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+ "fileId": "e1kNzT6pdIZ5/Pc7d4F8c5",
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@@ -4504,12 +896,12 @@
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+ "__id__": 45
},
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"__type__": "cc.Size",
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- "height": 1280
+ "height": 70
},
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},
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+ "__id__": 47
},
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},
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+ "massage_node": {
+ "__id__": 41
},
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},
@@ -4601,7 +981,7 @@
},
"_enabled": false,
"__prefab": {
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+ "__id__": 51
},
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},
@@ -4619,6 +999,11 @@
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"fileId": "0bP5AdjVNKbIVXJK2hNWPD",
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- "targetOverrides": null
+ "targetOverrides": null,
+ "nestedPrefabInstanceRoots": [
+ {
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+ }
+ ]
}
]
\ No newline at end of file
diff --git a/assets/resources/gui/element/sbox.prefab b/assets/resources/gui/element/sbox.prefab
index 988aa316..9a06b372 100644
--- a/assets/resources/gui/element/sbox.prefab
+++ b/assets/resources/gui/element/sbox.prefab
@@ -3922,6 +3922,10 @@
"cd_mask": {
"__id__": 156
},
+ "iboxPrefab": {
+ "__uuid__": "348ec900-f7b9-440a-911e-75f9590254c7",
+ "__expectedType__": "cc.Prefab"
+ },
"_id": ""
},
{
diff --git a/assets/script/game/common/config/GameUIConfig.ts b/assets/script/game/common/config/GameUIConfig.ts
index 1c17a95d..61d79742 100644
--- a/assets/script/game/common/config/GameUIConfig.ts
+++ b/assets/script/game/common/config/GameUIConfig.ts
@@ -36,7 +36,7 @@ export var UIConfigData: { [key: number]: UIConfig } = {
[UIID.Netinstable]: { layer: LayerType.PopUp, prefab: "common/prefab/netinstable" },
[UIID.Role_Controller]: { layer: LayerType.UI, prefab: "gui/role_controller" },
[UIID.Victory]: { layer: LayerType.UI, prefab: "gui/element/victory" },
- [UIID.IBox]: { layer: LayerType.UI, prefab: "gui/element/ibox" },
+ [UIID.IBox]: { layer: LayerType.PopUp, prefab: "gui/element/ibox" },
[UIID.Notity]: { layer: LayerType.UI, prefab: "gui/element/notity" },
// [UIID.Ranks]: { layer: LayerType.UI, prefab: "gui/element/ranks" },
// [UIID.Heros]: { layer: LayerType.UI, prefab: "gui/element/heros" },
diff --git a/assets/script/game/common/config/HeroSkillDesc.ts b/assets/script/game/common/config/HeroSkillDesc.ts
index 8039183f..bb702209 100644
--- a/assets/script/game/common/config/HeroSkillDesc.ts
+++ b/assets/script/game/common/config/HeroSkillDesc.ts
@@ -328,3 +328,49 @@ export function buildSkillDescRich(source: ISkillDescSource): string {
})
.join("\n");
