if (this.icon_node) this.icon_node.active = false;
|
||||
if (this.skill_icon_node) this.skill_icon_node.active = true;
|
||||
|
||||
const config = CardPoolList.find(c => c.uuid === heroUuid);
|
||||
if (!config) return;
|
||||
|
||||
@@ -192,10 +199,14 @@ export class HInfoComp extends CCComp {
|
||||
if (heroUuid !== this.iconHeroUuid) {
|
||||
this.iconHeroUuid = heroUuid;
|
||||
this.iconVisualToken += 1;
|
||||
this.updateSkillAnimation(this.icon_node, config.skill ?? heroUuid, this.iconVisualToken);
|
||||
this.updateSkillAnimation(this.skill_icon_node, config, this.iconVisualToken);
|
||||
}
|
||||
} else {
|
||||
// ================= 英雄卡预览 =================
|
||||
// 互斥:英雄卡只显示英雄图标,隐藏技能图标
|
||||
if (this.icon_node) this.icon_node.active = true;
|
||||
if (this.skill_icon_node) this.skill_icon_node.active = false;
|
||||
|
||||
const hero = HeroInfo[heroUuid];
|
||||
if (!hero) return;
|
||||
|
||||
@@ -461,31 +472,35 @@ export class HInfoComp extends CCComp {
|
||||
|
||||
/**
|
||||
* 为技能图标加载静态图片。
|
||||
* @param node 图标节点
|
||||
* @param skillUuid 技能 UUID
|
||||
* @param token 视觉令牌
|
||||
* 图标来源优先级:config.icon > 按 trigger_type 自动取(Interval→SkillSet,Field→FieldSkillSet)。
|
||||
* @param node 图标节点
|
||||
* @param config 卡牌配置
|
||||
* @param token 视觉令牌
|
||||
*/
|
||||
private updateSkillAnimation(node: Node, skillUuid: number, token: number) {
|
||||
private updateSkillAnimation(node: Node, config: CardConfig, token: number) {
|
||||
if (!node) return;
|
||||
this.clearIconAnimation(node); // 停止之前的动画
|
||||
this.clearIconAnimation(node);
|
||||
const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
|
||||
if (!sprite) return;
|
||||
sprite.spriteFrame = null;
|
||||
|
||||
const skillData = SkillSet[skillUuid];
|
||||
if (!skillData || !skillData.icon) {
|
||||
sprite.spriteFrame = null;
|
||||
return;
|
||||
}
|
||||
|
||||
if (smc.uiconsAtlas) {
|
||||
const frame = smc.uiconsAtlas.getSpriteFrame(skillData.icon);
|
||||
if (frame && token === this.iconVisualToken) {
|
||||
sprite.spriteFrame = frame;
|
||||
// 优先使用卡牌自定义 icon;未定义则按 trigger_type 自动取
|
||||
let iconId: string | undefined = config.icon;
|
||||
if (!iconId) {
|
||||
if (config.trigger_type === CardTriggerType.Interval) {
|
||||
iconId = config.skill ? SkillSet[config.skill]?.icon : undefined;
|
||||
} else if (config.trigger_type === CardTriggerType.Field) {
|
||||
const fieldUuid = config.field?.[0];
|
||||
iconId = fieldUuid ? FieldSkillSet[fieldUuid]?.icon : undefined;
|
||||
}
|
||||
} else {
|
||||
const sf = oops.res.get("game/heros/cards/" + skillData.icon, SpriteFrame) as SpriteFrame;
|
||||
if (sf && token === this.iconVisualToken) {
|
||||
sprite.spriteFrame = sf;
|
||||
}
|
||||
if (!iconId) return;
|
||||
|
||||
// 与 CardComp / SCardComp 一致:仅信任全局缓存的 uiconsAtlas
|
||||
if (smc.uiconsAtlas) {
|
||||
const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
|
||||
if (token === this.iconVisualToken) {
|
||||
sprite.spriteFrame = frame || null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user