feat(map,hero): 实现英雄技能整组合并展示功能

重构英雄技能展示逻辑,支持将同一触发槽位的多个技能/光环词条合并为一个技能展示:
1. 新增触发组整组分档渲染接口,合并同槽位多技能档位数据
2. 新增组名获取函数,统一使用槽位首个自定义名称作为展示名
3. 调整图鉴面板技能列表,每个触发槽位仅展示一个合并后的图标
4. 升级技能弹窗渲染逻辑,支持整组模式下的合并说明展示
5. 优化注释与代码结构,统一技能展示口径
This commit is contained in:
pan
2026-09-04 14:15:45 +08:00
parent 4e0ef5bccc
commit db26865e03
5 changed files with 319 additions and 107 deletions

View File

@@ -14,6 +14,11 @@
* 2. buildHeroSkillTierDesc(heroUuid, skillUuid) —— 指定技能各阶段说明:
* slv1 给完整能力 + 激活英雄等级;slv2+ 给相对上一级的提升 + 解锁英雄等级
*
* 触发组口径:每个触发槽位(atking/dead/fstart/atked/call/field)整组视为一个技能,
* 组内多个 s_uuid / 光环词条合并为一个名称(组内首个自定义名)与一套说明统一展示:
* - buildHeroSkillDesc 中每组合并为一行(CHeroComp / HeroBoxComp 等直接消费)
* - buildHeroGroupTierLines(heroUuid, slot) 供弹窗按整组分档渲染(SinfoComp)
*
* 占位符规范(模板作者可用,渲染时数值片段自动绿色高亮):
* {target} 目标语义(自身/敌方/全体友方/N名队友…,与 SCastSystem 目标选取一致)
* {dur} 计时 buff 持续秒数(buff_duration 优先,回退 BuffList 默认)
@@ -24,9 +29,9 @@
* 卡牌/道具语境描述见 config/CardSkillText.ts。
*/
import {
HeroInfo, heroInfo, SkillTriggerType, SkillTriggerName, HSkillInfo, LvTriggerEntry,
HeroInfo, heroInfo, SkillTriggerType, SkillTriggerName, HSkillInfo, LvTriggerEntry, FieldEntry,
TriggerGrouped, resolveSkillOverrides, resolveTriggerByLv, resolveFieldByLv,
getGroupedTriggerName, getFieldSkillName,
getGroupedTriggerName, getFieldSkillName, getTriggerGroupName, getFieldGroupName,
} from "./config/heroSet";
import { SkillSet, mergeSkillParams, SkillConfig, SkillKind, TGroup, FieldSkillSet } from "./config/SkillSet";
import { BuffList } from "./config/BuffSet";
@@ -145,8 +150,9 @@ function getHeroDisplayLv(heroUuid: number, configLv: number, fac: FacSet): numb
* 输出一:英雄当前局外等级下,全部技能最大生效档的完整说明(富文本)。
*
* 覆盖:普攻/大招(skills,resolve ≤lv 最大档)、5 类触发技能、驻场光环(field)、
* 死亡触发(dead,含复活)。每行 = 「技能名」:(或「技能名」+ 触发语境)+ 模板渲染后的效果文本(数值高亮),
* 不展示技能等级档号(当前档由英雄局外等级隐含决定)。
* 死亡触发(dead,含复活)。触发槽位整组视为一个技能(组内多技能/词条合并为一行,
* 组名取组内首个自定义名),普攻/大招仍逐技能一行。每行 = 「技能名」:(或「技能名」+
* 触发语境)+ 模板渲染后的效果文本(数值高亮),不展示技能等级档号(当前档由英雄局外等级隐含决定)。
*
* Why 普攻默认隐藏:skills 首位为普攻(全英雄共有基础能力),展示场景通常只关心
* 特色技能(大招/触发/光环),普攻行信息冗余;需要完整展示时传 showNormal=true。
@@ -184,11 +190,16 @@ export function buildHeroSkillDesc(heroUuid: number, showName: boolean = true, s
lines.push(head ? `${head}: ${text}` : text);
}
// ---- 5 类标准触发技能:resolve 当前等级生效档 ----
// ---- 5 类触发技能:每个触发槽位整组视为一个技能,组内多技能效果合并为一行 ----
for (const type of TRIGGER_KEYS) {
const grouped = hero[type] as TriggerGrouped | undefined;
if (!grouped) continue;
for (const item of resolveTriggerByLv(grouped, lv)) {
const items = resolveTriggerByLv(grouped, lv);
if (items.length === 0) continue;
// 组内多个技能时,各效果片段带自身技能名区分
const headOf = (s_uuid: number) => (items.length > 1 ? skillNameRich(getGroupedTriggerName(grouped, s_uuid)) : "");
const parts: string[] = [];
for (const item of items) {
const base = SkillSet[item.s_uuid];
if (!base) continue;
const skill = mergeSkillParams(base, item.overrides);
@@ -204,31 +215,40 @@ export function buildHeroSkillDesc(heroUuid: number, showName: boolean = true, s
const trig = type === SkillTriggerType.Atking || type === SkillTriggerType.Atked
? `${SkillTriggerName[type]}${valueRich(item.t_num)}次`
: SkillTriggerName[type];
lines.push(`${nameSeg(getGroupedTriggerName(grouped, item.s_uuid))}${trig}, ${text}`);
parts.push(`${headOf(item.s_uuid)}${trig}, ${text}`);
}
// dead 组内的复活效果(revive_hp / revive_count)并入同一行
if (type === SkillTriggerType.Dead) {
for (const item of items) {
const reviveHp = item.overrides?.revive_hp;
const reviveCount = item.overrides?.revive_count ?? 0;
if (reviveHp === undefined || reviveCount <= 0) continue;
const text = `每回合可复活${valueRich(reviveCount)}次, 死亡后以${valueRich(`${Math.round(reviveHp)}%`)}生命原地重生`;
parts.push(`${headOf(item.s_uuid)}${SkillTriggerName[SkillTriggerType.Dead]}, ${text}`);
}
}
if (parts.length === 0) continue;
// 组名取组内首个自定义名(getTriggerGroupName)
lines.push(`${nameSeg(getTriggerGroupName(hero, type))}${parts.join(";")}`);
}
// ---- 驻场光环(field):查 FieldDescSet 按 type 渲染,数值实时高亮 ----
for (const entry of resolveFieldByLv(hero.field, lv)) {
// ---- 驻场光环(field):整组视为一个技能,组内多词条合并为一行 ----
const fieldItems = resolveFieldByLv(hero.field, lv);
const fieldParts: string[] = [];
