refactor(map): 重构天赋系统为驻场技能展示组件

1.  将原天赋系统页面重构成驻场技能信息展示页
2.  移除升级、重置等旧功能,仅保留基础数据展示逻辑
3.  新增数值格式化工具函数,兼容百分比与整数加成显示
4.  简化组件依赖,仅保留必要的配置与UI渲染逻辑
5.  统一组件命名与注释,明确职责边界
This commit is contained in:
pan
2026-06-03 10:27:55 +08:00
parent 5c81227169
commit 9adff47e6a
2 changed files with 82 additions and 321 deletions

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@@ -1,125 +1,64 @@
/**
* @file TalentItemComp.ts
* @description 单个天赋项组件
* @description 驻场技能项组件UI 视图层)
*
* 职责:
* 1. 接收 TalentsComp 下发的 FieldSkillConfig 与当前场上总加成值。
* 2. 渲染名称 / 基础值 / 当前值 / 描述四段信息。
* 3. 兼容旧的 `@ecs.register('TalentItem')` 资源引用。
*
* 依赖:
* - SkillSet.FieldSkillConfig —— 单条驻场技能配置
*/
import { _decorator, Node, Label, Button, resources, SpriteAtlas, Sprite } from "cc";
import { _decorator, Label } 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 { TalentInfo, TalentType } from "../common/config/TalentSet";
import { smc } from "../common/SingletonModuleComp";
import { FieldSkillConfig } from "../common/config/SkillSet";
const { ccclass, property } = _decorator;
/**
* 将驻场配置值统一格式化为可读字符串。
* 兼容"小数"0.1 表示 10%)与"整数百分点"10 表示 10%)两种口径。
*/
function formatBuffValue(value: number): string {
if (Math.abs(value) < 1) {
return `${(value * 100).toFixed(0)}%`;
}
return value.toString();
}
/** TalentItemComp —— 驻场技能项组件 */
@ccclass('TalentItemComp')
@ecs.register('TalentItem', false)
export class TalentItemComp extends CCComp {
@property({ type: Label, tooltip: "天赋名称" })
@property({ type: Label, tooltip: "驻场技能名称" })
lbl_name: Label = null!;
@property({ type: Node, tooltip: "图标节点" })
icon_node: Node = null!;
@property({ type: Label, tooltip: "基础值(来自配置)" })
lbl_base: Label = null!;
@property({ type: Label, tooltip: "描述" })
lbl_desc: Label = null!;
@property({ type: Label, tooltip: "当前场上总加成(实时聚合)" })
lbl_current: Label = null!;
@property({ type: Label, tooltip: "等级进度" })
lbl_level: Label = null!;
@property({ type: Label, tooltip: "升级消耗" })
lbl_cost: Label = null!;
@property({ type: Button, tooltip: "升级按钮" })
btn_upgrade: Button = null!;
@property({ type: Node, tooltip: "背景" })
item_bg: Node = null!;
@property({ type: Node, tooltip: "图标背景" })
icon_bg: Node = null!;
private _talentId: TalentType = TalentType.Attack;
private _onClickCallback: ((talentId: TalentType, currentLevel: number) => void) | null = null;
private _currentLevel: number = 0;
private _talentInfo: TalentInfo | null = null;
protected onLoad(): void {
if (this.btn_upgrade && this.btn_upgrade.node) {
this.btn_upgrade.node.on(Button.EventType.CLICK, this.onUpgradeClicked, this);
}
}
@property({ type: Label, tooltip: "驻场技能描述" })
lbl_info: Label = null!;
/**
* 更新天赋项显
* @param talentInfo 天赋配置数据
* @param currentLevel 当前等级
* @param onClickCallback 点击升级按钮的回调
* 刷新单条驻场技能展
* @param config FieldSkillSet 中的单条配置
* @param currentTotal 当前场上同 type 累加值(实时聚合)
*/
public updateItem(talentInfo: TalentInfo, currentLevel: number, onClickCallback: (talentId: TalentType, currentLevel: number) => void) {
this._talentInfo = talentInfo;
this._talentId = talentInfo.id;
this._currentLevel = currentLevel;
this._onClickCallback = onClickCallback;
if (this.lbl_name) {
this.lbl_name.string = talentInfo.name;
}
// 同步尝试刷新一次图标(如果图集已经缓存过,比如重新打开界面时)
this.refreshIcon();
if (this.lbl_desc) {