}
+
+/**
+ * 单个技能详情富文本(IBox 弹窗用):展示 CD/持续时间 + 结构化效果描述。
+ * @param skillUuid SkillSet 技能 UUID
+ * @param overrides 可选覆写参数(如药水卡自定义档位)
+ * @param lv 技能等级(仅用于展示,不影响数值计算)
+ * @returns 多行富文本串:第一行 CD/持续时间,第二行效果描述
+ */
+export function buildSingleSkillRich(skillUuid: number, overrides?: SkillOverrides, lv: number = 1): string {
+ const base = SkillSet[skillUuid];
+ if (!base) return "未知技能";
+ const skill = mergeSkillParams(base, overrides);
+ // SkillConfig 未定义 cd 字段,冷却时间由外部运行时数据传入;计时模式展示持续时间
+ const dur = skill.buff_duration ?? (skill.timed_buff_id !== undefined ? BuffList[skill.timed_buff_id]?.duration : undefined) ?? 0;
+ const cdTag = dur > 0 ? `持续:${dur}s` : "";
+ const nameTag = `「${skill.name}」 Lv.${lv}`;
+
+ // 复用结构化效果行,head 为空避免重复触发类型前缀
+ const line = buildEffectLine("", skill);
+ const prefix = line.prefix.replace(SKILL_NAME_PATTERN, `「$1」`);
+ const effect = line.value
+ ? `${prefix}${line.value}${line.suffix}`
+ : `${prefix}${line.suffix}`;
+
+ return cdTag ? `${nameTag} ${cdTag}\n${effect}` : `${nameTag}\n${effect}`;
+}
+
+/**
+ * 装备详情富文本(IBox 弹窗用):展示装备包含的全部驻场光环词条。
+ * @param fieldUuids FieldSkillSet 驻场光环 UUID 数组
+ * @returns 多行富文本串,每行一个词条
+ */
+export function buildEquipRich(fieldUuids: number[]): string {
+ if (!fieldUuids?.length) return "无词条";
+ const lines: string[] = [];
+ for (const uuid of fieldUuids) {
+ const line = buildFieldLine("", uuid);
+ if (!line) continue;
+ const prefix = line.prefix.replace(SKILL_NAME_PATTERN, `「$1」`);
+ const text = line.value
+ ? `${prefix}${line.value}${line.suffix}`
+ : `${prefix}${line.suffix}`;
+ lines.push(text);
+ }
+ return lines.length > 0 ? lines.join("\n") : "无词条";
+}
diff --git a/assets/script/game/map/EquipBoxComp.ts b/assets/script/game/map/EquipBoxComp.ts
index 9ca24072..cebf6b39 100644
--- a/assets/script/game/map/EquipBoxComp.ts
+++ b/assets/script/game/map/EquipBoxComp.ts
@@ -31,7 +31,7 @@
* - smc.mission —— 游戏运行状态
*/
import { mLogger } from "../common/Logger";
-import { _decorator, Node, Prefab, Sprite, Label, Vec3, resources, SpriteAtlas, tween, v3, Tween, NodeEventType } from "cc";
+import { _decorator, Node, Prefab, Sprite, Label, Vec3, instantiate, tween, v3, Tween, NodeEventType } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { CardTriggerType } from "../common/config/CardSet";
@@ -40,7 +40,7 @@ import { SkillSet, SkillOverrides, FieldSkillSet } from "../common/config/SkillS
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp";
-import { UIID } from "../common/config/GameUIConfig";
+import { IBoxComp } from "./IBoxComp";
const { ccclass, property } = _decorator;
/**
@@ -70,6 +70,13 @@ export class EquipBoxComp extends CCComp {
/** cd计时遮罩 */
@property({ type: Node })
private cd_mask: Node = null;
+
+ /** 装备详情弹窗预制体(长按图标时实例化展示) */
+ @property(Prefab)
+ private iboxPrefab: Prefab = null;
+
+ /** 当前已弹出的 IBox 实例(防止重复弹出) */
+ private iboxNode: Node = null;
// ======================== 技能配置 ========================
/** 技能 UUID */
