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"__id__": 107 + }, + "sourceInfo": null, + "propertyPath": [ + "lv2_desc" + ], + "target": { + "__id__": 69 + }, + "targetInfo": { + "__id__": 207 + } + }, + { + "__type__": "cc.TargetInfo", + "localID": [ + "6f+JG64u9GoKoWU6bpF8y3" + ] + }, + { + "__type__": "cc.TargetOverrideInfo", + "source": { + "__id__": 107 + }, + "sourceInfo": null, + "propertyPath": [ + "lv3_status" + ], + "target": { + "__id__": 85 + }, + "targetInfo": { + "__id__": 209 + } + }, + { + "__type__": "cc.TargetInfo", + "localID": [ + "1c/NCUeR5DcKk9pApO7ASl" + ] + }, + { + "__type__": "cc.TargetOverrideInfo", + "source": { + "__id__": 107 + }, + "sourceInfo": null, + "propertyPath": [ + "lv3_desc" + ], + "target": { + "__id__": 85 + }, + "targetInfo": { + "__id__": 211 + } + }, + { + "__type__": "cc.TargetInfo", + "localID": [ + "6f+JG64u9GoKoWU6bpF8y3" + ] } ] \ No newline at end of file diff --git a/assets/script/game/common/config/GameUIConfig.ts b/assets/script/game/common/config/GameUIConfig.ts index a13097ef..82fca27d 100644 --- a/assets/script/game/common/config/GameUIConfig.ts +++ b/assets/script/game/common/config/GameUIConfig.ts @@ -23,6 +23,8 @@ export enum UIID { // Heros, // Talents, Mission, + /** 技能信息弹窗(技能小图标点击弹出) */ + SInfo, } /** 打开界面方式的配置数据 */ @@ -38,5 +40,6 @@ export var UIConfigData: { [key: number]: UIConfig } = { // [UIID.Heros]: { layer: LayerType.UI, prefab: "gui/element/heros" }, // [UIID.Talents]: { layer: LayerType.UI, prefab: "gui/element/talents" }, [UIID.Mission]: { layer: LayerType.UI, prefab: "gui/element/mission" }, + [UIID.SInfo]: { layer: LayerType.PopUp, prefab: "gui/element/SInfoBox" }, } \ No newline at end of file diff --git a/assets/script/game/map/SSkillBoxComp.ts b/assets/script/game/map/SSkillBoxComp.ts index 9129c261..1bb03db9 100644 --- a/assets/script/game/map/SSkillBoxComp.ts +++ b/assets/script/game/map/SSkillBoxComp.ts @@ -1,10 +1,12 @@ -import { _decorator, Node, Sprite, Label } from "cc"; +import { _decorator, Node, Sprite, Label, NodeEventType } 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 { oops } from "db://oops-framework/core/Oops"; import { CardTriggerType } from "../common/config/CardSet"; import { EquipPoolList } from "../common/config/EquipSet"; import { SkillSet, FieldSkillSet } from "../common/config/SkillSet"; import { FieldEntry } from "../common/config/heroSet"; +import { UIID } from "../common/config/GameUIConfig"; import { smc } from "../common/SingletonModuleComp"; const { ccclass, property } = _decorator; @@ -53,6 +55,42 @@ export class SSkillBoxComp extends CCComp { /** 英雄图鉴模式下的图标来源:skill=SkillSet,field=FieldSkillSet;undefined 表示装备卡模式 */ private hero_icon_source?: "skill" | "field"; + /** 点击事件是否已注册(防止重复绑定) */ + private _clickRegistered: boolean = false; + + /** + * 注册点击事件(幂等,可安全重复调用) + */ + private registerClick() { + if (this._clickRegistered) return; + this._clickRegistered = true; + this.node.on(NodeEventType.TOUCH_END, this.onClick, this); + } + + /** 点击:弹出技能信息框 */ + private onClick() { + oops.audio.playEffect("music/button"); + oops.gui.open(UIID.SInfo, { + uuid: this.s_uuid, + card_lv: this.card_lv, + card_icon: this.card_icon, + skill_name: this.resolveSkillName(), + field: this.field, + trigger_type: this.trigger_type, + }); + } + + onLoad() { + this.registerClick(); + } + + onDestroy() { + super.onDestroy(); + if (this.node && this.node.isValid) { + this.node.off(NodeEventType.TOUCH_END, this.onClick, this); + } + } + /** * 初始化技能卡效果: * 1. 