refactor(skill&atk): 优化伤害飘字与debuff图标显示逻辑
1. 调整fb-1、fb-3、fb-5、fb-6技能预制体的攻击偏移与跑动类型参数 2. 重构debuff图标映射逻辑,提取公共常量供多模块复用 3. 为DoT伤害飘字添加debuff图标显示功能,统一伤害与debuff展示流程 4. 修复tooltip预制体默认激活状态问题
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@@ -19,6 +19,7 @@ import { getMonsterGoldDrop } from "../map/RogueConfig";
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import { MissionEconomy } from "../map/MissionEconomy";
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import { MoveComp } from "./MoveComp";
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import { buffManager, BuffApplyOverrides } from "./BuffManager";
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import { DEBUFF_ICON_MAP } from "./HeroTopBarComp";
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/** 最终伤害数据接口
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* 用于封装一次攻击计算的所有结果数据
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@@ -196,8 +197,9 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
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// ✅ 触发视图层表现(伤害数字、受击动画、冰冻、击晕、击退)
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if (targetView) {
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if (isDot) {
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// DoT:只飘伤害数字 + 刷新血条,不播受击动画/音效/击退
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targetView.showDamage(damage, isCrit);
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// DoT:只飘伤害数字 + 刷新血条,不播受击动画/音效/击退;
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// s_uuid 位置是 buffId,据此激活 loss_life/hp/debuff 下的对应 debuff 图标
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targetView.showDamage(damage, isCrit, DEBUFF_ICON_MAP[damageEvent.s_uuid] ?? "");
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} else {
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// 击退:受击默认后退,击退属性不再作为概率,而是转换为后退距离的增量
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// 击退增量 = 施法者击退强化(原击退概率)- 被攻击者击退抗性 + 击退距离强化
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@@ -20,6 +20,15 @@ const { ccclass, property } = _decorator;
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* 数据流:HeroViewComp 将 HeroAttrsComp 引用传入,本组件通过 model 读取属性。
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* 注意:英雄根节点下的 "shielded" 是护盾特效动画节点,由 HeroViewComp 管理,不在本组件职责内。
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*/
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/**
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* buffId → debuff 图标节点名映射(节点名为 top.prefab / tooltip.prefab debuff 容器下的子节点名,两处同名)。
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* 仅伤害类 debuff 需要图标;未映射的 buff 不显示。
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* 导出供 HeroTopBarComp(头顶 debuff 栏)与 HeroAtkSystem(DoT 飘字图标)共用。
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*/
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export const DEBUFF_ICON_MAP: Record<number, string> = {
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7002: "FireDamage", // 灼烧
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};
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@ccclass('HeroTopBarComp')
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@ecs.register('HeroTopBar', false)
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export class HeroTopBarComp extends CCComp {
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@@ -135,14 +144,6 @@ export class HeroTopBarComp extends CCComp {
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this.shieldProgressBar.node.active = shield > 0;
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}
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/**
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* buffId → debuff 图标节点名映射(节点名为 top.prefab debuff 容器下的子节点名)。
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* 仅伤害类 debuff 需要图标;未映射的 buff 不显示。
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*/
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private static readonly DEBUFF_ICON_MAP: Record<number, string> = {
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7002: "FireDamage", // 灼烧
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};
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/**
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* 刷新 debuff 图标显隐:按 BuffComp 中当前生效的 debuff 种类点亮对应图标。
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* 由 HeroViewComp 在 dirty_buffs 脏标记时调用;与上次状态做 diff,避免重复 set active。
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@@ -159,7 +160,7 @@ export class HeroTopBarComp extends CCComp {
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const cfg = BuffList[buffId];
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// 只显示伤害类 debuff(tick 负值)与控制类 debuff;普通 Buff 不占用 debuff 栏
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if (!cfg || cfg.category === BuffCategory.Buff) continue;
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const nodeName = HeroTopBarComp.DEBUFF_ICON_MAP[buffId];
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const nodeName = DEBUFF_ICON_MAP[buffId];
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if (nodeName) wantActive.add(nodeName);
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}
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}
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@@ -57,6 +57,7 @@ export class HeroViewComp extends CCComp {
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private damageQueue: Array<{
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damage: number,
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isCrit: boolean,
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debuffIcon: string,
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}> = [];
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private isProcessingDamage: boolean = false;
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private damageInterval: number = 0.01; // 伤害数字显示间隔
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@@ -209,7 +210,7 @@ export class HeroViewComp extends CCComp {
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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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private hp_tip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 0, debuffIcon: string = "") {
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let x = this.node.position.x;
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// 获取怪物高度的一半,定位到中心点
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let halfHeight = 0;
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@@ -221,7 +222,7 @@ export class HeroViewComp extends CCComp {
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// 起点设为怪物中心偏下位置,使其在血条下方
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let ny = this.node.position.y + halfHeight - 15;
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let pos = v3(x, ny, 0);
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Tooltip.load(pos, type, value, s_uuid, this.node.parent, 1, this.model?.fac ?? FacSet.MON);
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Tooltip.load(pos, type, value, s_uuid, this.node.parent, 1, this.model?.fac ?? FacSet.MON, "", debuffIcon);
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}
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/** 护盾减免提示 */
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@@ -449,11 +450,11 @@ export class HeroViewComp extends CCComp {
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/** 显示伤害数字 */
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showDamage(damage: number, isCrit: boolean) {
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showDamage(damage: number, isCrit: boolean, debuffIcon: string = "") {
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this.damageQueue.push({
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damage,
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isCrit,
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debuffIcon,
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});
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}