@@ -149,6 +156,7 @@ export class EquipBoxComp extends CCComp {
}
// 清理长按计时器,防止销毁后回调访问失效节点
this.unschedule(this.showInfo);
+ this.closeInfoBox();
oops.message.off(GameEvent.NewWave, this.onNewWaveGlobal, this);
// 通知 MissEquipComp 回收该节点占用的槽位
oops.message.dispatchEvent(GameEvent.RemoveEquipBox, this.node);
@@ -156,6 +164,8 @@ export class EquipBoxComp extends CCComp {
/** 长按时长(秒) */
private static readonly LONG_PRESS_TIME: number = 0.5;
+ /** IBox 相对图标的 Y 轴偏移(像素) */
+ private static readonly IBOX_OFFSET_Y: number = 80;
/** 信息框是否已弹出(区分长按完成与短按取消) */
private info_shown: boolean = false;
@@ -171,19 +181,53 @@ export class EquipBoxComp extends CCComp {
this.unschedule(this.showInfo);
if (this.info_shown) {
this.info_shown = false;
- // oops.gui 移除信息框
- oops.gui.remove(UIID.HInfo);
+ this.closeInfoBox();
}
}
- /** 长按到点:弹出信息框 */
+ /** 长按到点:实例化 IBox 展示装备详情 */
private showInfo() {
- if (!this.initialized) return;
+ mLogger.log(this.debugMode, "EquipBoxComp", "showInfo", {
+ initialized: this.initialized,
+ iboxPrefab: !!this.iboxPrefab,
+ s_uuid: this.s_uuid,
+ });
+ if (!this.initialized || !this.iboxPrefab) return;
+ this.closeInfoBox();
this.info_shown = true;
oops.audio.playEffect("music/button");
- // 弹出 HInfoComp,从 EquipPoolList 查询配置
- oops.gui.remove(UIID.HInfo);
- oops.gui.open(UIID.HInfo, { heroUuid: this.s_uuid, heroLv: this.card_lv, poolLv: 1, isSkillCard: true, isEquipCard: true });
+
+ this.iboxNode = instantiate(this.iboxPrefab);
+ // 挂到装备图标的父节点下,使用局部坐标系
+ const parent = this.node.parent;
+ parent?.addChild(this.iboxNode);
+ // 弹窗宽度 720,X 居中为 0,Y 相对图标向上偏移
+ this.iboxNode.setPosition(0, this.node.position.y + EquipBoxComp.IBOX_OFFSET_Y, this.node.position.z);
+ mLogger.log(this.debugMode, "EquipBoxComp", "ibox instantiated", {
+ iboxNodeValid: this.iboxNode?.isValid,
+ iboxNodeActive: this.iboxNode?.active,
+ iboxNodePos: this.iboxNode?.position,
+ parentName: parent?.name,
+ });
+ const ibox = this.iboxNode.getComponent(IBoxComp);
+ mLogger.log(this.debugMode, "EquipBoxComp", "ibox component", {
+ hasIbox: !!ibox,
+ massageNode: ibox?.["massage_node"] ? "bound" : "null",
+ });
+ ibox?.init({
+ equipUuid: this.s_uuid,
+ });
+ mLogger.log(this.debugMode, "EquipBoxComp", "ibox init done", {
+ iboxNodePos: this.iboxNode?.position,
+ });
+ }
+
+ /** 关闭并清理已弹出的 IBox */
+ private closeInfoBox() {
+ if (this.iboxNode && this.iboxNode.isValid) {
+ this.iboxNode.destroy();
+ }
+ this.iboxNode = null;
}
/**
diff --git a/assets/script/game/map/IBoxComp.ts b/assets/script/game/map/IBoxComp.ts
index 5be055e6..5bfc7509 100644
--- a/assets/script/game/map/IBoxComp.ts
+++ b/assets/script/game/map/IBoxComp.ts
@@ -1,75 +1,68 @@
/**
* @file IBoxComp.ts
- * @description 英雄信息弹窗组件(IBox,UI 视图层)
+ * @description 技能/装备详情弹窗组件(IBox,UI 视图层)
*
* 职责:
- * 1. 作为全局弹窗,展示某个英雄的 **详细技能信息**。
- * 2. 通过 onAdded(args) 接收英雄 UUID、等级和运行时技能数据。
- * 3. 自动计算技能行数并动态调整弹窗背景高度和名称位置。
+ * 1. 作为详情弹窗,展示单个技能或装备的 **功能描述详情**。
