feat(skill): add support for FEnd trigger type

1. 新增FEnd触发类型到TRIGGER_KEYS列表
2. 更新技能箱组件的触发技能遍历逻辑
3. 调整图鉴面板的触发技能排序和注释说明
This commit is contained in:
panFD
2026-09-14 17:02:08 +08:00
parent 3bbf4a7eb6
commit 923d81c2a0
3 changed files with 6 additions and 4 deletions

View File

@@ -68,6 +68,7 @@ const TRIGGER_KEYS: SkillTriggerType[] = [
SkillTriggerType.Call, SkillTriggerType.Call,
SkillTriggerType.Dead, SkillTriggerType.Dead,
SkillTriggerType.FStart, SkillTriggerType.FStart,
SkillTriggerType.FEnd,
SkillTriggerType.Atking, SkillTriggerType.Atking,
SkillTriggerType.Atked, SkillTriggerType.Atked,
]; ];

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@@ -567,20 +567,21 @@ export class HerosListComp extends CCComp {
: outlineRich(`升级至 Lv.${nextLv}`) : outlineRich(`升级至 Lv.${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[] = [ private static readonly PANEL_TRIGGER_TYPES: SkillTriggerType[] = [
SkillTriggerType.Call, SkillTriggerType.Call,
SkillTriggerType.FStart, SkillTriggerType.FStart,
SkillTriggerType.Atking, SkillTriggerType.Atking,
SkillTriggerType.Atked, SkillTriggerType.Atked,
SkillTriggerType.Dead, SkillTriggerType.Dead,
SkillTriggerType.FEnd,
SkillTriggerType.Field, SkillTriggerType.Field,
] ]
/** /**
* 刷新当前英雄的技能图标列表: * 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)。 * 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)。 * 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, * 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。 * 已激活的显示当前等级对应的技能等级。

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@@ -249,8 +249,8 @@ export class SSkillBoxComp extends CCComp {
// 普攻/大招 // 普攻/大招
const hSkill = hero.skills?.[this.s_uuid]; const hSkill = hero.skills?.[this.s_uuid];
if (hSkill?.name) return hSkill.name; if (hSkill?.name) return hSkill.name;
// 触发技能组(call/dead/fstart/atking/atked) // 触发技能组(call/dead/fstart/fend/atking/atked)
for (const type of [SkillTriggerType.Call, SkillTriggerType.Dead, SkillTriggerType.FStart, SkillTriggerType.Atking, SkillTriggerType.Atked]) { for (const type of [SkillTriggerType.Call, SkillTriggerType.Dead, SkillTriggerType.FStart, SkillTriggerType.FEnd, SkillTriggerType.Atking, SkillTriggerType.Atked]) {
const grouped = hero[type] as TriggerGrouped | undefined; const grouped = hero[type] as TriggerGrouped | undefined;
if (grouped?.[this.s_uuid]?.length) return getGroupedTriggerName(grouped, this.s_uuid); if (grouped?.[this.s_uuid]?.length) return getGroupedTriggerName(grouped, this.s_uuid);
} }