for (const entry of fieldItems) {
const fs = FieldSkillSet[entry.uuid];
const desc = fs ? FieldDescSet[fs.type] : undefined;
if (!fs || !desc) continue;
const val = desc.fmt === FieldValueFmt.Percent
? `+${Math.round(entry.value * 100)}%`
: desc.fmt === FieldValueFmt.IntMinus ? `-${entry.value}` : `+${entry.value}`;
lines.push(`${nameSeg(getFieldSkillName(hero, entry.uuid))}${desc.verb}${valueRich(val)}`);
// 组内多个词条时带各自词条名区分
const head = fieldItems.length > 1 ? skillNameRich(entry.name ?? fs.name) : "";
fieldParts.push(`${head}${desc.verb}${valueRich(val)}`);
}
// ---- 复活(已纳入 dead 触发组):从 dead 配置提取 revive_hp / revive_count ----
for (const item of resolveTriggerByLv(hero.dead, lv)) {
const reviveHp = item.overrides?.revive_hp;
const reviveCount = item.overrides?.revive_count ?? 0;
if (reviveHp === undefined || reviveCount <= 0) continue;
const base = SkillSet[item.s_uuid];
if (!base) continue;
const skill = mergeSkillParams(base, item.overrides);
const text = `每回合可复活${valueRich(reviveCount)}次, 死亡后以${valueRich(`${Math.round(reviveHp)}%`)}生命原地重生`;
lines.push(`${nameSeg(getGroupedTriggerName(hero.dead!, item.s_uuid))}${SkillTriggerName[SkillTriggerType.Dead]}, ${text}`);
if (fieldParts.length > 0) {
// 组名取组内首个自定义名(getFieldGroupName)
lines.push(`${nameSeg(getFieldGroupName(hero))}${fieldParts.join(",")}`);
}
return lines.join("\n");
@@ -552,6 +572,104 @@ export function buildHeroSkillTierLines(heroUuid: number, skillUuid: number, slo
return buildTierLines(tiers, triggerLabel);
}
/**
* 驻场光环整组分档行(hero.field 全部词条合并展示)。
* 每档一行:新词条给完整效果(动词 + 数值),已有词条给数值提升;
* 组内仅 1 个词条时与单词条口径一致。档位配置了 desc(LvFieldEntry.desc)时优先采用。
*/
function collectFieldGroupTierLines(hero: heroInfo): HeroSkillTierLine[] {
const tiers = [...(hero.field ?? [])].sort((a, b) => a.lv - b.lv);
if (tiers.length === 0) return [];
// 组内词条数 >1 时每行带词条名区分
const uuidSet = new Set<number>();
for (const t of tiers) {
for (const u of t.uuids) uuidSet.add(u.uuid);
}
const multi = uuidSet.size > 1;
const lines: HeroSkillTierLine[] = [];
let prev: FieldEntry[] = [];
tiers.forEach((e, i) => {
const parts: string[] = [];
for (const entry of e.uuids) {
const fs = FieldSkillSet[entry.uuid];
const descCfg = fs ? FieldDescSet[fs.type] : undefined;
if (!fs || !descCfg) continue;
const head = multi ? `${entry.name ?? fs.name}: ` : "";
const before = prev.find(p => p.uuid === entry.uuid);
if (!before) {
// 新词条:完整效果(动词 + 数值高亮)
parts.push(`${head}${descCfg.verb}${buildFieldValueRich(entry.uuid, entry.value)}`);
} else if (before.value !== entry.value) {
// 已有词条:数值由旧值提升至新值
parts.push(`${head}${descCfg.verb}${buildFieldValueRich(entry.uuid, before.value)}提升至${buildFieldValueRich(entry.uuid, entry.value)}`);
}
}
lines.push({ sLv: i + 1, heroLv: e.lv, text: e.desc ?? parts.join("\n") });
prev = e.uuids;
});
return lines;
}
/** 多技能档位行按解锁英雄等级合并:同阈值档位文本换行拼接,sLv 取该阈值下最大档 */
function mergeTierLinesByHeroLv(groups: HeroSkillTierLine[][]): HeroSkillTierLine[] {
if (groups.length === 0) return [];
if (groups.length === 1) return groups[0];
const byLv = new Map<number, HeroSkillTierLine[]>();
for (const lines of groups) {
for (const line of lines) {
const bucket = byLv.get(line.heroLv);
if (bucket) bucket.push(line);
else byLv.set(line.heroLv, [line]);
}
}
return [...byLv.keys()].sort((a, b) => a - b).map(heroLv => {
const bucket = byLv.get(heroLv)!;
return {
sLv: Math.max(...bucket.map(l => l.sLv)),
heroLv,
text: bucket.map(l => l.text).join("\n"),
};
});
}
/**
* 输出二(触发组整体):指定触发槽位整组的各等级档位说明,按解锁英雄等级升序。
*
* 每个触发槽位(atking/dead/fstart/atked/call/field)整组视为一个技能:
* 组内各 s_uuid 分别生成分档行后按解锁英雄等级阈值合并(同阈值文本换行拼接),
* 组内多个技能时每行带各自技能名区分;驻场光环按词条维度合并。
* 每档附带解锁英雄等级,调用方对比 smc.getHeroOuterLv 判定激活状态。
*
* @param heroUuid 英雄 uuid(HeroInfo key)
* @param slot 触发槽位(field 表示驻场光环整组)
* @returns 合并后的档位行数组;该槽位未配置返回 []
*/
export function buildHeroGroupTierLines(heroUuid: number, slot: SkillTriggerType): HeroSkillTierLine[] {
const hero = HeroInfo[heroUuid];
if (!hero) return [];
if (slot === SkillTriggerType.Field) return collectFieldGroupTierLines(hero);
const grouped = hero[slot] as TriggerGrouped | undefined;
if (!grouped) return [];