+ * 2. 通过 init(args) 接收技能 UUID、装备 UUID 或运行时技能数据。
+ * 3. 使用单个 RichText 以 BBCode 展示名称(蓝色)、CD/持续时间(亮绿色)、结构化效果描述。
* 4. 点击弹窗任意区域关闭自身。
*
* 关键设计:
- * - Line1~Line5 为预设的 5 行技能节点,按需显示/隐藏。
- * - 每行包含技能名、等级、CD、描述文本和类型图标(近战/远程/辅助)。
- * - 背景高度 = baseHeight + (行数 - 1) × extraLineHeight。
- * - 若传入 args.skills(运行时技能),优先使用;否则回退到英雄静态配置。
+ * - 复用 HeroSkillDesc 的结构化模板渲染,数值实时从配置读取,杜绝漂移。
+ * - 技能:展示名称、等级、CD、效果描述(SkillDescSet 模板)。
+ * - 装备:展示名称、全部驻场光环词条(FieldDescSet 模板)。
+ * - 不走 oops.gui,由调用方手动实例化并添加到场景,通过 init() 初始化。
*
* 依赖:
- * - HeroInfo(heroSet)—— 英雄静态配置
- * - SkillSet / IType(SkillSet)—— 技能静态配置
- * - UIID —— 在 oops.gui 系统中注册的弹窗 ID
+ * - HeroSkillDesc(buildSingleSkillRich / buildEquipRich)—— 描述生成
+ * - SkillSet / FieldSkillSet(SkillSet)—— 技能/光环静态配置
+ * - EquipSet(findEquipByUuid)—— 装备静态配置
*/
-import { _decorator, Label, Node, NodeEventType, UITransform } from "cc";
+import { _decorator, Label, NodeEventType, RichText } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
-import { HeroInfo } from "../common/config/heroSet";
-import { IType, SkillSet } from "../common/config/SkillSet";
-import { oops } from "db://oops-framework/core/Oops";
+import { SkillSet, SkillOverrides } from "../common/config/SkillSet";
+import { buildEquipRich, buildSingleSkillRich } from "../common/config/HeroSkillDesc";
+import { findEquipByUuid } from "../common/config/EquipSet";
const { ccclass, property } = _decorator;
+/** IBox 初始化参数 */
+export interface IBoxInitArgs {
+ /** SkillSet 技能 UUID(技能详情模式) */
+ skillUuid?: number;
+ /** 技能等级(默认 1) */
+ skillLv?: number;
+ /** 技能覆写参数(如药水卡自定义档位) */
+ overrides?: SkillOverrides;
+ /** EquipSet 装备 UUID(装备详情模式) */
+ equipUuid?: number;
+ /** 运行时技能数据(运行时技能详情模式,取第一个技能展示) */
+ skills?: Record;
+}
+
/**
- * IBoxComp —— 英雄信息弹窗视图组件
+ * IBoxComp —— 技能/装备详情弹窗视图组件
*
- * 通过 oops.gui.open(UIID.IBox, { heroUuid, heroLv, skills? }) 打开。
- * 展示英雄技能列表,支持最多 5 行。
+ * 由调用方通过 instantiate + addChild 手动实例化,然后调用 init(args) 初始化。
+ * 示例:
+ * const node = instantiate(this.iboxPrefab);
+ * this.node.addChild(node);
+ * node.getComponent(IBoxComp).init({ skillUuid: 6301, anchorPos: this.node.worldPosition });
*/
@ccclass('IBoxComp')
@ecs.register('IBoxComp', false)
export class IBoxComp extends CCComp {
- // ======================== 编辑器绑定节点(5 行技能) ========================
- @property(Node)
- Line1: Node = null!
- @property(Node)
- Line2: Node = null!
- @property(Node)
- Line3: Node = null!
- @property(Node)
- Line4: Node = null!
- @property(Node)
- Line5: Node = null!
-
- // ======================== 布局常量 ========================
- /** 弹窗背景基础高度(只有 1 行技能时的高度) */
- private readonly baseHeight: number = 100;
- /** 每增加一行技能,背景增加的高度 */
- private readonly extraLineHeight: number = 50;
- /** 英雄名称标签的基准 Y 坐标 */
- private readonly nameBaseY: number = 50;
- /** 每增加一行技能,名称标签额外上移的 Y 偏移 */
- private readonly nameExtraLineOffsetY: number = 25;
+ // ======================== 编辑器绑定节点 ========================
+ @property(RichText)
+ massage_node: RichText = null!
