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"__type__": "cc.Layout", - "_name": "", - "_objFlags": 0, - "__editorExtras__": {}, - "node": { - "__id__": 22 - }, - "_enabled": true, - "__prefab": { - "__id__": 188 - }, - "_resizeMode": 1, - "_layoutType": 2, - "_cellSize": { - "__type__": "cc.Size", - "width": 40, - "height": 40 - }, - "_startAxis": 0, - "_paddingLeft": 0, - "_paddingRight": 0, - "_paddingTop": 5, - "_paddingBottom": 5, - "_spacingX": 0, - "_spacingY": 10, - "_verticalDirection": 1, - "_horizontalDirection": 0, - "_constraint": 0, - "_constraintNum": 2, - "_affectedByScale": false, - "_isAlign": false, - "_id": "" - }, - { - "__type__": "cc.CompPrefabInfo", - "fileId": "56HYkTkt9LxaZMBfPXYma8" - }, - { - "__type__": "cc.PrefabInfo", - "root": { - "__id__": 1 - }, - "asset": { - "__id__": 0 - }, - "fileId": "fcLqXVQ2BJzJhh/DDvAgOB", + "fileId": "e1kNzT6pdIZ5/Pc7d4F8c5", "instance": null, "targetOverrides": null, "nestedPrefabInstanceRoots": null @@ -4504,12 +896,12 @@ }, "_enabled": true, "__prefab": { - "__id__": 191 + "__id__": 45 }, "_contentSize": { "__type__": "cc.Size", "width": 720, - "height": 1280 + "height": 70 }, "_anchorPoint": { "__type__": "cc.Vec2", @@ -4530,9 +922,9 @@ "node": { "__id__": 1 }, - "_enabled": true, + "_enabled": false, "__prefab": { - "__id__": 193 + "__id__": 47 }, "_alignFlags": 45, "_target": null, @@ -4568,22 +960,10 @@ }, "_enabled": true, "__prefab": { - "__id__": 195 + "__id__": 49 }, - "Line1": { - "__id__": 23 - }, - "Line2": { - "__id__": 55 - }, - "Line3": { - "__id__": 87 - }, - "Line4": { - "__id__": 119 - }, - "Line5": { - "__id__": 151 + "massage_node": { + "__id__": 41 }, "_id": "" }, @@ -4601,7 +981,7 @@ }, "_enabled": false, "__prefab": { - "__id__": 197 + "__id__": 51 }, "_id": "" }, @@ -4619,6 +999,11 @@ }, "fileId": "0bP5AdjVNKbIVXJK2hNWPD", "instance": null, - "targetOverrides": null + "targetOverrides": null, + "nestedPrefabInstanceRoots": [ + { + "__id__": 3 + } + ] } ] \ 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; } /**