const keys = Object.keys(grouped).map(Number);
const lineGroups: HeroSkillTierLine[][] = [];
for (const sUuid of keys) {
const hit = collectTriggerTiers(hero, slot, sUuid);
if (!hit) continue;
const lines = buildTierLines(hit.tiers, hit.label);
// 组内多个技能时每行带各自技能名区分
if (keys.length > 1) {
const name = getGroupedTriggerName(grouped, sUuid);
for (const line of lines) {
line.text = `${skillNameRich(name)}${line.text}`;
}
}
lineGroups.push(lines);
}
return mergeTierLinesByHeroLv(lineGroups);
}
/**
* 输出二:指定技能的各阶段说明(富文本整段)。
*

View File

@@ -1,4 +1,4 @@
import { v3 } from "cc"
import { v3 } from "cc"
import { BoxSet, FacSet, FightSet } from "./GameSet"
import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet"
import { BuffList, BuffConfig, ModOp } from "./BuffSet"
@@ -254,8 +254,10 @@ export enum SkillLv {
/**
* 触发技能对外命名规则:
* 英雄除普攻外的技能(atked/atking/dead/fstart/revive)命名统一收敛进各英雄 HeroInfo 配置
* 英雄除普攻外的技能(call/atked/atking/dead/fstart)命名统一收敛进各英雄 HeroInfo 配置
* (HSkillInfo.name 给普攻/主技能命名;LvTriggerEntry.name 给触发技能组命名,写在该组第 1 档)。
* UI 层将每个触发槽位(atking/dead/fstart/atked/call/field)整组视为一个技能:
* 组内多个 s_uuid / 光环词条合并为一个名称与一套说明统一展示,组名取组内首个自定义名。
* 天赋由 TalentSet 自行命名;SkillSet.name 仅作内部底座代号,不直接对外展示。
*/
/**
@@ -284,6 +286,44 @@ export function getFieldSkillName(hero: heroInfo | undefined, uuid: number): str
return FieldSkillSet[uuid]?.name ?? "";
}
/**
* 查询触发技能组(整个触发槽位)的对外统一展示名(英雄语境)。
* Why: 每个触发槽位整组视为一个技能,组内多个 s_uuid 合并展示,需要统一组名。
* @param hero 英雄配置
* @param type 触发槽位(call/dead/fstart/atking/atked)
* @returns 组内首个配置了 name 的条目名(按 s_uuid 与档位配置顺序扫描);
* 均未配置时回退组内首个 s_uuid 的 SkillSet 底座名;组不存在返回 ""
*/
export function getTriggerGroupName(hero: heroInfo | undefined, type: SkillTriggerType): string {
const grouped = hero?.[type] as TriggerGrouped | undefined;
if (!grouped) return "";
let firstUuid = 0;
for (const key in grouped) {
if (!firstUuid) firstUuid = Number(key);
const name = grouped[key]?.[0]?.name;
if (name) return name;
}
return firstUuid ? (SkillSet[firstUuid]?.name ?? "") : "";
}
/**
* 查询驻场光环组(hero.field 整体)的对外统一展示名(英雄语境)。
* Why: field 槽位同样整组视为一个技能,组内多个词条合并展示,组名取首个自定义名。
* @param hero 英雄配置(含 field 词条档位)
* @returns 全部档位词条中首个配置 name 的(按档位 lv 与词条顺序扫描);
* 均未配置时回退首个词条的 FieldSkillSet 底座名;无光环返回 ""
*/
export function getFieldGroupName(hero: heroInfo | undefined): string {
let firstUuid = 0;
for (const tier of hero?.field ?? []) {
for (const entry of tier.uuids) {
if (!firstUuid) firstUuid = entry.uuid;
if (entry.name) return entry.name;
}
}
return firstUuid ? (FieldSkillSet[firstUuid]?.name ?? "") : "";
}
/**
* 复活已纳入 dead 触发组:通过 SkillOverrides.revive_hp / revive_count 配置,
* 不再需要独立的 revive 字段和解析函数。
@@ -447,21 +487,23 @@ export const HeroInfo: Record<number, heroInfo> = {
5001: {
uuid: 5001, name: "叠甲骑士", path: "hk1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Tank, role: HRole.Tank, hp: HERO_ROLE_BASE[HRole.Tank].hp + 20, ap: HERO_ROLE_BASE[HRole.Tank].ap, def: HERO_ROLE_BASE[HRole.Tank].def + 10,
skills: {
6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100}, desc: "挥剑对{target}造成攻击力{ap}%伤害",
6004: {
uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥剑对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"ap":120} },
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "ap": 120 } },
],
},
6301: { uuid: 6301, name: "魔法盾", lv: 1, cd: 6, ccd: 0, overrides: {"ap":30,"summon_count":1}, desc: "{target}获得生命最大值{ap}%的护盾",
6301: {
uuid: 6301, name: "魔法盾", lv: 1, cd: 6, ccd: 0, overrides: { "ap": 30, "summon_count": 1 }, desc: "{target}获得生命最大值{ap}%的护盾",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":60,"summon_count":1} },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":120,"summon_count":2} },
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 60, "summon_count": 1 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 120, "summon_count": 2 } },
],
},
},
atked: {
6301: [
{ lv: 4, s_lv: SkillLv.Lv1, name: "全体圣盾", t_num: 3, overrides: {"TGroup":null,"ap":10,"summon_count":1}, desc: "全队获得本英雄生命最大值{ap}%的护盾" },
{ lv: 4, s_lv: SkillLv.Lv1, name: "全体圣盾", t_num: 3, overrides: { "TGroup": null, "ap": 10, "summon_count": 1 }, desc: "全队获得本英雄生命最大值{ap}%的护盾" },
],
},
info: "",