/**
- * ECS 实体挂载回调:接收外部传入的英雄参数并渲染。
- * @param args.heroUuid 英雄 UUID
- * @param args.heroLv 英雄当前等级
- * @param args.skills (可选)运行时技能数据,若无则使用英雄静态配置
+ * 初始化并渲染弹窗内容。
+ * @param args 见 IBoxInitArgs
*/
- onAdded(args: {
- heroUuid?: number;
- heroLv?: number;
- skills?: Record;
- }) {
- this.renderHeroInfo(args);
+ public init(args: IBoxInitArgs) {
+ this.render(args);
}
/** 绑定点击关闭事件 */
@@ -93,99 +86,73 @@ export class IBoxComp extends CCComp {
// ======================== 渲染逻辑 ========================
/**
- * 主渲染方法:解析英雄数据并填充技能行。
- *
- * 流程:
- * 1. 从 args 中取英雄 UUID 和等级。
- * 2. 优先使用运行时技能数据(args.skills),否则回退英雄静态配置。
- * 3. 将每个技能映射为 { text, iType },过滤无效项。
- * 4. 调用 applyLineData 渲染到 Line1~Line5。
+ * 主渲染方法:根据 args 模式分发到技能详情或装备详情。
*/
- private renderHeroInfo(args: {
- heroUuid?: number;
- heroLv?: number;
- skills?: Record;
- }) {
- const heroUuid = Math.floor(args?.heroUuid ?? 0);
- const heroLv = Math.max(1, Math.floor(args?.heroLv ?? 1));
- const hero = HeroInfo[heroUuid];
- if (!hero) {
- this.setHeroName("");
- this.applyLineData([{ text: "暂无技能信息" }]);
+ private render(args: IBoxInitArgs) {
+ // 装备详情模式
+ if (args?.equipUuid !== undefined) {
+ this.renderEquip(args.equipUuid);
return;
}
- this.setHeroName(hero.name);
-
- // 运行时技能 vs 静态配置
- const runtimeSkills = args?.skills ? Object.values(args.skills) : [];
- const sourceSkills = runtimeSkills.length > 0 ? runtimeSkills : Object.values(hero.skills ?? {});
-
- // 将每个技能转换为显示数据
- const lineData = sourceSkills.map(skill => {
- const skillId = Math.floor(skill?.uuid ?? 0);
- if (!skillId) return null;
- const config = SkillSet[skillId];
- if (!config) return null;
- // 运行时技能直接使用其等级;静态配置的技能等级需叠加英雄等级修正
- const runtimeLv = runtimeSkills.length > 0 ? Math.max(0, Math.floor(skill.lv ?? 0)) : Math.max(0, Math.floor((skill.lv ?? 1) + heroLv - 2));
- const cd = Number(skill?.cd ?? 0);
- return {
- text: `${config.name} Lv.${runtimeLv} CD:${cd}s ${config.info}`,
- iType: config.IType
- };
- }).filter(item => !!item) as Array<{ text: string; iType: IType }>;
-
- this.applyLineData(lineData.length > 0 ? lineData : [{ text: "暂无技能信息" }]);
- }
-
- /**
- * 将技能数据应用到 Line1~Line5:
- * 1. 按顺序填充文本和类型图标。
- * 2. 超出的行隐藏。
- * 3. 根据显示行数调整弹窗高度和名称位置。
- *
- * @param skillLines 技能行数据数组
- */
- private applyLineData(skillLines: Array<{ text: string; iType?: IType }>) {
- const lines = [this.Line1, this.Line2, this.Line3, this.Line4, this.Line5];
- const showCount = Math.max(1, Math.min(lines.length, skillLines.length));
- for (let i = 0; i < lines.length; i++) {
- const line = lines[i];
- if (!line) continue;
- const active = i < showCount;
- line.active = active;
- if (!active) continue;
- const data = skillLines[i];
- const text = data?.text ?? "";
- // 查找技能文本节点并设置内容
- const noteNode = line.getChildByName("note");
- const label = noteNode?.getComponent(Label) || noteNode?.getComponentInChildren(Label) || line.getComponentInChildren(Label);
- if (label) label.string = text;
- // 更新类型图标
- this.updateLineTypeIcon(line, data?.iType);
+ // 运行时技能详情模式(取第一个技能)
+ if (args?.skills) {
+ const first = Object.values(args.skills)[0];
+ if (first) {
+ this.renderSkill(first.uuid, first.lv);
+ return;
+ }
}
- // 动态调整弹窗背景高度
- const targetHeight = this.baseHeight + Math.max(0, showCount - 1) * this.extraLineHeight;
- this.updateIBoxHeight(targetHeight);
- // 动态调整名称位置
- this.updateNamePosition(showCount);
+ // 技能详情模式
+ if (args?.skillUuid !== undefined) {
