refactor(LangUtil): 重构多语言工具类,新增枚举类型安全前缀
1. 将原有的字符串LangPrefix类型改为枚举类型,避免硬编码字符串错误 2. 更新所有使用处的调用方式,统一使用LangPrefix枚举来传入多语言前缀 3. 移除VictoryComp中硬编码的成就描述拼接逻辑,改用lang/langf方法获取多语言文本 4. 注释暂时不需要渲染的分数进度条代码
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@@ -23,67 +23,68 @@
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* | hl_desc | 亮点成就描述 | hl_desc_9001 | 暴击{0}次 |
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*
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* === 使用示例 ===
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* import { lang, langf } from "../common/LangUtil";
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* import { LangPrefix, lang, langf } from "../common/LangUtil";
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*
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* // 英雄
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* lang("hero_name", 5001) // → "盾战士"
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* langf("skill_info", 6001, 1, 100) // → "对单个目标攻击1次,每次造成100%攻击的伤害"
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* lang(LangPrefix.hero_name, 5001) // → "盾战士"
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* langf(LangPrefix.skill_info, 6001, 1, 100) // → "对单个目标攻击1次,每次造成100%攻击的伤害"
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*
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* // 驻场技能
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* lang("fskill_name", 7001) // → "召唤精通"
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* langf("fskill_info", 7001, 1) // → "场上所有友方召唤触发技能触发次数+1"
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* lang(LangPrefix.fskill_name, 7001) // → "召唤精通"
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* langf(LangPrefix.fskill_info, 7001, 1) // → "场上所有友方召唤触发技能触发次数+1"
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*
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* // 亮点成就(与英雄/技能完全一致的调用方式)
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* lang("hl_name", 9001) // → "暴击大师"
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* langf("hl_desc", 9001, 20) // → "暴击20次"
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* lang(LangPrefix.hl_title, 9011) // → "初级暴击者"
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* langf(LangPrefix.hl_desc, 9011, 20) // → "暴击20次"
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*/
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import { oops } from "db://oops-framework/core/Oops";
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export type LangPrefix =
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| "hero_name"
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| "hero_info"
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| "mon_name"
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| "skill_name"
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| "skill_info"
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| "fskill_name"
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| "fskill_info"
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| "scard_name"
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| "scard_info"
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| "hl_name"
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| "hl_desc";
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export enum LangPrefix {
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hero_name = "hero_name",
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hero_info = "hero_info",
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mon_name = "mon_name",
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skill_name = "skill_name",
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skill_info = "skill_info",
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fskill_name = "fskill_name",
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fskill_info = "fskill_info",
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scard_name = "scard_name",
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scard_info = "scard_info",
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hl_title = "hl_title",
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hl_desc = "hl_desc",
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}
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function buildKey(prefix: LangPrefix, uuid: number | string): string {
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function buildKey(prefix: string, uuid: number | string): string {
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return `${prefix}_${uuid}`;
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}
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/**
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* 按前缀+uuid获取多语言文本
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* @param prefix 类型前缀,如 "hero_name"、"skill_info"、"hl_name"
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* @param prefix 类型前缀,推荐使用 LangPrefix 枚举
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* @param uuid 唯一标识
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* @returns 翻译后的文本,找不到则返回 key 本身
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*
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* @example
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* lang("hero_name", 5001) // → "盾战士"
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* lang("skill_name", 6002) // → "火球术"
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* lang("hl_title", 9011) // → "初级暴击者"
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* lang(LangPrefix.hero_name, 5001) // → "盾战士"
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* lang(LangPrefix.skill_name, 6002) // → "火球术"
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* lang(LangPrefix.hl_title, 9011) // → "初级暴击者"
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*/
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export function lang(prefix: LangPrefix, uuid: number | string): string {
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export function lang(prefix: string, uuid: number | string): string {
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const key = buildKey(prefix, uuid);
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return oops.language.getLangByID(key) || key;
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}
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/**
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* 按前缀+uuid获取多语言文本,并替换 {0} {1} ... 占位符
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* @param prefix 类型前缀
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* @param prefix 类型前缀,推荐使用 LangPrefix 枚举
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* @param uuid 唯一标识
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* @param params 模板参数,按顺序替换 {0} {1} ...