@@ -470,21 +512,23 @@ export const HeroInfo: Record<number, heroInfo> = {
5002: {
uuid: 5002, name: "易伤剑仙", path: "hk3", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp + 5, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 20, def: HERO_ROLE_BASE[HRole.Warrior].def + 5,
skills: {
6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100}, desc: "挥拳对{target}造成攻击力{ap}%伤害",
6004: {
uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥拳对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"ap":120} },
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "ap": 120 } },
],
},
6101: { uuid: 6101, name: "气斩", lv: 1, cd: 8, ccd: 0, overrides: {"ap":150,"timed_buff_id":7002,"summon_count":1}, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,并使目标易伤(受到伤害加深,持续{dur}秒)",
6101: {
uuid: 6101, name: "气斩", lv: 1, cd: 8, ccd: 0, overrides: { "ap": 150, "timed_buff_id": 7002, "summon_count": 1 }, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,并使目标易伤(受到伤害加深,持续{dur}秒)",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"buff_value":20,"summon_count":1} },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":180,"bck":60,"buff_value":40,"summon_count":2}, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,击退{bck},并使目标易伤(持续{dur}秒)" },
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "buff_value": 20, "summon_count": 1 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 180, "bck": 60, "buff_value": 40, "summon_count": 2 }, desc: "斩出气刃,对{target}造成攻击力{ap}%伤害,击退{bck},并使目标易伤(持续{dur}秒)" },
],
},
},
atking: {
6004: [
{ lv: 4, s_lv: SkillLv.Lv1, name: "奋力一击", t_num: 3, overrides: {"ap":300}, desc: "每三次攻击后立即打击{target},造成攻击力{ap}%伤害" },
{ lv: 4, s_lv: SkillLv.Lv1, name: "奋力一击", t_num: 3, overrides: { "ap": 300 }, desc: "每三次攻击后立即打击{target},造成攻击力{ap}%伤害" },
],
},
info: "",
@@ -493,15 +537,17 @@ export const HeroInfo: Record<number, heroInfo> = {
5003: {
uuid: 5003, name: "眩晕暴击哥", path: "hk5", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Melee, grow_type: HGrowType.Warrior, role: HRole.Warrior, hp: HERO_ROLE_BASE[HRole.Warrior].hp + 5, ap: HERO_ROLE_BASE[HRole.Warrior].ap + 20, def: HERO_ROLE_BASE[HRole.Warrior].def + 5,
skills: {
6004: { uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100}, desc: "挥斧对{target}造成攻击力{ap}%伤害",
6004: {
uuid: 6004, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥斧对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"stun":10}, desc: "挥斧对{target}造成攻击力{ap}%伤害,{stun}%概率击晕" },
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "stun": 10 }, desc: "挥斧对{target}造成攻击力{ap}%伤害,{stun}%概率击晕" },
],
},
6104: { uuid: 6104, name: "开山斧", lv: 1, cd: 8, ccd: 0, overrides: {"ap":300,"stun":100,"summon_count":1}, desc: "劈出开山斧,对{target}造成攻击力{ap}%伤害,必定击晕",
6104: {
uuid: 6104, name: "开山斧", lv: 1, cd: 8, ccd: 0, overrides: { "ap": 300, "stun": 100, "summon_count": 1 }, desc: "劈出开山斧,对{target}造成攻击力{ap}%伤害,必定击晕",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":450,"stun":100,"summon_count":1} },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":450,"stun":100,"summon_count":2} },
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 450, "stun": 100, "summon_count": 1 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 450, "stun": 100, "summon_count": 2 } },
],
},
},
@@ -514,15 +560,17 @@ export const HeroInfo: Record<number, heroInfo> = {
5004: {
uuid: 5004, name: "刀刀暴击", path: "hc1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Mid, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: HERO_ROLE_BASE[HRole.Assassin].hp, ap: HERO_ROLE_BASE[HRole.Assassin].ap + 30, def: HERO_ROLE_BASE[HRole.Assassin].def,
skills: {
6002: { uuid: 6002, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: {"ap":100}, desc: "挥刀对{target}造成攻击力{ap}%伤害",
6002: {
uuid: 6002, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥刀对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"crt":10}, desc: "挥刀对{target}造成攻击力{ap}%伤害,{crt}%概率暴击" },
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "crt": 10 }, desc: "挥刀对{target}造成攻击力{ap}%伤害,{crt}%概率暴击" },
],
},
6100: { uuid: 6100, name: "光闪", lv: 1, cd: 8, ccd: 0, overrides: {"ap":150,"summon_count":1}, desc: "斩出光闪,对{target}造成攻击力{ap}%伤害",