+ this.renderSkill(args.skillUuid, args.skillLv ?? 1, args.overrides);
+ return;
+ }
+ this.setHeroName("");
+ this.setRichText("暂无信息");
}
/**
- * 设置弹窗背景 Bg 节点的高度
- * @param height 目标高度
+ * 渲染技能详情:名称、等级、CD、结构化效果描述。
+ * @param skillUuid SkillSet 技能 UUID
+ * @param lv 技能等级
+ * @param overrides 可选覆写参数
*/
- private updateIBoxHeight(height: number) {
- const bgNode = this.node.getChildByName("Bg");
- const bgTransform = bgNode?.getComponent(UITransform);
- if (bgTransform) {
- bgTransform.setContentSize(bgTransform.contentSize.width, height);
+ private renderSkill(skillUuid: number, lv: number, overrides?: SkillOverrides) {
+ const skill = SkillSet[skillUuid];
+ if (!skill) {
+ this.setHeroName("");
+ this.setRichText("未知技能");
+ return;
+ }
+ this.setHeroName(skill.name);
+ this.setRichText(buildSingleSkillRich(skillUuid, overrides, lv));
+ }
+
+ /**
+ * 渲染装备详情:名称、全部驻场光环词条。
+ * @param equipUuid EquipSet 装备 UUID
+ */
+ private renderEquip(equipUuid: number) {
+ const equip = findEquipByUuid(equipUuid);
+ if (!equip) {
+ this.setHeroName("");
+ this.setRichText("未知装备");
+ return;
+ }
+ this.setHeroName(equip.name);
+ this.setRichText(buildEquipRich(equip.field ?? []));
+ }
+
+ /** 将 BBCode 文本写入 RichText */
+ private setRichText(text: string) {
+ if (this.massage_node && this.massage_node.isValid) {
+ this.massage_node.string = text;
}
}
/**
- * 设置英雄名称标签
- * @param name 英雄名称
+ * 设置标题名称标签
+ * @param name 技能/装备名称
*/
private setHeroName(name: string) {
const bgNode = this.node.getChildByName("Bg");
@@ -197,37 +164,10 @@ export class IBoxComp extends CCComp {
}
}
- /**
- * 根据显示行数调整名称节点的 Y 坐标。
- * 行数越多,名称越往上移,保持视觉居中。
- *
- * @param showCount 当前显示的技能行数
- */
- private updateNamePosition(showCount: number) {
- const bgNode = this.node.getChildByName("Bg");
- const nameNode = bgNode?.getChildByName("name");
- if (!nameNode) return;
- const targetY = this.nameBaseY + Math.max(0, showCount - 1) * this.nameExtraLineOffsetY;
- const current = nameNode.position;
- nameNode.setPosition(current.x, targetY, current.z);
- }
-
- /**
- * 更新技能行的类型图标(互斥显示)。
- * @param line 技能行节点
- * @param iType 技能类型(近战 / 远程 / 辅助)
- */
- private updateLineTypeIcon(line: Node, iType?: IType) {
- const meleeNode = line.getChildByName("Melee");
- const remoteNode = line.getChildByName("remote");
- const supportNode = line.getChildByName("support");
- if (meleeNode) meleeNode.active = iType === IType.Melee;
- if (remoteNode) remoteNode.active = iType === IType.remote;
- if (supportNode) supportNode.active = iType === IType.support;
- }
-
/** 点击弹窗任意区域关闭自身 */
private onTapClose() {
- oops.gui.removeByNode(this.node);
+ if (this.node && this.node.isValid) {
+ this.node.destroy();
+ }
}
}
diff --git a/assets/script/game/map/SkillBoxComp.ts b/assets/script/game/map/SkillBoxComp.ts
index fd23ecbc..e2c449e6 100644
--- a/assets/script/game/map/SkillBoxComp.ts
+++ b/assets/script/game/map/SkillBoxComp.ts
@@ -30,7 +30,7 @@
* - smc.mission —— 游戏运行状态
*/
import { mLogger } from "../common/Logger";
-import { _decorator, Node, Sprite, Label, Vec3, tween, v3, Tween, NodeEventType } from "cc";
+import { _decorator, Node, Prefab, Sprite, Label, Vec3, instantiate, tween, v3, Tween, NodeEventType } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { CardTriggerType, CardConfig } from "../common/config/CardSet";
@@ -39,8 +39,8 @@ import { SkillOverrides } from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp";