从 EquipPoolList 查询装备卡的触发配置(含 trigger_type)。 diff --git a/assets/script/game/map/SinfoComp.ts b/assets/script/game/map/SinfoComp.ts index 881de0b6..8cbd2742 100644 --- a/assets/script/game/map/SinfoComp.ts +++ b/assets/script/game/map/SinfoComp.ts @@ -1,20 +1,338 @@ -import { _decorator, Node, Sprite, Label } from "cc"; +/** + * @file SinfoComp.ts + * @description 技能信息弹窗组件(UI 视图层) + * + * 职责: + * 1. 展示技能小图标(SSkillBoxComp)点击后的详细信息弹窗。 + * 2. 展示技能名称、当前等级、图标、主功能说明。 + * 3. 展示 2 级 / 3 级 激活状态(已激活显示"已激活",未激活显示"x级激活") + * 及相对上一档的能力提升说明。 + * 4. 点击弹窗外部区域关闭。 + * + * 使用(oops.gui 模块): + * oops.gui.open(UIID.SInfo, { + * uuid: 8701, // 卡牌/技能 UUID + * card_lv: 1, // 当前等级 + * card_icon: "xxx", // 图标ID(可选,缺省自动解析) + * skill_name: "战后恢复", // 名称(可选) + * field: [...], // 驻场词条(装备卡) + * trigger_type: 3, // 触发类型 + * }); + * + * 依赖: + * - oops.gui(UI 生命周期)—— open / removeByNode + * - SkillSet / FieldSkillSet(技能/光环静态配置) + * - SkillCardList / EquipPoolList(卡牌静态配置) + * - HeroSkillDesc(buildCardDescRich 富文本描述生成) + */ +import { _decorator, Node, Label, RichText, NodeEventType, Sprite, Color, input, Input, EventTouch } 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 { oops } from "db://oops-framework/core/Oops"; +import { CardTriggerType, CardConfig } from "../common/config/CardSet"; +import { SkillSet, FieldSkillSet } from "../common/config/SkillSet"; +import { SkillCardList } from "../common/config/SCardSet"; +import { EquipPoolList } from "../common/config/EquipSet"; +import { FieldEntry } from "../common/config/heroSet"; +import { buildCardDescRich } from "../common/config/HeroSkillDesc"; +import { smc } from "../common/SingletonModuleComp"; + const { ccclass, property } = _decorator; -/** - * 技能小图标组件 - * - * 由 MissSkillsComp.addSkill() 实例化并初始化。 - * 在战场上以图标 + 剩余次数的形式呈现。 - */ +/** SInfo 弹窗初始化参数 */ +export interface SInfoParams { + /** 卡牌/技能 UUID */ + uuid: number; + /** 当前等级 */ + card_lv: number; + /** 图标ID(可选,优先级最高) */ + card_icon?: string; + /** 技能名称(可选) */ + skill_name?: string; + /** 驻场词条(装备卡专用) */ + field?: FieldEntry[]; + /** 触发类型 */ + trigger_type?: CardTriggerType; +} + +/** 等级提升信息(用于 2 级 / 3 级面板) */ +interface LvUpgradeInfo { + /** 是否已激活 */ + unlocked: boolean; + /** 等级标签文本(如 "Lv.2") */ + lvText: string; + /** 激活状态文本("已激活" 或 "2级激活") */ + statusText: string; + /** 能力提升富文本描述 */ + desc: string; +} + @ccclass('SinfoComp') @ecs.register('SinfoComp', false) export class SinfoComp extends CCComp { + // ======================== 编辑器绑定节点 ======================== + /** 技能图标节点 */ + @property({ type: Node, displayName: "技能图标" }) + private icon_node: Node = null; + /** 技能名称标签 */ + @property({ type: Label, displayName: "技能名称" }) + private name_label: Label = null; + /** 当前等级标签 */ + @property({ type: Label, displayName: "当前等级" }) + private lv_label: Label = null; + + /** 主功能说明(富文本) */ + @property({ type: RichText, displayName: "主功能说明" }) + private main_info: RichText = null; + + /** 2级激活状态标签 */ + @property({ type: Label, displayName: "2级激活状态" }) + private lv2_status: Label = null; + + /** 2级提升说明(富文本) */ + @property({ type: RichText, displayName: "2级提升说明" }) + private lv2_desc: RichText = null; + + /** 3级激活状态标签 */ + @property({ type: Label, displayName: "3级激活状态" }) + private lv3_status: Label = null; + + /** 