6100: {
uuid: 6100, name: "光闪", lv: 1, cd: 8, ccd: 0, overrides: { "ap": 150, "summon_count": 1 }, desc: "斩出光闪,对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":250,"summon_count":1} },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":350,"summon_count":2} },
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 250, "summon_count": 1 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 350, "summon_count": 2 } },
],
},
},
@@ -535,15 +583,17 @@ export const HeroInfo: Record<number, heroInfo> = {
5005: {
uuid: 5005, name: "出血贼", path: "hc2", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Mid, grow_type: HGrowType.Assassin, role: HRole.Assassin, hp: HERO_ROLE_BASE[HRole.Assassin].hp, ap: HERO_ROLE_BASE[HRole.Assassin].ap + 30, def: HERO_ROLE_BASE[HRole.Assassin].def,
skills: {
6002: { uuid: 6002, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: {"ap":100}, desc: "挥刀对{target}造成攻击力{ap}%伤害",
6002: {
uuid: 6002, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Fast].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥刀对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"timed_buff_id":7007,"buff_value":30,"buff_chance":30}, desc: "挥刀对{target}造成攻击力{ap}%伤害,{buff_chance}%概率使目标出血(每0.5秒受到{buff_value}点伤害,持续{dur}秒)" },
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "timed_buff_id": 7007, "buff_value": 30, "buff_chance": 30 }, desc: "挥刀对{target}造成攻击力{ap}%伤害,{buff_chance}%概率使目标出血(每0.5秒受到{buff_value}点伤害,持续{dur}秒)" },
],
},
6103: { uuid: 6103, name: "闪电斩", lv: 1, cd: 8, ccd: 0, overrides: {"ap":150,"summon_count":1}, desc: "召唤落雷斩击{target},造成攻击力{ap}%伤害",
6103: {
uuid: 6103, name: "闪电斩", lv: 1, cd: 8, ccd: 0, overrides: { "ap": 150, "summon_count": 1 }, desc: "召唤落雷斩击{target},造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":250,"timed_buff_id":7007,"summon_count":1}, desc: "召唤落雷斩击{target},造成攻击力{ap}%伤害,并使目标出血(每0.5秒受到{buff_value}点伤害,持续{dur}秒)" },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":350,"para":50,"timed_buff_id":7007,"buff_value":60,"summon_count":2}, desc: "召唤落雷斩击{target},造成攻击力{ap}%伤害,{para}%概率麻痹,并使目标出血(每0.5秒受到{buff_value}点伤害,持续{dur}秒)" },
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 250, "timed_buff_id": 7007, "summon_count": 1 }, desc: "召唤落雷斩击{target},造成攻击力{ap}%伤害,并使目标出血(每0.5秒受到{buff_value}点伤害,持续{dur}秒)" },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 350, "para": 50, "timed_buff_id": 7007, "buff_value": 60, "summon_count": 2 }, desc: "召唤落雷斩击{target},造成攻击力{ap}%伤害,{para}%概率麻痹,并使目标出血(每0.5秒受到{buff_value}点伤害,持续{dur}秒)" },
],
},
},
@@ -556,15 +606,17 @@ export const HeroInfo: Record<number, heroInfo> = {
5006: {
uuid: 5006, name: "冻箭哥", path: "ha1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Archer, role: HRole.Archer, hp: HERO_ROLE_BASE[HRole.Archer].hp, ap: HERO_ROLE_BASE[HRole.Archer].ap + 30, def: HERO_ROLE_BASE[HRole.Archer].def,
skills: {
6006: { uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: {"ap":100}, desc: "射出箭矢,对{target}造成攻击力{ap}%伤害",
6006: {
uuid: 6006, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: { "ap": 100 }, desc: "射出箭矢,对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"bck":10}, desc: "射出箭矢,对{target}造成攻击力{ap}%伤害,击退{bck}" },
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "bck": 10 }, desc: "射出箭矢,对{target}造成攻击力{ap}%伤害,击退{bck}" },
],
},
6150: { uuid: 6150, name: "万箭齐发·冰", lv: 1, cd: 8, ccd: 0, overrides: {"ap":150,"frz":30,"summon_count":1}, desc: "万箭齐发,对{target}造成攻击力{ap}%伤害,{frz}%概率冰冻",
6150: {
uuid: 6150, name: "万箭齐发·冰", lv: 1, cd: 8, ccd: 0, overrides: { "ap": 150, "frz": 30, "summon_count": 1 }, desc: "万箭齐发,对{target}造成攻击力{ap}%伤害,{frz}%概率冰冻",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":200,"frz":50,"summon_count":1} },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":250,"frz":70,"summon_count":2} },
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 200, "frz": 50, "summon_count": 1 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 250, "frz": 70, "summon_count": 2 } },
],
},
},
@@ -577,15 +629,17 @@ export const HeroInfo: Record<number, heroInfo> = {
5007: {
