refactor: 新增富文本描边工具并优化深色面板文案可读性

1. 新增RichOutline工具类,封装cc.RichText的outline标签包裹逻辑
2. 为所有道具/技能/英雄描述富文本添加黑色2px描边,提升深色背景下的可读性
3. 优化技能描述渲染逻辑:
   - 调整数值高亮色为更鲜亮的绿色
   - 使用罗马数字作为技能等级徽章
   - 移除升级预览弹窗的重复描述,改为当前/升级后双版本对比
   - 简化升级确认弹窗的格式排版
4. 调整道具/技能预制体的文字颜色为白色,适配深色面板
This commit is contained in:
panFD
2026-08-09 14:16:16 +08:00
parent 158dbeecde
commit b7f64a5aa7
11 changed files with 1295 additions and 1604 deletions

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@@ -0,0 +1,37 @@
/**
* @file RichOutline.ts
* @description RichText 描边outlineBBCode 包裹工具
*
* 背景:
* Cocos Creator 3.x 的 cc.RichText 原生支持 <outline> 标签:
* <outline color=#000000 width=2>文本</outline>
* 无需新增组件即可为富文本提供描边能力。
*
* 使用:
* import { outlineRich } from "./RichOutline";
* this.info_rich.string = outlineRich(desc); // 默认黑色 2px
* this.info_rich.string = outlineRich(desc, "#000", 1); // 自定义
*
* 注意:
* - <outline> 为包裹型标签,需成对出现;内部可嵌套 <color>/<size> 等标签。
* - width 为像素宽度intcolor 支持 #RGB/#RRGGBB。
* - 空字符串直接返回,不包裹空标签。
*/
/** 默认描边颜色(深黑,深色面板通用) */
export const RICH_OUTLINE_COLOR = "#000000";
/** 默认描边宽度(像素) */
export const RICH_OUTLINE_WIDTH = 2;
/**
* 为 RichText 富文本串包裹描边标签
* @param text 原始 BBCode 富文本(可为空串)
* @param color 描边颜色(默认 #000000
* @param width 描边宽度像素(默认 2
* @returns 包裹 <outline> 后的富文本串;空串原样返回
*/
export function outlineRich(text: string, color: string = RICH_OUTLINE_COLOR, width: number = RICH_OUTLINE_WIDTH): string {
if (!text) return text;
return `<outline color=${color} width=${width}>${text}</outline>`;
}

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@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "567d290a-d379-4074-ba04-05d463cc8f7b",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -88,8 +88,8 @@ const ATTR_NAME: Partial<Record<Attrs, string>> = {
[Attrs.hp_max]: "最大生命",
};
/** 富文本数值高亮色(亮绿色,与项目绿色系同源,深色面板上清晰可读 */
const RICH_VALUE_COLOR = "#27AE60";
/** 富文本数值高亮色(亮绿色,深色面板上高亮醒目 */
const RICH_VALUE_COLOR = "#3CE66E";
/** 富文本技能名高亮色(蓝色,与数值绿色区分,标识技能名「」片段) */
const RICH_NAME_COLOR = "#2E86C1";
@@ -100,6 +100,9 @@ const RICH_LOCKED_COLOR = "#95A5A6";
/** 技能名「」匹配模式(仅本模块行首/行中技能名片段使用) */
const SKILL_NAME_PATTERN = /「([^」]*)」/g;
/** 技能等级罗马数字徽章(索引 = 技能等级 1~5用于技能名后的品质感等级标识 */
const SKILL_LV_BADGE = ["", "", "Ⅱ", "Ⅲ", "Ⅳ", ""];
/** "持续X秒"匹配模式(卡片描述后处理:把持续时间数值也高亮) */
const DURATION_PATTERN = /持续(\d+)秒/g;
@@ -510,8 +513,8 @@ export function buildEquipRich(fieldUuids: number[], showName: boolean = false):
*
* 格式:
* 「技能名」 Lv.当前技能等级:当前档技能效果
* 升级提示Lv.当前 → Lv.下一级:下一级技能效果(金色,仅有更高档时出现)
*
* 仅展示当前生效档位,不含升级提示;升级前后对比由升级确认框单独提供。
* 数据源为运行时 HeroAttrsComplv 取当前英雄等级),逐触发类型逐技能渲染。
* 技能等级取 LvTriggerEntry.s_lv未标注时按档位序号1/2/3...)兜底。
*
@@ -555,19 +558,14 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
const curIdx = activeIdx >= 0 ? activeIdx : 0;
const cur = sorted[curIdx];
const curSLv = cur.s_lv ?? (curIdx + 1);
const curTrig = needCount ? `${trigName}×${cur.t_num}` : trigName;
const curHead = `${skillName}」 Lv.${curSLv}: ${curTrig}`;
// 触发次数直接写为富文本(数字绿色高亮),如 "受伤3次"
const curTrig = needCount
? `${trigName}<color=${RICH_VALUE_COLOR}>${cur.t_num}</color>次`
: trigName;
// 技能名 + 罗马数字等级徽章(如 "不屈壁垒Ⅰ"),等级徽标随技能名一并蓝色高亮
const badge = SKILL_LV_BADGE[curSLv] ?? `${curSLv}`;
const curHead = `${skillName}${badge}」: ${curTrig}`;
lines.push(effectRich(buildEffectLine(curHead, mergeSkillParams(base, cur.overrides))));
// 升级提示:存在更高档时,金色预览下一档
if (curIdx + 1 < sorted.length) {
const next = sorted[curIdx + 1];
const nextSLv = next.s_lv ?? (curIdx + 2);
const nextTrig = needCount ? `${trigName}×${next.t_num}` : trigName;
const nextLine = buildEffectLine(`${nextTrig}`, mergeSkillParams(base, next.overrides));
const nextText = `${nextLine.prefix}${nextLine.value}${nextLine.suffix}`;
lines.push(`<color=${RICH_UPGRADE_COLOR}>升级 Lv.${curSLv}→Lv.${nextSLv}: ${nextText}</color>`);
}
}
}
@@ -600,9 +598,6 @@ function highlightDuration(text: string): string {
return text.replace(DURATION_PATTERN, `持续<color=${RICH_VALUE_COLOR}>$1</color>秒`);
}
/** 富文本升级提示色(金色,标识"升级后"的下一档预览,与未激活灰区分) */
const RICH_UPGRADE_COLOR = "#E8A33D";
/**
* 结构化行 → 富文本串(技能名蓝色、数值绿色)。
* buildEquipRich / buildCardDescRich / buildSkillDescRich 共用,保证渲染规则唯一。