-import { UIID } from "../common/config/GameUIConfig";
import { getCardIconId, setSpriteFrame } from "../common/CardIconHelper";
+import { IBoxComp } from "./IBoxComp";
const { ccclass, property } = _decorator;
/**
@@ -70,6 +70,13 @@ export class SkillBoxComp extends CCComp {
/** cd计时遮罩 */
@property({ type: Node })
private cd_mask: Node = null;
+
+ /** 技能详情弹窗预制体(长按图标时实例化展示) */
+ @property(Prefab)
+ private iboxPrefab: Prefab = null;
+
+ /** 当前已弹出的 IBox 实例(防止重复弹出) */
+ private iboxNode: Node = null;
// ======================== 技能配置 ========================
/** 技能 UUID */
@@ -149,6 +156,7 @@ export class SkillBoxComp extends CCComp {
}
// 清理长按计时器,防止销毁后回调访问失效节点
this.unschedule(this.showInfo);
+ this.closeInfoBox();
oops.message.off(GameEvent.NewWave, this.onNewWaveGlobal, this);
// 通知 MissSkillsComp 回收该节点占用的槽位
oops.message.dispatchEvent(GameEvent.RemoveSkillBox, this.node);
@@ -156,6 +164,8 @@ export class SkillBoxComp extends CCComp {
/** 长按时长(秒) */
private static readonly LONG_PRESS_TIME: number = 0.5;
+ /** IBox 相对图标的 Y 轴偏移(像素) */
+ private static readonly IBOX_OFFSET_Y: number = 80;
/** 信息框是否已弹出(区分长按完成与短按取消) */
private info_shown: boolean = false;
@@ -171,22 +181,58 @@ export class SkillBoxComp extends CCComp {
this.unschedule(this.showInfo);
if (this.info_shown) {
this.info_shown = false;
- // oops.gui 移除信息框
- oops.gui.remove(UIID.HInfo);
+ this.closeInfoBox();
}
}
- /** 长按到点:弹出信息框 */
+ /** 长按到点:实例化 IBox 展示技能详情 */
private showInfo() {
- if (!this.initialized) return;
+ mLogger.log(this.debugMode, "SkillBoxComp", "showInfo", {
+ initialized: this.initialized,
+ iboxPrefab: !!this.iboxPrefab,
+ s_uuid: this.s_uuid,
+ });
+ if (!this.initialized || !this.iboxPrefab) return;
+ this.closeInfoBox();
this.info_shown = true;
oops.audio.playEffect("music/button");
- // 弹出 HInfoComp,传入卡牌 UUID 和等级以启用预览模式
- const config = SkillCardList.find(c => c.uuid === this.s_uuid || c.skill === this.s_uuid);
- const cardUuid = config ? config.uuid : this.s_uuid;
- oops.gui.remove(UIID.HInfo);
- oops.gui.open(UIID.HInfo, { heroUuid: cardUuid, heroLv: this.card_lv, poolLv: config?.card_lv ?? 1, isSkillCard: true });
+ const config = SkillCardList.find(c => c.uuid === this.s_uuid || c.skill === this.s_uuid);
+ const skillUuid = config?.skill ?? this.s_uuid;
+
+ this.iboxNode = instantiate(this.iboxPrefab);
+ // 挂到技能图标的父节点下,使用局部坐标系
+ const parent = this.node.parent;
+ parent?.addChild(this.iboxNode);
+ // 弹窗宽度 720,X 居中为 0,Y 相对图标向上偏移
+ this.iboxNode.setPosition(0, this.node.position.y + SkillBoxComp.IBOX_OFFSET_Y, this.node.position.z);
+ mLogger.log(this.debugMode, "SkillBoxComp", "ibox instantiated", {
+ iboxNodeValid: this.iboxNode?.isValid,
+ iboxNodeActive: this.iboxNode?.active,
+ iboxNodePos: this.iboxNode?.position,
+ parentName: parent?.name,
+ });
+ const ibox = this.iboxNode.getComponent(IBoxComp);
+ mLogger.log(this.debugMode, "SkillBoxComp", "ibox component", {
+ hasIbox: !!ibox,
+ massageNode: ibox?.["massage_node"] ? "bound" : "null",
+ });
+ ibox?.init({
+ skillUuid,
+ skillLv: this.card_lv,
+ overrides: this.overrides,
+ });
+ mLogger.log(this.debugMode, "SkillBoxComp", "ibox init done", {
+ iboxNodePos: this.iboxNode?.position,
+ });
+ }
+
+ /** 关闭并清理已弹出的 IBox */
+ private closeInfoBox() {
+ if (this.iboxNode && this.iboxNode.isValid) {
+ this.iboxNode.destroy();
+ }
+ this.iboxNode = null;
}
/**