uuid: 5007, name: "击退火女", path: "hm1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Mage, role: HRole.Mage, hp: HERO_ROLE_BASE[HRole.Mage].hp - 5, ap: HERO_ROLE_BASE[HRole.Mage].ap + 10, def: HERO_ROLE_BASE[HRole.Mage].def,
skills: {
6010: { uuid: 6010, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: {"ap":100,"bck":30}, desc: "掷出紫魔球,对{target}造成攻击力{ap}%伤害,击退{bck}",
6010: {
uuid: 6010, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Slow].cd, ccd: 0, overrides: { "ap": 100, "bck": 30 }, desc: "掷出紫魔球,对{target}造成攻击力{ap}%伤害,击退{bck}",
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"bck":40} },
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "bck": 40 } },
],
},
6200: { uuid: 6200, name: "火焰喷射", lv: 1, cd: 8, ccd: 0, overrides: {"ap":250,"bck":100,"summon_count":1}, desc: "喷出烈焰风暴,对{target}造成攻击力{ap}%伤害,击退{bck}",
6200: {
uuid: 6200, name: "火焰喷射", lv: 1, cd: 8, ccd: 0, overrides: { "ap": 250, "bck": 100, "summon_count": 1 }, desc: "喷出烈焰风暴,对{target}造成攻击力{ap}%伤害,击退{bck}",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":350,"bck":100,"summon_count":1} },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":450,"bck":100,"summon_count":2} },
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 350, "bck": 100, "summon_count": 1 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 450, "bck": 100, "summon_count": 2 } },
],
},
},
@@ -598,26 +652,28 @@ export const HeroInfo: Record<number, heroInfo> = {
5008: {
uuid: 5008, name: "团疗奶爸", path: "hh1", fac: FacSet.HERO, rarity: 1, lv: 1, type: HType.Long, grow_type: HGrowType.Support, role: HRole.Support, hp: HERO_ROLE_BASE[HRole.Support].hp + 10, ap: HERO_ROLE_BASE[HRole.Support].ap + 20, def: HERO_ROLE_BASE[HRole.Support].def,
skills: {
6011: { uuid: 6011, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: {"ap":100}, desc: "挥杖对{target}造成攻击力{ap}%伤害",
6011: {
uuid: 6011, lv: 1, cd: AtkSpeedSet[AtkSpeedLv.Normal].cd, ccd: 0, overrides: { "ap": 100 }, desc: "挥杖对{target}造成攻击力{ap}%伤害",
lv_entries: [
{ lv: 2, s_lv: SkillLv.Lv2, overrides: {"bck":10}, desc: "挥杖对{target}造成攻击力{ap}%伤害,击退{bck}" },
{ lv: 2, s_lv: SkillLv.Lv2, overrides: { "bck": 10 }, desc: "挥杖对{target}造成攻击力{ap}%伤害,击退{bck}" },
],
},
6302: { uuid: 6302, name: "治疗", lv: 1, cd: 8, ccd: 0, overrides: {"ap":300,"summon_count":1}, desc: "为{target}回复攻击力{ap}%生命",
6302: {
uuid: 6302, name: "治疗", lv: 1, cd: 8, ccd: 0, overrides: { "ap": 300, "summon_count": 1 }, desc: "为{target}回复攻击力{ap}%生命",
lv_entries: [
{ lv: 8, s_lv: SkillLv.Lv2, overrides: {"ap":400,"summon_count":1} },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: {"ap":450,"summon_count":2} },
{ lv: 8, s_lv: SkillLv.Lv2, overrides: { "ap": 400, "summon_count": 1 } },
{ lv: 16, s_lv: SkillLv.Lv3, overrides: { "ap": 450, "summon_count": 2 } },
],
},
},
atking: {
6301: [
{ lv: 4, s_lv: SkillLv.Lv1, name: "圣愈之盾", t_num: 3, overrides: {"ap":30,"summon_count":1}, desc: "{target}获得生命最大值{ap}%的护盾" },
{ lv: 4, s_lv: SkillLv.Lv1, name: "圣愈之盾", t_num: 3, overrides: { "ap": 30, "summon_count": 1 }, desc: "{target}获得生命最大值{ap}%的护盾" },
],
},
info: "",
},
// @hero-setup:heroes-end
// @hero-setup:heroes-end
/*
*=============怪物配置列表================

View File

@@ -486,19 +486,21 @@ export class HerosListComp extends CCComp {
// ======================== 技能图标列表 ========================
/** 图鉴面板展示的触发技能类型(heroInfo 触发配置:死亡/战斗开始/光环/攻击后/受击) */
/** 图鉴面板展示的触发技能槽位(按触发时机排序:召唤→战斗开始→攻击后→受击后→死亡→常驻光环) */
private static readonly PANEL_TRIGGER_TYPES: SkillTriggerType[] = [
SkillTriggerType.Dead,
SkillTriggerType.Call,
SkillTriggerType.FStart,
SkillTriggerType.Field,
SkillTriggerType.Atking,
SkillTriggerType.Atked,
SkillTriggerType.Dead,
SkillTriggerType.Field,
]
/**
* 刷新当前英雄的技能图标列表:
* 1. 大招:skills[1] 及以后(首个为普攻,跳过)。
* 2. 触发技能:Dead/FStart/Field/Atking/Atked(复活已纳入 dead)。
* 2. 触发技能:每个触发槽位(Call/FStart/Atking/Atked/Dead/Field)整组视为一个技能,
* 只出一个图标,组内多技能/词条合并展示(复活已纳入 dead)。
* 以局外等级(getHeroOuterLv)为当前等级,未达解锁档的显示 locked,
* 已激活的显示当前等级对应的技能等级。
*/
@@ -522,63 +524,76 @@ export class HerosListComp extends CCComp {
this.addSkillIcon(hSkill.uuid, sLv, false, false)
})
// ---- 触发技能:按 PANEL_TRIGGER_TYPES 顺序追加 ----
