fix(equipBox): 修正装备弹窗显示层级和位置问题

1. 调整ibox预制体的尺寸和对齐参数适配新布局
2. 修改弹窗挂载层级,避免被其他元素遮挡
3. 修正弹窗位置计算逻辑,适配新的父节点坐标系
This commit is contained in:
pan
2026-08-06 19:51:26 +08:00
parent 0b579f695c
commit c78502c4ff
2 changed files with 23 additions and 14 deletions

View File

@@ -786,7 +786,7 @@
},
"_lpos": {
"__type__": "cc.Vec3",
"x": 2.5,
"x": 0,
"y": 0,
"z": 0
},
@@ -827,8 +827,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 715,
"height": 120
"width": 720,
"height": 200
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -900,10 +900,10 @@
},
"_alignFlags": 45,
"_target": null,
"_left": 5,
"_left": 0,
"_right": 0,
"_top": 0,
"_bottom": 0,
"_top": 540,
"_bottom": 540,
"_horizontalCenter": 0,
"_verticalCenter": 0,
"_isAbsLeft": true,
@@ -1079,7 +1079,7 @@
"_contentSize": {
"__type__": "cc.Size",
"width": 720,
"height": 120
"height": 1280
},
"_anchorPoint": {
"__type__": "cc.Vec2",

View File

@@ -31,7 +31,7 @@
* - smc.mission —— 游戏运行状态
*/
import { mLogger } from "../common/Logger";
import { _decorator, Node, Prefab, Sprite, Label, Vec3, instantiate, tween, v3, Tween, NodeEventType } from "cc";
import { _decorator, Node, Prefab, Sprite, Label, Vec3, instantiate, tween, v3, Tween, NodeEventType, 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 { CardTriggerType } from "../common/config/CardSet";
@@ -198,16 +198,25 @@ export class EquipBoxComp extends CCComp {
oops.audio.playEffect("music/button");
this.iboxNode = instantiate(this.iboxPrefab);
// 挂到装备图标的父节点下,使用局部坐标系
const parent = this.node.parent;
parent?.addChild(this.iboxNode);
// 弹窗宽度 720X 居中为 0Y 相对图标向上偏移
this.iboxNode.setPosition(0, this.node.position.y + EquipBoxComp.IBOX_OFFSET_Y, this.node.position.z);
// 挂到 ebars_node 的父级(再上移一层),确保 IBox 渲染在装备槽整个区域之上不被遮挡;
// 坐标换算到该容器坐标系,使 IBox 出现在装备正上方
const ebar = this.node.parent;
const ebarsNode = ebar?.parent;
const container = ebarsNode?.parent ?? ebarsNode ?? ebar;
container?.addChild(this.iboxNode);
// 弹窗宽度 720X 居中为 0Y 相对装备向上偏移(换算到 container 坐标系)
let localY = this.node.position.y + EquipBoxComp.IBOX_OFFSET_Y;
if (container && ebar && container !== ebar) {
const worldPos = this.node.getWorldPosition(new Vec3());
const localPos = container.getComponent(UITransform)!.convertToNodeSpaceAR(worldPos);
localY = localPos.y + EquipBoxComp.IBOX_OFFSET_Y;
}
this.iboxNode.setPosition(0, localY, this.node.position.z);
mLogger.log(this.debugMode, "EquipBoxComp", "ibox instantiated", {
iboxNodeValid: this.iboxNode?.isValid,
iboxNodeActive: this.iboxNode?.active,
iboxNodePos: this.iboxNode?.position,
parentName: parent?.name,
parentName: container?.name,
});
const ibox = this.iboxNode.getComponent(IBoxComp);
mLogger.log(this.debugMode, "EquipBoxComp", "ibox component", {