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@@ -464,7 +465,7 @@ export class HeroViewComp extends CCComp {
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this.isProcessingDamage = true;
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const damageInfo = this.damageQueue.shift()!;
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this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit);
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this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit, damageInfo.debuffIcon);
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// 设置延时处理下一个伤
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this.scheduleOnce(() => {
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@@ -473,7 +474,7 @@ export class HeroViewComp extends CCComp {
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}
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/** 立即显示伤害效果 */
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private showDamageImmediate(damage: number, isCrit: boolean) {
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private showDamageImmediate(damage: number, isCrit: boolean, debuffIcon: string = "") {
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if (!this.model) return;
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const damageText = NumberFormatter.formatNumber(Math.max(0, Math.floor(damage)));
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@@ -481,7 +482,7 @@ export class HeroViewComp extends CCComp {
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if (isCrit) {
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this.hp_tip(TooltipTypes.crit, damageText);
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} else {
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this.hp_tip(TooltipTypes.life, damageText);
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this.hp_tip(TooltipTypes.life, damageText, 1001, 0, debuffIcon);
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}
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}
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reset() {
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@@ -60,7 +60,7 @@ export class Tooltip extends ecs.Entity {
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this.remove(TooltipCom);
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super.destroy();
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}
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static load(pos: Vec3 = Vec3.ZERO,type:number=1,vaule:string="",s_uuid:number=1001,parent:any=null,cd:number=1,fac:number=FacSet.MON,triggerType:string="") {
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static load(pos: Vec3 = Vec3.ZERO,type:number=1,vaule:string="",s_uuid:number=1001,parent:any=null,cd:number=1,fac:number=FacSet.MON,triggerType:string="",debuffIcon:string="") {
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let node: Node;
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if (Tooltip.pool.size() > 0) {
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node = Tooltip.pool.get()!;
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@@ -75,7 +75,7 @@ export class Tooltip extends ecs.Entity {
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node.active = true;
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var sv = node.getComponent(TooltipCom)!;
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sv.init(type, vaule, s_uuid, fac, triggerType);
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sv.init(type, vaule, s_uuid, fac, triggerType, debuffIcon);
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// this.add(sv); // 不要添加到单例实体上,否则会覆盖或导致单例被销毁
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}
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@@ -29,6 +29,8 @@ export class TooltipCom extends CCComp {
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fac: number = FacSet.MON;
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/** 当前技能喊话对应的触发类型(空字符串表示普通主动技能) */
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triggerType: string = "";
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/** DoT 飘字需激活的 debuff 图标节点名(loss_life/hp/debuff 下的子节点,如 FireDamage);空串=普通伤害 */
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debuffIcon: string = "";
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// 动画参数配置
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private readonly popDuration = 0.15;
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@@ -43,12 +45,13 @@ export class TooltipCom extends CCComp {
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}
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/** 初始化并播放动画 */
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init(type: number, value: string, uuid: number, fac: number = FacSet.MON, triggerType: string = "") {
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init(type: number, value: string, uuid: number, fac: number = FacSet.MON, triggerType: string = "", debuffIcon: string = "") {
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this.stype = type;
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this.value = value;
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this.s_uuid = uuid;
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this.fac = fac;
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this.triggerType = triggerType;
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this.debuffIcon = debuffIcon;
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// 初始化或获取 UIOpacity 组件
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this._uiOpacity = this.node.getComponent(UIOpacity);
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@@ -94,6 +97,7 @@ export class TooltipCom extends CCComp {
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this.node.setPosition(v3(this.node.position.x + offsetX, currentY));
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this.node.setSiblingIndex(topSiblingIndex);
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this.setupLabel(this.fac === FacSet.HERO ? "hloss" : "loss_life", "hp", this.value);
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this.setupDebuffIcon(); // DoT 伤害时点亮 loss_life/hp/debuff 下的对应图标
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scaleMax = 1.5;
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break;
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case TooltipTypes.health: // 治疗
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@@ -164,6 +168,20 @@ export class TooltipCom extends CCComp {
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}
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}
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/**
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* DoT 伤害飘字:激活 loss_life/hp/debuff 下指定的 debuff 图标子节点。
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* 仅怪物普通伤害(loss_life)路径调用;debuffIcon 为空或未找到节点时静默跳过。
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*/
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private setupDebuffIcon() {
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if (!this.debuffIcon) return;
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const debuffNode = this.node.getChildByName("loss_life")?.getChildByName("hp")?.getChildByName("debuff");
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if (!debuffNode) return;
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// 先全部隐藏(对象池复用防残留),再点亮目标图标
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for (const child of debuffNode.children) {
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child.active = child.name === this.debuffIcon;
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}
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}
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/**
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* 根据技能触发类型激活对应的背景标识节点
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* 仅 TooltipTypes.skill 走此分支,其他飘字类型不受影响
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