3级提升说明(富文本) */ + @property({ type: RichText, displayName: "3级提升说明" }) + private lv3_desc: RichText = null; + + // ======================== 运行时状态 ======================== + + /** 弹窗参数 */ + private params: SInfoParams | null = null; + + // ======================== 生命周期 ======================== + + onLoad() { + // 点击弹窗自身(BlockInputEvents 拦截)不关闭,仅点击外部遮罩关闭 + this.node.on(NodeEventType.TOUCH_END, this.onSelfTouch, this); + } + + onDestroy() { + super.onDestroy(); + if (this.node && this.node.isValid) { + this.node.off(NodeEventType.TOUCH_END, this.onSelfTouch, this); + } + // 注销全局触摸监听 + input.off(Input.EventType.TOUCH_END, this.onGlobalTouch, this); + } + + /** + * oops.gui 添加到舞台回调(框架约定入口) + * @param params 见 SInfoParams + */ + onAdded(params: SInfoParams) { + this.params = params; + this.render(); + // 延迟一帧注册全局触摸,避免本次点击立即触发关闭 + this.scheduleOnce(() => { + input.on(Input.EventType.TOUCH_END, this.onGlobalTouch, this); + }, 0); + } + + /** 点击弹窗自身:阻止冒泡,不关闭 */ + private onSelfTouch(event: EventTouch) { + event.propagationStopped = true; + } + + /** 全局触摸结束:点击弹窗外部关闭 */ + private onGlobalTouch() { + // 若点击落在弹窗内部(被 BlockInputEvents 拦截)则不会走到这里 + this.close(); + } + + /** 关闭弹窗 */ + private close() { + oops.gui.removeByNode(this.node); + } + + // ======================== 渲染逻辑 ======================== + + /** 主渲染入口 */ + private render() { + if (!this.params) return; + const p = this.params; + + // ---- 图标 ---- + this.renderIcon(p); + + // ---- 名称 ---- + const name = this.resolveName(p); + this.setLabel(this.name_label, name); + + // ---- 当前等级 ---- + this.setLabel(this.lv_label, `Lv.${p.card_lv}`); + + // ---- 主功能说明 ---- + this.renderMainInfo(p); + + // ---- 2 级 / 3 级 激活信息 ---- + const lv2Info = this.buildLvUpgradeInfo(p, 2); + const lv3Info = this.buildLvUpgradeInfo(p, 3); + this.renderLvPanel(lv2Info, this.lv2_status, this.lv2_desc); + this.renderLvPanel(lv3Info, this.lv3_status, this.lv3_desc); + } + + /** 渲染技能图标 */ + private renderIcon(p: SInfoParams) { + if (!this.icon_node || !this.icon_node.isValid) return; + const iconId = p.card_icon ?? this.resolveIconId(p); + let sprite = this.icon_node.getComponent(Sprite) || this.icon_node.addComponent(Sprite); + if (smc.uiconsAtlas && iconId) { + const frame = smc.uiconsAtlas.getSpriteFrame(iconId); + sprite.spriteFrame = frame || null; + } else { + sprite.spriteFrame = null; + } + } + + /** 解析图标ID */ + private resolveIconId(p: SInfoParams): string | undefined { + if (p.card_icon) return p.card_icon; + // 装备卡:从 EquipPoolList 查 icon + const equip = EquipPoolList.find(c => c.uuid === p.uuid); + if (equip?.icon) return equip.icon; + // 技能卡:从 SkillCardList 查 icon + const skillCard = SkillCardList.find(c => c.uuid === p.uuid || c.skill === p.uuid); + if (skillCard?.icon) return skillCard.icon; + // 驻场词条:从 FieldSkillSet 取 + if (p.trigger_type === CardTriggerType.Field && p.field?.length) { + const fieldUuid = p.field[0].uuid; + return FieldSkillSet[fieldUuid]?.icon; + } + // 技能底座:从 SkillSet 取 + const skillUuid = skillCard?.skill ?? p.uuid; + return SkillSet[skillUuid]?.icon; + } + + /** 解析技能名称 */ + private resolveName(p: SInfoParams): string { + if (p.skill_name) return p.skill_name; + const equip = EquipPoolList.find(c => c.uuid === p.uuid); + if (equip?.name) return equip.name; + const skillCard = SkillCardList.find(c => c.uuid === p.uuid || c.skill === p.uuid); + if (skillCard?.name) return