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* @returns 翻译并替换参数后的文本
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*
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* @example
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* langf("skill_info", 6001, 1, 100) // → "对单个目标攻击1次,每次造成100%攻击的伤害"
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* langf("hl_desc", 9001, 20) // → "暴击20次"
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* langf(LangPrefix.skill_info, 6001, 1, 100) // → "对单个目标攻击1次,每次造成100%攻击的伤害"
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* langf(LangPrefix.hl_desc, 9011, 20) // → "暴击20次"
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*/
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export function langf(prefix: LangPrefix, uuid: number | string, ...params: any[]): string {
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export function langf(prefix: string, uuid: number | string, ...params: any[]): string {
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const key = buildKey(prefix, uuid);
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let str = oops.language.getLangByID(key) || key;
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if (params && params.length > 0) {
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9
assets/script/game/common/LangUtil.ts.meta
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9
assets/script/game/common/LangUtil.ts.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "0790610b-af83-4922-ae8c-3b1ced9ff472",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -17,9 +17,9 @@
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* 9091~9095 = ThriftyPlayer 节俭玩家
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*
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* 多语言调用方式(与英雄/技能统一):
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* import { lang, langf } from "../common/LangUtil";
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* lang("hl_title", 9011) // → "初级暴击者"
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* langf("hl_desc", 9011, 20) // → "暴击20次"
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* import { LangPrefix, lang, langf } from "../common/LangUtil";
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* lang(LangPrefix.hl_title, 9011) // → "初级暴击者"
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* langf(LangPrefix.hl_desc, 9011, 20) // → "暴击20次"
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*/
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export enum HighlightType {
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@@ -2,21 +2,7 @@
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* @file VictoryComp.ts
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* @description 战斗结算弹窗组件(UI 视图层)
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*
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* 职责:
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* 1. 在战斗结束时弹出,展示结算信息(得分、奖励)。
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* 2. 根据传入参数判断是否可复活,切换"下一步"或"复活"按钮。
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* 3. 计算单局总分并存储到 smc.vmdata.scores.score。
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* 4. 提供"重新开始"和"退出"两个操作入口。
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*
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* 关键设计:
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* - onAdded(args) 接收战斗结果参数(victory / rewards / game_data / can_revive)。
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* - calculateTotalScore() 根据 ScoreWeights 配置加权计算各项得分。
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* - restart() 和 victory_end() 通过分发 MissionEnd / MissionStart 事件驱动游戏状态切换。
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*
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* 依赖:
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* - smc.vmdata.scores —— 全局战斗统计数据
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* - ScoreWeights(ScoreSet)—— 得分权重配置
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* - GameEvent.MissionEnd / MissionStart —— 游戏生命周期事件
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*/
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import { _decorator, instantiate, Label ,Prefab,Node, Sprite, Animation, AnimationClip, resources, UITransform, Widget, ProgressBar } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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@@ -24,15 +10,12 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { smc } from "../common/SingletonModuleComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { it } from "node:test";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { FacSet } from "../common/config/GameSet";
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import { Attrs } from "../common/config/HeroAttrs";
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import { HeroInfo } from "../common/config/heroSet";
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import { CKind } from "../common/config/CardSet";
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import { ScoreWeights } from "../common/config/ScoreSet";
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import { HighlightSet, HighlightType, HighlightLevel } from "../common/config/HighlightSet";
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import { LangPrefix, lang, langf } from "../common/LangUtil";
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import { mLogger } from "../common/Logger";
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import { UIID } from "../common/config/GameUIConfig";
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@@ -505,11 +488,11 @@ export class VictoryComp extends CCComp {
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};
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// TODO: 进度条的最大值可按设计期望自行调整,目前为占位预估值
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renderDim(this.combat_node, s.score_combat, 3000);
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renderDim(this.output_node, s.score_output, 3000);
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renderDim(this.defense_node, s.score_defense, 1500);
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renderDim(this.build_node, s.score_build, 1000);
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renderDim(this.efficiency_node, s.score_efficiency, 200);
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// renderDim(this.combat_node, s.score_combat, 3000);
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// renderDim(this.output_node, s.score_output, 3000);
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// renderDim(this.defense_node, s.score_defense, 1500);
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// renderDim(this.build_node, s.score_build, 1000);
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// renderDim(this.efficiency_node, s.score_efficiency, 200);
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// 渲染成就亮点标签
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this.renderHighlights();
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@@ -536,15 +519,14 @@ export class VictoryComp extends CCComp {
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const lab = tagNode.getComponent(Label) || tagNode.getChildByName("label")?.getComponent(Label);
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if (lab) {
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// 获取主配置和等级配置
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const typeConfig = HighlightSet[item.type];
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const levelConfig = item.config;
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// 格式化描述(替换占位符 {0} 为实际所需达成的阈值或当前值)
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let descStr = levelConfig.desc.replace("{0}", levelConfig.threshold.toString());
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// 显示:[图标] 称号 (描述)
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lab.string = `${typeConfig.icon} ${levelConfig.title} (${descStr})`;
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const uuid = levelConfig.uuid;
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const titleStr = lang(LangPrefix.hl_title, uuid);
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const descStr = langf(LangPrefix.hl_desc, uuid, levelConfig.threshold);
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lab.string = `${typeConfig.icon} ${titleStr} (${descStr})`;
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}
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this.highlights_container.addChild(tagNode);
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});
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