feat(skillBox): 优化技能框UI表现与图标逻辑
1. 调整ui3.plist.meta的边框内边距为25 2. 新增技能框背景颜色节点,根据等级切换对应配色 3. 增加自定义图标支持,优化多类型技能图标加载逻辑
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@@ -263,7 +263,7 @@ SkillCardData.forEach(data => {
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pool_lv: waveToPoolLv[data.wave] as CardLV,
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wave: data.wave,
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kind: CKind.Skill,
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card_lv: 1,
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card_lv: waveToPoolLv[data.wave], // wave 1→1, 5→2, 8→3
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name: data.name,
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info: data.info,
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icon: data.icon, // 【新增】透传自定义图标ID(优先级最高)
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@@ -34,7 +34,7 @@ import { _decorator, Node, Prefab, Sprite, Label, Vec3, resources, SpriteAtlas,
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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 { CardPoolList, CardTriggerType } from "../common/config/CardSet";
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import { SkillSet, SkillOverrides } from "../common/config/SkillSet";
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import { SkillSet, SkillOverrides, FieldSkillSet } from "../common/config/SkillSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { smc } from "../common/SingletonModuleComp";
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@@ -57,6 +57,10 @@ export class SkillBoxComp extends CCComp {
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@property({ type: Node })
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private icon_node: Node = null;
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/** 技能图标节点:下面有 green blue purple red yellow 5个不同颜色节点*/
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@property({ type: Node })
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private bg_node: Node = null;
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/** 剩余次数标签 */
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@property(Label)
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private info_label: Label = null;
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@@ -82,6 +86,8 @@ export class SkillBoxComp extends CCComp {
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private overrides?: SkillOverrides;
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/** 驻场技能 UUID 列表 */
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public field: number[] = [];
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/** 卡牌自定义图标ID(优先级最高,未定义则按 trigger_type 自动取) */
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private card_icon?: string;
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// ======================== 触发类型化扩展 ========================
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@@ -172,6 +178,7 @@ export class SkillBoxComp extends CCComp {
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this.keep_waves = config.keep_waves ?? 0;
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this.overrides = config.overrides;
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this.field = config.field || [];
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this.card_icon = config.icon; // 保存卡牌自定义图标(优先级最高)
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// 读取触发类型与上限(兜底默认值,避免 undefined)
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this.trigger_type = config.trigger_type ?? CardTriggerType.Instant;
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this.trigger_limit = config.trigger_limit ?? Infinity;
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@@ -294,8 +301,29 @@ export class SkillBoxComp extends CCComp {
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}
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}
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/**
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* 根据技能等级切换 bg_node 下的颜色子节点显示。
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* 等级与颜色对应关系(技能卡 wave 档位):
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* card_lv 1 (wave 1) → green
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* card_lv 2 (wave 5) → blue
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* card_lv 3 (wave 8) → purple
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*/
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private updateBgNode() {
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if (!this.bg_node) return;
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const lvToColor: Record<number, string> = {
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1: "green",
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2: "blue",
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3: "purple",
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};
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const targetColor = lvToColor[this.card_lv];
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this.bg_node.children.forEach(child => {
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child.active = (child.name === targetColor);
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});
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}
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/**
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* 更新 UI:
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* - 背景:根据技能等级切换对应颜色子节点显示
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* - 图标:从 uicons 图集获取
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* - 剩余次数标签:
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* * Interval / 事件型:显示剩余次数(按各自上限计算)
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@@ -303,14 +331,28 @@ export class SkillBoxComp extends CCComp {
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* - CD 遮罩:仅 Interval 类型展示冷却进度
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*/
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updateUI() {
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// 按技能等级切换背景颜色节点(与 getLvColor 等级配色一致)
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this.updateBgNode();
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// 加载技能图标
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if (this.icon_node) {
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const iconId = SkillSet[this.s_uuid]?.icon || `${this.s_uuid}`;
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if (smc.uiconsAtlas) {
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const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
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if (frame && this.icon_node && this.icon_node.isValid) {
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let sprite = this.icon_node.getComponent(Sprite) || this.icon_node.addComponent(Sprite);
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sprite.spriteFrame = frame;
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// 优先使用卡牌自定义 icon;未定义则按 trigger_type 自动取
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let iconId: string | undefined = this.card_icon;
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if (!iconId) {
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if (this.trigger_type === CardTriggerType.Interval) {
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iconId = this.s_uuid ? SkillSet[this.s_uuid]?.icon : undefined;
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} else if (this.trigger_type === CardTriggerType.Field) {
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const fieldUuid = this.field?.[0];
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iconId = fieldUuid ? FieldSkillSet[fieldUuid]?.icon : undefined;
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}
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}
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if (this.icon_node && this.icon_node.isValid) {
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let sprite = this.icon_node.getComponent(Sprite) || this.icon_node.addComponent(Sprite);
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if (smc.uiconsAtlas && iconId) {
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const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
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sprite.spriteFrame = frame || null; // 取不到时清空,避免残留
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} else {
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sprite.spriteFrame = null;
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}
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}
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}
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