let currentVal = currentLevel === 0 ? 0 : talentInfo.values[currentLevel - 1];
this.lbl_desc.string = talentInfo.desc.replace('{value}', currentVal.toString());
}
if (this.lbl_level) {
this.lbl_level.string = `${currentLevel}/${talentInfo.maxLevel}`;
}
let isMax = currentLevel >= talentInfo.maxLevel;
let cost = isMax ? 0 : (talentInfo.costs[currentLevel] ?? 0);
let canUpgrade = !isMax && smc.vmdata.gold >= cost;
if (this.lbl_cost) {
this.lbl_cost.string = isMax ? "已满级" : `${cost}`;
}
if (this.btn_upgrade) {
this.btn_upgrade.interactable = canUpgrade;
}
public updateItem(config: FieldSkillConfig, currentTotal: number): void {
if (!config) return;
if (this.lbl_name) this.lbl_name.string = config.name ?? "";
if (this.lbl_base) this.lbl_base.string = `基础 +${formatBuffValue(config.value)}`;
if (this.lbl_current) this.lbl_current.string = `当前 +${formatBuffValue(currentTotal)}`;
if (this.lbl_info) this.lbl_info.string = config.info ?? "";
}
/** 单独更新图标,供父节点加载完图集后回调或自身更新时调用 */
public refreshIcon() {
if (!this._talentInfo || !this.icon_node || !this._talentInfo.icon) return;
if (smc.uiconsAtlas && smc.uiconsAtlas.spriteFrames) {
// 确保 icon 是字符串类型,防止配置写成纯数字导致底层 getSpriteFrame 报错
const iconStr = String(this._talentInfo.icon);
const frame = smc.uiconsAtlas.getSpriteFrame(iconStr);
if (frame && this.icon_node.isValid) {
const sprite = this.icon_node.getComponent(Sprite) || this.icon_node.addComponent(Sprite);
sprite.spriteFrame = frame;
}
}
}
private onUpgradeClicked() {
if (this._onClickCallback) {
this._onClickCallback(this._talentId, this._currentLevel);
}
}
protected onDestroy(): void {
super.onDestroy();
if (this.btn_upgrade && this.btn_upgrade.node && this.btn_upgrade.node.isValid) {
this.btn_upgrade.node.off(Button.EventType.CLICK, this.onUpgradeClicked, this);
}
}
/** ECS 组件移除时销毁节点 */
/** ECS 组件移除时销毁节点CCComp 抽象方法实现) */
reset() {
this.node.destroy();
}

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@@ -1,268 +1,90 @@
/**
* @file TalentsComp.ts
* @description 天赋系统页面组件UI 视图层)
* @description 驻场技能信息展示页组件UI 视图层)
*
* 职责:
* 1. 展示玩家等级、当前经验、进度条、金币
* 2. 展示天赋列表及每个天赋的当前等级
* 3. 处理天赋升级点击事件,扣除金币并保存
* 4. 处理重置天赋(看广告)功能。
*
* 关键设计:
* - 通过 MissionHomeComp 页面切换显示,节点 active 控制显隐。
* - onAdded(args) 接收参数时刷新界面。
* 1. 展示当前所有 FieldSkillSet 配置项的名称、基础值、当前场上总加成
* 2. 通过 FieldSkillHelper 实时聚合英雄驻场数据并下发给每个 TalentItemComp
* 3. 兼容旧的 `@ecs.register('Talents')` 资源引用
*
* 依赖:
* - MissionHomeComp —— 通过节点 active 显隐控制页面切换
* - smc.collection —— 玩家数据
* - TalentConfigTalentSet—— 天赋配置
* - SkillSetFieldSkillSet / FieldSkillConfig—— 驻场技能配置
* - FieldSkillHelper —— 场上英雄驻场技能聚合
* - TalentItemComp —— 单条驻场技能项视图
*/
import { _decorator, Node, Label, Button, ProgressBar, instantiate, Prefab } from "cc";
import { _decorator, instantiate, Node, Prefab } 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 { mLogger } from "../common/Logger";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { TalentConfig, TalentInfo, TalentType } from "../common/config/TalentSet";
import { FieldSkillSet, FieldSkillConfig } from "../common/config/SkillSet";
import { FieldSkillHelper } from "../hero/FieldSkillHelper";
import { TalentItemComp } from "./TalentItemComp";
const { ccclass, property } = _decorator;
/**
* TalentsComp —— 天赋系统界面组件
