diff --git a/assets/script/game/common/HeroSkillText.ts b/assets/script/game/common/HeroSkillText.ts index 81a54c6b..3fe94813 100644 --- a/assets/script/game/common/HeroSkillText.ts +++ b/assets/script/game/common/HeroSkillText.ts @@ -68,6 +68,7 @@ const TRIGGER_KEYS: SkillTriggerType[] = [ SkillTriggerType.Call, SkillTriggerType.Dead, SkillTriggerType.FStart, + SkillTriggerType.FEnd, SkillTriggerType.Atking, SkillTriggerType.Atked, ]; diff --git a/assets/script/game/map/HerosListComp.ts b/assets/script/game/map/HerosListComp.ts index 6b0e8c58..74a349de 100644 --- a/assets/script/game/map/HerosListComp.ts +++ b/assets/script/game/map/HerosListComp.ts @@ -567,20 +567,21 @@ export class HerosListComp extends CCComp { : outlineRich(`升级至 Lv.${nextLv}`) } - /** 图鉴面板展示的触发技能槽位(按触发时机排序:召唤→战斗开始→攻击后→受击后→死亡→常驻光环) */ + /** 图鉴面板展示的触发技能槽位(按触发时机排序:召唤→回合开始→攻击后→受击后→死亡→回合结束→常驻光环) */ private static readonly PANEL_TRIGGER_TYPES: SkillTriggerType[] = [ SkillTriggerType.Call, SkillTriggerType.FStart, SkillTriggerType.Atking, SkillTriggerType.Atked, SkillTriggerType.Dead, + SkillTriggerType.FEnd, SkillTriggerType.Field, ] /** * 刷新当前英雄的技能图标列表: * 1. 大招:skills[1] 及以后(首个为普攻,跳过)。 - * 2. 触发技能:每个触发槽位(Call/FStart/Atking/Atked/Dead/Field)整组视为一个技能, + * 2. 触发技能:每个触发槽位(Call/FStart/Atking/Atked/Dead/FEnd/Field)整组视为一个技能, * 只出一个图标,组内多技能/词条合并展示(复活已纳入 dead)。 * 以局外等级(getHeroOuterLv)为当前等级,未达解锁档的显示 locked, * 已激活的显示当前等级对应的技能等级。 diff --git a/assets/script/game/map/SSkillBoxComp.ts b/assets/script/game/map/SSkillBoxComp.ts index b002896a..ec93bb77 100644 --- a/assets/script/game/map/SSkillBoxComp.ts +++ b/assets/script/game/map/SSkillBoxComp.ts @@ -249,8 +249,8 @@ export class SSkillBoxComp extends CCComp { // 普攻/大招 const hSkill = hero.skills?.[this.s_uuid]; if (hSkill?.name) return hSkill.name; - // 触发技能组(call/dead/fstart/atking/atked) - for (const type of [SkillTriggerType.Call, SkillTriggerType.Dead, SkillTriggerType.FStart, SkillTriggerType.Atking, SkillTriggerType.Atked]) { + // 触发技能组(call/dead/fstart/fend/atking/atked) + for (const type of [SkillTriggerType.Call, SkillTriggerType.Dead, SkillTriggerType.FStart, SkillTriggerType.FEnd, SkillTriggerType.Atking, SkillTriggerType.Atked]) { const grouped = hero[type] as TriggerGrouped | undefined; if (grouped?.[this.s_uuid]?.length) return getGroupedTriggerName(grouped, this.s_uuid); }