// ---- 触发技能:每个触发槽位整组一个图标,按 PANEL_TRIGGER_TYPES 顺序追加 ----
for (const type of HerosListComp.PANEL_TRIGGER_TYPES) {
if (type === SkillTriggerType.Field) {
this.addFieldIcons(hero[SkillTriggerType.Field], lv)
this.addFieldGroupIcon(hero[SkillTriggerType.Field], lv)
} else {
this.addTriggerIcons(hero[type] as TriggerGrouped | undefined, lv, type)
this.addTriggerGroupIcon(hero[type] as TriggerGrouped | undefined, lv, type)
}
}
}
/**
* 实例化技能小图标并初始化
* @param s_uuid 技能 UUID(SkillSet 或 FieldSkillSet)
* @param s_lv 当前等级对应的技能等级(locked 时为解锁预览档)
* @param locked 当前等级未激活 → 显示锁定遮罩
* @param isField true 表示驻场光环词条(图标取 FieldSkillSet)
* @param slot 技能所属槽位(普攻/大招传 undefined;触发/光环传对应类型,
* 同一底座不同槽位视为不同技能,弹窗按槽位精确取档;复活已纳入 dead)
* @param s_uuid 技能 UUID(SkillSet 或 FieldSkillSet;整组模式下取组内首个,仅用于图标)
* @param s_lv 当前等级对应的技能等级(locked 时为解锁预览档)
* @param locked 当前等级未激活 → 显示锁定遮罩
* @param isField true 表示驻场光环词条(图标取 FieldSkillSet)
* @param slot 技能所属槽位(普攻/大招传 undefined;触发/光环传对应类型,
* 同一底座不同槽位视为不同技能,弹窗按槽位取档;复活已纳入 dead)
* @param isGroup 整组模式:该图标代表整个触发槽位,组名取组内首个自定义名,
* 弹窗按整组合并渲染(组内多技能/词条统一说明)
*/
private addSkillIcon(s_uuid: number, s_lv: number, locked: boolean, isField: boolean, slot?: SkillTriggerType) {
private addSkillIcon(s_uuid: number, s_lv: number, locked: boolean, isField: boolean, slot?: SkillTriggerType, isGroup: boolean = false) {
const node = instantiate(this.skill_icon_prefab)
node.name = `skill_${s_uuid}`
const comp = node.getComponent(SSkillBoxComp) || node.addComponent(SSkillBoxComp)
// 携带所属英雄与槽位,点击弹窗按英雄技能分档描述渲染
comp.initHeroSkill(s_uuid, s_lv, locked, isField, this.huuid, slot)
comp.initHeroSkill(s_uuid, s_lv, locked, isField, this.huuid, slot, isGroup)
this.skills_node.addChild(node)
}
/**
* 触发技能(dead/fstart/atking/atked):按 s_uuid 分组,取 ≤lv 最大档判定激活;
* 未激活时预览最低档(与 resolveTriggerByLv 同语义)
* @param type 触发槽位(随图标透传,区分与普攻同底座的触发技能)
* 触发技能槽位(call/fstart/atking/atked/dead)整组一个图标:
* 组内多 s_uuid 合并展示,图标/等级取组内首个 s_uuid 的生效档(未激活预览最低档);
* 整组激活判定:组内任一 s_uuid 存在 ≤lv 生效档即视为已激活(与 resolveTriggerByLv 同语义)
* @param type 触发槽位(随图标透传,弹窗按整组取档)
*/
private addTriggerIcons(grouped: TriggerGrouped | undefined, lv: number, type: SkillTriggerType) {
private addTriggerGroupIcon(grouped: TriggerGrouped | undefined, lv: number, type: SkillTriggerType) {
if (!grouped) return
for (const key in grouped) {
const entries = grouped[key]
if (!entries?.length) continue
const sorted = [...entries].sort((a, b) => a.lv - b.lv)
let active: LvTriggerEntry | undefined
for (const e of sorted) { if (e.lv <= lv) active = e }
const pick = active ?? sorted[0]
this.addSkillIcon(Number(key), pick.s_lv ?? 1, !active, false, type)
const keys = Object.keys(grouped).map(Number).filter(k => grouped[k]?.length)
if (keys.length === 0) return
// 图标/等级取组内首个 s_uuid 的生效档
const sorted = [...grouped[keys[0]]].sort((a, b) => a.lv - b.lv)
let active: LvTriggerEntry | undefined
for (const e of sorted) { if (e.lv <= lv) active = e }
// 整组激活判定:组内任一 s_uuid 存在生效档即激活
let anyActive = !!active
for (const key of keys) {
if (anyActive) break
for (const e of grouped[key] ?? []) {
if (e.lv <= lv) { anyActive = true; break }
}
}
const pick = active ?? sorted[0]
this.addSkillIcon(keys[0], pick.s_lv ?? 1, !anyActive, false, type, true)
}
/** 驻场光环:未激活取最低档预览,激活取 ≤lv 最大档的词条列表 */
private addFieldIcons(field: LvFieldEntry[] | undefined, lv: number) {
/**
* 驻场光环槽位整组一个图标:组内多词条合并展示,
* 图标取生效档(未激活预览最低档)的首个词条
*/
private addFieldGroupIcon(field: LvFieldEntry[] | undefined, lv: number) {
if (!field?.length) return
const sorted = [...field].sort((a, b) => a.lv - b.lv)
let active: LvFieldEntry | undefined
for (const e of sorted) { if (e.lv <= lv) active = e }
const pick = active ?? sorted[0]
for (const entry of pick.uuids) {
// 词条档位无 s_lv 概念,技能等级恒为 1(等级标签展示技能等级而非解锁的英雄等级)
this.addSkillIcon(entry.uuid, 1, !active, true, SkillTriggerType.Field)
}
const firstUuid = pick.uuids[0]?.uuid
if (!firstUuid) return
// 词条档位无 s_lv 概念,技能等级恒为 1(等级标签展示技能等级而非解锁的英雄等级)
this.addSkillIcon(firstUuid, 1, !active, true, SkillTriggerType.Field, true)
}
/** 复活技能已纳入 dead 触发组,通过 dead 配置展示(revive_hp / revive_count),无需单独处理 */

View File

@@ -6,7 +6,7 @@ import { CardTriggerType } from "../common/config/CardSet";