*
* 职责:
* 1. 展示玩家等级、当前经验、进度条、金币。
* 2. 展示天赋列表及每个天赋的当前等级。
* 3. 处理天赋升级点击事件,扣除金币并保存。
* 4. 处理重置天赋(看广告)功能。
*/
/** TalentsComp —— 驻场技能信息页组件 */
@ccclass('TalentsComp')
@ecs.register('Talents', false)
export class TalentsComp extends CCComp {
@property({ type: Node, tooltip: "标题节点" })
title_node: Node = null!;
@property({ type: Label, tooltip: "玩家等级文本,例如 'Lv.12'" })
lbl_level: Label = null!;
@property({ type: Label, tooltip: "经验文本,例如 '150/200'" })
lbl_exp: Label = null!;
@property({ type: ProgressBar, tooltip: "经验进度条" })
pb_exp: ProgressBar = null!;
@property({ type: Label, tooltip: "当前金币文本" })
lbl_points: Label = null!;
@property({ type: Node, tooltip: "天赋列表容器,用于动态添加天赋项" })
@property({ type: Node, tooltip: "驻场技能列表容器" })
talents_content: Node = null!;
@property({ type: Prefab, tooltip: "" })
@property({ type: Prefab, tooltip: "单条驻场技能项预制" })
prefab_talent_item: Prefab = null!;
@property({ type: Button, tooltip: "看广告重置天赋按钮" })
btn_reset: Button = null!;
@property({ type: Button, tooltip: "返回按钮" })
btn_close: Button = null!;
/** 调试日志开关 */
debugMode: boolean = false;
/** 最大玩家等级 */
private readonly MAX_PLAYER_LEVEL = 30;
protected onLoad(): void {
if (this.btn_reset && this.btn_reset.node) {
this.btn_reset.node.on(Button.EventType.CLICK, this.onResetClicked, this);
}
if (this.btn_close && this.btn_close.node) {
this.btn_close.node.on(Button.EventType.CLICK, this.onCloseClicked, this);
}
}
/** 首次实例化缓存 */
private rendered: boolean = false;
/** 缓存的稳定配置顺序,避免重复渲染时列表抖动 */
private cachedConfigs: FieldSkillConfig[] = [];
protected onEnable(): void {
this.refreshUI();
}
/** 刷新整体界面 */
private refreshUI() {
this.updatePlayerInfo();
this.updateTalentList();
}
/** 更新玩家等级、经验、金币信息 */
private updatePlayerInfo() {
const collection = smc.collection;
let level = collection.player_level || 1;
let exp = collection.player_exp || 0;
// 限制最大等级
if (level > this.MAX_PLAYER_LEVEL) {
level = this.MAX_PLAYER_LEVEL;
}
if (this.lbl_level) this.lbl_level.string = `Lv.${level}`;
if (this.lbl_points) this.lbl_points.string = `金币: ${smc.vmdata.gold}`;
// 计算当前等级升级所需经验
let expRequired = this.getExpRequirement(level);
if (level >= this.MAX_PLAYER_LEVEL) {
if (this.lbl_exp) this.lbl_exp.string = "已满级";
if (this.pb_exp) this.pb_exp.progress = 1;
} else {
if (this.lbl_exp) this.lbl_exp.string = `${exp}/${expRequired}`;
if (this.pb_exp) this.pb_exp.progress = exp / expRequired;
}
}
/** 获取对应等级的升级所需经验 */
private getExpRequirement(level: number): number {
for (let config of TalentConfig.expRequirements) {
if (level <= config.maxLevel) {
return config.expPerLevel;
}
}
return TalentConfig.expRequirements[TalentConfig.expRequirements.length - 1].expPerLevel;
}
/** 动态生成或更新天赋列表 */
private updateTalentList() {
/** 重新拉取最新数据并刷新所有子项 */
public refreshUI(): void {
if (!this.talents_content || !this.prefab_talent_item) return;
const collection = smc.collection;
// 如果内容为空,则实例化预制体
if (this.talents_content.children.length === 0) {
TalentConfig.talents.forEach(talentInfo => {
let itemNode = instantiate(this.prefab_talent_item);
// 第一次:实例化所有子节点;之后只更新数据
if (!this.rendered) {
this.cachedConfigs = Object.values(FieldSkillSet)
.sort((a, b) => a.uuid - b.uuid);
this.cachedConfigs.forEach((cfg) => {
