feat(ui): 新增段位系统并重构结算弹窗
新增玩家得分段位配置表与相关工具函数,重构战斗结算弹窗: 1. 新增ScoreRankSet.ts实现段位判定、进度计算逻辑 2. 为结算界面添加段位徽章、进度条和晋升动效 3. 实现总分滚动动画与破纪录涨幅显示 4. 调整UI5图集的边框参数适配新UI资源
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assets/script/game/common/config/ScoreRankSet.ts
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assets/script/game/common/config/ScoreRankSet.ts
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/**
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* 玩家得分段位配置
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* 依据玩家历史最高分(smc.data.score)划分段位:黄铜 -> 传说
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*/
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/** 段位标识 */
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export enum ScoreTier {
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BRONZE = "bronze", // 黄铜
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SILVER = "silver", // 白银
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GOLD = "gold", // 黄金
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PLATINUM = "platinum", // 铂金
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DIAMOND = "diamond", // 钻石
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MASTER = "master", // 大师
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LEGEND = "legend", // 传说
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}
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/** 段位定义(按 minScore 升序排列) */
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export interface ScoreRankInfo {
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/** 段位标识 */
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tier: ScoreTier;
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/** 段位中文名 */
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name: string;
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/** 进入该段位所需的最低分(含) */
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minScore: number;
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/** 段位图标帧名(gui/ui6 图集内的 SpriteFrame 名,UI 层经 smc.uiconsAtlas 取帧) */
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icon: string;
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}
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/**
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* 段位阈值表:score >= minScore 即达到对应段位
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* 顺序必须保持 minScore 升序,供二分/逆序查找使用
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*/
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export const ScoreRankList: ScoreRankInfo[] = [
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{ tier: ScoreTier.BRONZE, name: "黄铜", minScore: 0, icon: "League_1_Bronze" },
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{ tier: ScoreTier.SILVER, name: "白银", minScore: 2000, icon: "League_2_Silver" },
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{ tier: ScoreTier.GOLD, name: "黄金", minScore: 5000, icon: "League_3_Gold" },
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{ tier: ScoreTier.PLATINUM, name: "铂金", minScore: 10000, icon: "League_4_Platinum" },
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{ tier: ScoreTier.DIAMOND, name: "钻石", minScore: 20000, icon: "League_5_Diamond" },
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{ tier: ScoreTier.MASTER, name: "大师", minScore: 40000, icon: "League_6_Master" },
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{ tier: ScoreTier.LEGEND, name: "传说", minScore: 80000, icon: "League_7_Legendary" },
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];
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/**
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* 根据分数获取当前段位
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* @param score 玩家分数(通常传历史最高分 smc.data.score)
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* @returns 当前段位信息;score 为负时保底返回黄铜
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*/
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export function getRankByScore(score: number): ScoreRankInfo {
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// 逆序遍历,命中第一个 minScore <= score 的段位即为当前段位
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for (let i = ScoreRankList.length - 1; i >= 0; i--) {
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if (score >= ScoreRankList[i].minScore) {
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return ScoreRankList[i];
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}
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}
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return ScoreRankList[0];
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}
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/**
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* 根据分数获取下一段位目标
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* @param score 玩家分数
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* @returns 下一段位信息;已是传说(最高段位)时返回 null
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*/
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export function getNextRank(score: number): ScoreRankInfo | null {
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const current = getRankByScore(score);
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const idx = ScoreRankList.indexOf(current);
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return idx < ScoreRankList.length - 1 ? ScoreRankList[idx + 1] : null;
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}
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/**
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* 计算当前分数在当前段位内的进度
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* @param score 玩家分数
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* @returns 0~1 的进度值;已是最高段位时恒为 1
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*/
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export function getRankProgress(score: number): number {
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const current = getRankByScore(score);
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const next = getNextRank(score);
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if (!next) return 1;
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const range = next.minScore - current.minScore;
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return range > 0 ? Math.min((score - current.minScore) / range, 1) : 1;
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}
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9
assets/script/game/common/config/ScoreRankSet.ts.meta
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assets/script/game/common/config/ScoreRankSet.ts.meta
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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": "577b2b8c-c387-4c64-bd45-9ea58980397a",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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