skillCard.name; + if (p.trigger_type === CardTriggerType.Field && p.field?.length) { + const fieldUuid = p.field[0].uuid; + return FieldSkillSet[fieldUuid]?.name ?? ""; + } + const skillUuid = skillCard?.skill ?? p.uuid; + return SkillSet[skillUuid]?.name ?? ""; + } + + /** 渲染主功能说明 */ + private renderMainInfo(p: SInfoParams) { + if (!this.main_info || !this.main_info.isValid) return; + // 构建 CardConfig 用于描述生成 + const card = this.buildCardConfig(p); + if (card) { + this.main_info.string = buildCardDescRich(card); + } else { + // 兜底:直接展示配置中的 info 字段 + const info = this.resolveInfoText(p); + this.main_info.string = info || "暂无描述"; + } + } + + /** 构建 CardConfig 供描述生成器使用 */ + private buildCardConfig(p: SInfoParams): CardConfig | null { + // 优先从装备卡池查 + const equip = EquipPoolList.find(c => c.uuid === p.uuid); + if (equip) return equip; + // 其次从技能卡池查 + const skillCard = SkillCardList.find(c => c.uuid === p.uuid || c.skill === p.uuid); + if (skillCard) return skillCard; + // 手动构建 + return { + uuid: p.uuid, + type: 2, // CardType.Skill + cost: 0, + weight: 0, + kind: 2, // CKind.Skill + card_lv: p.card_lv, + icon: p.card_icon, + name: p.skill_name, + field: p.field, + trigger_type: p.trigger_type, + } as CardConfig; + } + + /** 解析主功能说明纯文本(兜底) */ + private resolveInfoText(p: SInfoParams): string { + const equip = EquipPoolList.find(c => c.uuid === p.uuid); + if (equip?.info) return equip.info; + const skillCard = SkillCardList.find(c => c.uuid === p.uuid || c.skill === p.uuid); + if (skillCard?.info) return skillCard.info; + const skillUuid = skillCard?.skill ?? p.uuid; + return SkillSet[skillUuid]?.info ?? ""; + } + + /** 构建指定等级的提升信息 */ + private buildLvUpgradeInfo(p: SInfoParams, targetLv: number): LvUpgradeInfo { + const unlocked = p.card_lv >= targetLv; + const lvText = `Lv.${targetLv}`; + const statusText = unlocked ? "已激活" : `${targetLv}级激活`; + + // 能力提升描述:从对应等级的装备卡配置中提取 + const desc = this.buildLvDesc(p, targetLv); + return { unlocked, lvText, statusText, desc }; + } + + /** 构建指定等级的提升描述 */ + private buildLvDesc(p: SInfoParams, targetLv: number): string { + // 从装备卡池中查找同名更高档位配置 + const currentEquip = EquipPoolList.find(c => c.uuid === p.uuid); + if (currentEquip) { + const higher = EquipPoolList.find(c => + c.name === currentEquip.name && c.card_lv === targetLv + ); + if (higher) { + return buildCardDescRich(higher); + } + return ""; + } + // 技能卡:从技能卡池查找同技能更高档位 + const currentCard = SkillCardList.find(c => c.uuid === p.uuid || c.skill === p.uuid); + if (currentCard) { + const skillUuid = currentCard.skill ?? currentCard.uuid; + const higher = SkillCardList.find(c => + (c.skill ?? c.uuid) === skillUuid && c.card_lv === targetLv + ); + if (higher) { + return buildCardDescRich(higher); + } + } + return ""; + } + + /** 渲染单个等级面板 */ + private renderLvPanel(info: LvUpgradeInfo, statusLabel: Label | null, descRich: RichText | null) { + if (statusLabel && statusLabel.isValid) { + statusLabel.string = info.statusText; + // 已激活显示绿色,未激活显示灰色 + statusLabel.color = info.unlocked + ? new Color(0, 255, 10, 255) + : new Color(150, 150, 150, 255); + } + if (descRich && descRich.isValid) { + descRich.string = info.desc || (info.unlocked ? "" : "未解锁"); + } + } + + /** 设置 Label 文本 */ + private setLabel(label: Label | null, text: string) { + if (label && label.isValid) { + label.string = text; + } + } /** ECS 组件移除时销毁节点 */ reset() {