feat: 添加英雄信息弹窗显示功能

- 在卡牌点击时打开英雄技能信息弹窗
- 为英雄头像信息组件添加点击打开弹窗功能
- 重构信息弹窗组件,支持动态显示英雄技能信息
- 调整弹窗UI布局和尺寸以适应不同数量的技能显示
This commit is contained in:
walkpan
2026-03-27 19:24:29 +08:00
parent 2d6f46dc42
commit b88d3c214a
4 changed files with 161 additions and 59 deletions

View File

@@ -1,25 +1,13 @@
import { mLogger } from "../common/Logger";
import { _decorator, Animation, AnimationClip, EventTouch, Label, Node, NodeEventType, Sprite, SpriteAtlas, Tween, tween, UIOpacity, Vec3, resources } from "cc";
import { _decorator, Label, Node, UITransform } 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 { CardConfig, CardType, SpecialCardList } from "../common/config/CardSet";
import { CardUseComp } from "./CardUseComp";
import { HeroInfo } from "../common/config/heroSet";
import { SkillSet } from "../common/config/SkillSet";
import { GameEvent } from "../common/config/GameEvent";
import { oops } from "db://oops-framework/core/Oops";
import { smc } from "../common/SingletonModuleComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('IBoxComp')
@ecs.register('IBoxComp', false)
export class IBoxComp extends CCComp {
private debugMode: boolean = true;
/** 锁定态图标节点(显示时表示本槽位锁定) */
@property(Node)
Line1: Node = null!
@property(Node)
@@ -30,24 +18,74 @@ export class IBoxComp extends CCComp {
Line4: Node = null!
@property(Node)
Line5: Node = null!
onAdded(args: any) {
private readonly baseHeight: number = 100;
private readonly extraLineHeight: number = 50;
onAdded(args: {
heroUuid?: number;
heroLv?: number;
skills?: Record<number, { uuid: number; lv: number; cd: number; ccd: number }>;
}) {
this.renderHeroInfo(args);
}
onLoad() {
}
onDestroy() {
}
init(){
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
this.node.destroy();
}
private renderHeroInfo(args: {
heroUuid?: number;
heroLv?: number;
skills?: Record<number, { uuid: number; lv: number; cd: number; ccd: number }>;
}) {
const heroUuid = Math.floor(args?.heroUuid ?? 0);
const heroLv = Math.max(1, Math.floor(args?.heroLv ?? 1));
const hero = HeroInfo[heroUuid];
if (!hero) {
this.applyLineTexts(["暂无技能信息"]);
return;
}
const runtimeSkills = args?.skills ? Object.values(args.skills) : [];
const sourceSkills = runtimeSkills.length > 0 ? runtimeSkills : Object.values(hero.skills ?? {});
const skillTexts = sourceSkills.map(skill => {
const skillId = Math.floor(skill?.uuid ?? 0);
if (!skillId) return "";
const config = SkillSet[skillId];
if (!config) return "";
const runtimeLv = runtimeSkills.length > 0 ? Math.max(0, Math.floor(skill.lv ?? 0)) : Math.max(0, Math.floor((skill.lv ?? 1) + heroLv - 2));
const cd = Number(skill?.cd ?? 0);
return `${config.name} Lv.${runtimeLv} CD:${cd}s ${config.info}`;
}).filter(Boolean);
this.applyLineTexts(skillTexts.length > 0 ? skillTexts : ["暂无技能信息"]);
}
private applyLineTexts(skillTexts: string[]) {
const lines = [this.Line1, this.Line2, this.Line3, this.Line4, this.Line5];
const showCount = Math.max(1, Math.min(lines.length, skillTexts.length));
for (let i = 0; i < lines.length; i++) {
const line = lines[i];
if (!line) continue;
const active = i < showCount;
line.active = active;
if (!active) continue;
const text = skillTexts[i] ?? "";
const noteNode = line.getChildByName("note");
const label = noteNode?.getComponent(Label) || noteNode?.getComponentInChildren(Label) || line.getComponentInChildren(Label);
if (label) label.string = text;
}
const targetHeight = this.baseHeight + Math.max(0, showCount - 1) * this.extraLineHeight;
this.updateIBoxHeight(targetHeight);
}
private updateIBoxHeight(height: number) {
const rootTransform = this.node.getComponent(UITransform);
if (rootTransform) {
rootTransform.setContentSize(rootTransform.contentSize.width, height);
}
const bgNode = this.node.getChildByName("Bg");
const bgTransform = bgNode?.getComponent(UITransform);
if (bgTransform) {
bgTransform.setContentSize(bgTransform.contentSize.width, height);
}
}
}