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@@ -23,6 +23,7 @@ import { CardConfig, CardType } from "../common/config/CardSet";
import { HeroInfo } from "../common/config/heroSet";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { outlineRich } from "../common/RichOutline";
import { smc } from "../common/SingletonModuleComp";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
const { ccclass, property } = _decorator;
@@ -284,9 +285,10 @@ export class CHeroComp extends CCComp {
this.updateBgNode();
// 描述富文本:直接取 heroSet 的 info 字段(单条手写文案)
// outlineRich 为整段富文本包裹描边,提升深色面板可读性
if (this.info_rich) {
const desc = hero?.info || this.cardData.info || "";
this.info_rich.string = desc;
this.info_rich.string = outlineRich(desc);
this.info_rich.node.active = !!desc;
}

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@@ -18,6 +18,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
import { CardConfig } from "../common/config/CardSet";
import { EquipPoolList } from "../common/config/EquipSet";
import { buildEquipRich } from "../common/config/HeroSkillDesc";
import { outlineRich } from "../common/RichOutline";
import { oops } from "db://oops-framework/core/Oops";
import { getCardIconId, setSpriteFrame } from "../common/CardIconHelper";
import { GameEvent } from "../common/config/GameEvent";
@@ -155,9 +156,10 @@ export class EquipListComp extends CCComp {
this.updateBgNode();
// 属性词条富文本(多词条装备由 buildEquipRich 按 \n 多行渲染,数值实时高亮)
// outlineRich 为整段富文本包裹描边,提升深色面板可读性
if (this.info_rich) {
const desc = buildEquipRich(this.cardData.field || []);
this.info_rich.string = desc;
this.info_rich.string = outlineRich(desc);
this.info_rich.node.active = !!desc;
}

