refactor(ui, talent): 重构图标加载逻辑并简化天赋文案
统一使用全局smc.uiconsAtlas缓存图标图集,移除各组件本地的缓存逻辑与变量 简化CardComp、SkillBoxComp的图标更新代码,删除冗余的异步加载步骤 将两处天赋名称简化,去掉多余的“额外”描述
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@@ -56,9 +56,9 @@ export const TalentConfig = {
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maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
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{ id: TalentType.Puncture, name: "穿刺", icon: "1006", desc: "+{value}",
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maxLevel: 5, values: [0.2, 0.4, 0.6, 0.8, 1.0], costs: [1, 1, 2, 2, 3] },
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{ id: TalentType.DeadTrigger, name: "亡语额外触发", icon: "1006", desc: "+{value}次",
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{ id: TalentType.DeadTrigger, name: "亡语触发", icon: "1006", desc: "+{value}次",
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maxLevel: 1, values: [1], costs: [25] },
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{ id: TalentType.Summon, name: "召唤额外触发", icon: "1006", desc: "+{value}次",
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{ id: TalentType.Summon, name: "召唤触发", icon: "1006", desc: "+{value}次",
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maxLevel: 1, values: [1], costs: [25] },
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{ id: TalentType.BuyDiscount, name: "购买优惠", icon: "1006", desc: "-{value}金币",
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maxLevel: 1, values: [1], costs: [10] },
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@@ -29,6 +29,7 @@ import { SkillSet } from "../common/config/SkillSet";
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import { GameEvent } from "../common/config/GameEvent";
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import { oops } from "db://oops-framework/core/Oops";
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import { smc } from "../common/SingletonModuleComp";
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import { UIID } from "../common/config/GameUIConfig";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { TalentType } from "../common/config/TalentSet";
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@@ -102,8 +103,6 @@ export class CardComp extends CCComp {
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card_uuid:number=0
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/** 是否处于锁定状态(锁定且有卡时,抽卡分发会被跳过) */
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private isLocked: boolean = false;
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/** 图标图集缓存(首次加载后复用,避免重复 IO) */
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private uiconsAtlas: SpriteAtlas | null = null;
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/** 当前槽位承载的卡牌数据,null 表示空槽 */
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private cardData: CardConfig | null = null;
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/** 上划使用阈值(像素):拖拽距离 >= 此值视为"使用卡牌" */
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@@ -194,7 +193,7 @@ export class CardComp extends CCComp {
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}
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/**
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* 更新卡牌图标:先尝试从缓存图集获取,未缓存则异步加载图集后获取。
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* 更新卡牌图标:从全局缓存图集中获取对应帧
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* @param node 图标所在节点
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* @param iconId 图标在 SpriteAtlas 中的帧名称
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*/
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@@ -202,30 +201,11 @@ export class CardComp extends CCComp {
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if (!node || !iconId) return;
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const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
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if (!sprite) return;
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// 已缓存图集 → 直接获取帧
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if (this.uiconsAtlas) {
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const frame = this.uiconsAtlas.getSpriteFrame(iconId);
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if (frame) {
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sprite.spriteFrame = frame;
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} else {
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sprite.spriteFrame = null;
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// 已全局缓存图集 → 直接获取帧
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if (smc.uiconsAtlas) {
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const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
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sprite.spriteFrame = frame || null;
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}
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return;
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}
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// 首次加载图集
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resources.load("gui/uicons", SpriteAtlas, (err, atlas) => {
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if (err || !atlas) {
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mLogger.log(this.debugMode, "CardComp", "load uicons atlas failed", err);
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return;
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}
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this.uiconsAtlas = atlas;
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const frame = atlas.getSpriteFrame(iconId);
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if (frame) {
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sprite.spriteFrame = frame;
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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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/**
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@@ -121,8 +121,6 @@ export class MissionCardComp extends CCComp {
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/** 当前是否为战斗阶段 */
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private isBattlePhase: boolean = false;
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/** 预留图集缓存(后续接入按钮/卡面图标时复用) */
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private uiconsAtlas: SpriteAtlas | null = null;
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/** 四个槽位对应的 CardComp 控制器缓存(有序数组) */
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private cardComps: CardComp[] = [];
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/** 当前卡池等级(仅影响抽卡来源,不直接改卡槽现有内容) */
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@@ -151,14 +151,13 @@ export class SkillBoxComp extends CCComp {
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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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resources.load("gui/uicons", SpriteAtlas, (err, atlas) => {
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if (err || !atlas) return;
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const frame = atlas.getSpriteFrame(iconId);
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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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const sprite = this.icon_node.getComponent(Sprite) || this.icon_node.addComponent(Sprite);
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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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}
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});
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}
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}
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// 更新剩余次数标签
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