const itemNode = instantiate(this.prefab_talent_item);
this.talents_content.addChild(itemNode);
let comp = itemNode.getComponent(TalentItemComp);
const comp = itemNode.getComponent(TalentItemComp);
if (comp) {
comp.updateItem(talentInfo, collection.talents[talentInfo.id as TalentType], this.onUpgradeClicked.bind(this));
comp.updateItem(cfg, 0);
}
});
} else {
// 否则直接更新现有节点
TalentConfig.talents.forEach((talentInfo, index) => {
let itemNode = this.talents_content.children[index];
if (itemNode) {
let comp = itemNode.getComponent(TalentItemComp);
if (comp) {
comp.updateItem(talentInfo, collection.talents[talentInfo.id as TalentType], this.onUpgradeClicked.bind(this));
}
}
});
}
}
/** 点击升级按钮 */
private onUpgradeClicked(talentId: TalentType, currentLevel: number) {
const collection = smc.collection;
const talentInfo = TalentConfig.talents.find(t => t.id === talentId);
if (!talentInfo) {
oops.gui.toast("天赋配置不存在");
return;
this.rendered = true;
}
if (currentLevel >= talentInfo.maxLevel) {
oops.gui.toast("该天赋已满级");
return;
}
const cost = talentInfo.costs[currentLevel] ?? 0;
if (smc.vmdata.gold >= cost) {
// 1. 扣除金币消耗
smc.updateGold(-cost);
// 2. 更新等级
collection.talents[talentId] = currentLevel + 1;
// 3. 同步数据(通过 SingletonModuleComp 新增的机制,这里会触发标记脏数据并自动尝试云端同步)
smc.updateCloudData();
// 4. 刷新 UI
this.refreshUI();
oops.gui.toast("天赋升级成功");
} else {
oops.gui.toast("金币不足");
}
}
/** 点击重置按钮 */
private onResetClicked() {
// 看广告回调(预留)
this.watch_ad().then(success => {
if (success) {
const collection = smc.collection;
// 计算已消耗金币并返还
let refundedGold = 0;
for (let id in collection.talents) {
let talentId = Number(id) as TalentType;
let level = collection.talents[talentId];
let talentInfo = TalentConfig.talents.find(t => t.id === talentId);
if (talentInfo) {
for (let i = 0; i < level; i++) {
refundedGold += talentInfo.costs[i] ?? 0;
}
}
}
// 重置天赋等级并返还金币
for (let k in collection.talents) {
collection.talents[k as any as TalentType] = 0;
}
if (refundedGold > 0) {
smc.updateGold(refundedGold);
}
// 同步到云端
smc.updateCloudData();
// 刷新界面
this.refreshUI();
oops.gui.toast("天赋已重置,金币已返还");
} else {
oops.gui.toast("广告观看失败,无法重置");
}
// 按相同顺序回填最新场上聚合值
this.cachedConfigs.forEach((cfg, index) => {
const child = this.talents_content.children[index];
if (!child) return;
const comp = child.getComponent(TalentItemComp);
if (!comp) return;
const total = FieldSkillHelper.getFieldSkillTotalValue(cfg.type);
comp.updateItem(cfg, total);
});
}
/** 模拟看广告回调实际项目中需要替换为真实的广告SDK调用 */
private watch_ad(): Promise<boolean> {
return new Promise((resolve) => {
// 模拟广告播放延迟
setTimeout(() => {
resolve(true);
}, 500);
});
}
/** 点击返回按钮 */
private onCloseClicked() {
this.node.active = false
/** ECS 组件移除时销毁节点 */
reset() {
this.rendered = false;
this.cachedConfigs = [];
this.node.destroy();
}
protected onDestroy(): void {
super.onDestroy();
mLogger.log(this.debugMode, 'TalentsComp', "释放界面");
if (this.btn_reset && this.btn_reset.node && this.btn_reset.node.isValid) {
this.btn_reset.node.off(Button.EventType.CLICK, this.onResetClicked, this);
}
if (this.btn_close && this.btn_close.node && this.btn_close.node.isValid) {
this.btn_close.node.off(Button.EventType.CLICK, this.onCloseClicked, this);
}
}
/** ECS 组件移除时销毁节点 */
reset() {
this.node.destroy();
}
}