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@@ -22,7 +22,7 @@ import { HeroInfo } from "../common/config/heroSet";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { Hero } from "../hero/Hero";
import { FacSet, FightSet, getLvColor, NumberFormatter } from "../common/config/GameSet";
import { buildSkillDesc, ISkillDescSource } from "../common/config/HeroSkillDesc";
import { buildSkillDescMoreRich, ISkillDescSource } from "../common/config/HeroSkillDesc";
import { MissionEconomy } from "./MissionEconomy";
import { UIID } from "../common/config/GameUIConfig";
import { HeroMoreCom } from "./HeroMoreCom";
@@ -180,12 +180,12 @@ export class HeroBoxComp extends CCComp {
oops.message.dispatchEvent(GameEvent.ShowSmallTip, { type: "buy_coin", text: "金币不足" });
return;
}
const preview = this.buildUpgradePreview(nextLv);
const preview = this.buildUpgradePreview(heroLv, nextLv);
// oops.gui 公共确认窗口(自定义 CommonPrompt内容支持富文本高亮
oops.gui.open(UIID.Window, {
title: `升级英雄`,
content: `<color=#C0392B>${heroName}</color> Lv.${heroLv} → <color=#1E8449>Lv.${nextLv}</color>\n消耗 <color=#E67E22>${cost}</color> 金币\n\n<b>升级后获得:</b>\n${preview}`,
content: `<color=#C0392B>${heroName}</color> Lv.${heroLv} → <color=#1E8449>Lv.${nextLv}</color>\n消耗 <color=#E67E22>${cost}</color> 金币\n\n${preview}`,
okWord: "升级",
cancelWord: "取消",
needCancel: true,
@@ -205,28 +205,20 @@ export class HeroBoxComp extends CCComp {
}
/**
* 构建升级后新能力预览富文本
* 数据源取 HeroInfo 静态配置lv 置为目标等级),由描述标准层统一渲染
* 与面板技能描述同一套文案规则,杜绝数值漂移。
* 构建升级前后对比富文本(当前能力 vs 升级后能力)
* 数据源取 HeroInfo 静态配置,分别按当前 lv 与 nextLv 渲染同一份技能描述
* 与英雄信息弹窗buildSkillDescMoreRich同一套文案规则,杜绝数值漂移。
*
* @param heroLv 当前英雄等级
* @param nextLv 目标等级
* @returns 多行富文本:属性成长 + 下一档触发技能/光环/复活/加成
* @returns 多行富文本:当前属性→升级后属性 + 当前技能 vs 升级后技能
*/
private buildUpgradePreview(nextLv: number): string {
private buildUpgradePreview(heroLv: number, nextLv: number): string {
const hero = HeroInfo[this.model?.hero_uuid ?? 0];
if (!hero) return "";
// ---- 属性成长(按 HERO_LV_MULTIPLIER 幂成长 + 等级额外加成) ----
const mult = Math.pow(FightSet.HERO_LV_MULTIPLIER, nextLv - 1);
const nextAp = Math.floor(hero.ap * mult + HeroBoxComp.sumBonus(hero.ap_bonus, nextLv));
const nextHp = Math.floor(hero.hp * mult + HeroBoxComp.sumBonus(hero.hp_bonus, nextLv));
const lines: string[] = [
`攻击 <color=#27AE60>${nextAp}</color> 生命 <color=#27AE60>${nextHp}</color>`
];
// ---- 新能力(触发技能 / 驻场光环 / 复活 / 额外加成,取目标等级生效档) ----
const source: ISkillDescSource = {
lv: nextLv,
const buildSource = (lv: number): ISkillDescSource => ({
lv: lv,
call: hero.call,
dead: hero.dead,
fstart: hero.fstart,
@@ -235,11 +227,29 @@ export class HeroBoxComp extends CCComp {
atked: hero.atked,
field: hero.field,
revive: hero.revive,
// 预览仅展示增量,额外加成由上方属性成长体现,避免重复
});
// ---- 属性成长(按 HERO_LV_MULTIPLIER 幂成长 + 等级额外加成) ----
const attrLine = (lv: number): string => {
const mult = Math.pow(FightSet.HERO_LV_MULTIPLIER, lv - 1);
const ap = Math.floor(hero.ap * mult + HeroBoxComp.sumBonus(hero.ap_bonus, lv));
const hp = Math.floor(hero.hp * mult + HeroBoxComp.sumBonus(hero.hp_bonus, lv));
return `攻击 <color=#27AE60>${ap}</color> 生命 <color=#27AE60>${hp}</color>`;
};
const skillDesc = buildSkillDesc(source);
if (skillDesc) lines.push(skillDesc);
return lines.join("\n");
// ---- 升级前后能力对比(当前 vs 升级后,同一份文案规则按 lv 渲染) ----
const curDesc = buildSkillDescMoreRich(buildSource(heroLv));
const nextDesc = buildSkillDescMoreRich(buildSource(nextLv));
return [
`<b>当前 Lv.${heroLv}</b>`,
attrLine(heroLv),
curDesc,
``,
`<b>升级后 Lv.${nextLv}</b>`,
attrLine(nextLv),
nextDesc,
].filter(s => s !== undefined).join("\n");
}
/** 累加等级额外加成(≤目标等级的所有档位) */

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@@ -20,6 +20,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
import { CardConfig, CardTriggerType, CKind } from "../common/config/CardSet";
import { EquipPoolList } from "../common/config/EquipSet";
import { buildCardDescRich, buildEquipRich } from "../common/config/HeroSkillDesc";
import { outlineRich } from "../common/RichOutline";
import { oops } from "db://oops-framework/core/Oops";
import { getCardIconId, setSpriteFrame } from "../common/CardIconHelper";
import { GameEvent } from "../common/config/GameEvent";
@@ -172,7 +173,7 @@ export class ItemListComp extends CCComp {
} else {
desc = this.cardData.info || "";
}
this.info_rich.string = desc;
this.info_rich.string = outlineRich(desc);
this.info_rich.node.active = !!desc;
}

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@@ -18,6 +18,7 @@ import { CardConfig } from "../common/config/CardSet";
import { SkillCardList } from "../common/config/SCardSet";
import { SkillSet } from "../common/config/SkillSet";
import { buildCardDescRich } from "../common/config/HeroSkillDesc";
import { outlineRich } from "../common/RichOutline";
import { oops } from "db://oops-framework/core/Oops";
import { getCardIconId, setSpriteFrame } from "../common/CardIconHelper";
import { GameEvent } from "../common/config/GameEvent";
@@ -196,9 +197,10 @@ export class SCardComp extends CCComp {
this.updateBgNode();
// 描述富文本(数值随 overrides 档位自动同步高亮)
// outlineRich 为整段富文本包裹描边,提升深色面板可读性
if (this.info_rich) {
const desc = buildCardDescRich(this.cardData);
this.info_rich.string = desc;
this.info_rich.string = outlineRich(desc);
this.info_rich.node.active = !!desc;
}