import { SkillSet, FieldSkillSet } from "../common/config/SkillSet";
import {
FieldEntry, HeroInfo, TriggerGrouped, SkillTriggerType,
getGroupedTriggerName, getFieldSkillName,
getGroupedTriggerName, getFieldSkillName, getTriggerGroupName, getFieldGroupName,
} from "../common/config/heroSet";
import { UIID } from "../common/config/GameUIConfig";
import { smc } from "../common/SingletonModuleComp";
@@ -45,6 +45,9 @@ export class SSkillBoxComp extends CCComp {
/** 技能所属槽位(英雄图鉴模式):同一底座可同时为普攻与触发技能(如 5002 的 6004),
* 弹窗按槽位精确取档,避免自动定位命中错误分组 */
private hero_slot?: SkillTriggerType;
/** 整组模式(英雄图鉴):true 时该图标代表整个触发槽位(atking/dead/fstart/atked/call/field),
* 组内多技能/词条合并为一个名称与一套说明展示,弹窗按整组取档 */
private hero_group: boolean = false;
/** 卡牌等级 */
private rarity: number = 1;
/** 卡牌自定义图标ID(优先级最高,未定义则按 trigger_type 自动取) */
@@ -84,6 +87,8 @@ export class SSkillBoxComp extends CCComp {
hero_uuid: this.hero_uuid || undefined,
// 槽位:同一底座不同槽位视为不同技能(激活等级/档位各自独立)
hero_slot: this.hero_uuid ? this.hero_slot : undefined,
// 整组模式:弹窗按整个触发槽位合并渲染(组内多技能/词条统一说明)
hero_group: this.hero_uuid ? this.hero_group : undefined,
});
}
@@ -101,17 +106,21 @@ export class SSkillBoxComp extends CCComp {
/**
* 初始化英雄技能图标(英雄图鉴面板专用):
* 图标按 s_uuid 直接取 SkillSet / FieldSkillSet 配置,不走 EquipPoolList。
* @param s_uuid 技能 UUID(大招/触发技能指向 SkillSet,光环词条指向 FieldSkillSet)
* @param s_uuid 技能 UUID(大招/触发技能指向 SkillSet,光环词条指向 FieldSkillSet;
* 整组模式下取组内首个 s_uuid/词条,仅用于图标与兜底名)
* @param s_lv 当前英雄等级下生效的技能等级(显示在等级标签)
* @param locked 当前等级未激活时显示锁定遮罩
* @param isField true 时图标取 FieldSkillSet(驻场光环词条)
* @param heroUuid 所属英雄 UUID(点击弹窗按英雄技能分档描述渲染)
* @param slot 技能所属槽位(普攻/大招传 undefined;触发/光环传对应类型,复活已纳入 dead)
* @param isGroup 整组模式:该图标代表整个触发槽位,组名取组内首个自定义名,
* 弹窗按整组合并渲染(组内多技能/词条统一说明)
*/
initHeroSkill(s_uuid: number, s_lv: number, locked: boolean, isField: boolean = false, heroUuid: number = 0, slot?: SkillTriggerType) {
initHeroSkill(s_uuid: number, s_lv: number, locked: boolean, isField: boolean = false, heroUuid: number = 0, slot?: SkillTriggerType, isGroup: boolean = false) {
this.s_uuid = s_uuid;
this.hero_uuid = heroUuid;
this.hero_slot = slot;
this.hero_group = isGroup;
this.rarity = s_lv;
this.hero_icon_source = isField ? "field" : "skill";
this.updateUI();
@@ -163,6 +172,7 @@ export class SSkillBoxComp extends CCComp {
/**
* 英雄图鉴模式:按技能 uuid 在英雄配置中定位,取英雄语境展示名。
* 整组模式优先:整个触发槽位取统一组名(组内首个自定义名);
* 覆盖普攻/大招(skills)、5 类触发技能、驻场光环(field);复活已纳入 dead 触发组。
* 指定槽位时仅在对应槽位查找(同一底座可同时是普攻与触发技能,需精确区分);
* 未命中返回空串,由调用方回退底座名。
@@ -170,6 +180,12 @@ export class SSkillBoxComp extends CCComp {
private resolveHeroSkillName(): string {
const hero = HeroInfo[this.hero_uuid];
if (!hero) return "";
// 整组模式:整个触发槽位一个技能,取组名(组内首个自定义名)
if (this.hero_group && this.hero_slot !== undefined) {
return this.hero_slot === SkillTriggerType.Field
? getFieldGroupName(hero)
: getTriggerGroupName(hero, this.hero_slot);
}
// 槽位指定:光环/触发组各自取值,未命中直接回退(复活已纳入 dead)
if (this.hero_slot !== undefined) {
if (this.hero_slot === SkillTriggerType.Field) {

View File

@@ -24,8 +24,9 @@
* - SkillSet / FieldSkillSet(技能/光环静态配置)
* - SkillCardList(卡牌静态配置)
* - CardSkillText(buildCardDescRich 富文本描述生成,卡牌模式)
* - HeroSkillText(buildHeroSkillTierLines 技能分档描述,英雄技能模式,
* 覆盖普攻/大招、触发技能、驻场光环词条;复活已纳入 dead 触发组)
* - HeroSkillText(buildHeroSkillTierLines 技能分档描述 / buildHeroGroupTierLines
* 触发组整组分档描述,英雄技能模式;触发槽位整组视为一个技能,组内多技能/词条
* 合并为一个名称与一套说明统一展示;复活已纳入 dead 触发组)
*/
import { _decorator, Node, Label, RichText, NodeEventType, Sprite, Color, input, Input, EventTouch, UITransform, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
@@ -36,7 +37,7 @@ import { SkillSet, FieldSkillSet } from "../common/config/SkillSet";
import { SkillCardList } from "../common/config/SCardSet";
import { FieldEntry, SkillTriggerType } from "../common/config/heroSet";
import { buildCardDescRich } from "../common/config/CardSkillText";
import { buildHeroSkillTierLines, HeroSkillTierLine } from "../common/HeroSkillText";
import { buildHeroSkillTierLines, buildHeroGroupTierLines, HeroSkillTierLine } from "../common/HeroSkillText";
import { smc } from "../common/SingletonModuleComp";
const { ccclass, property } = _decorator;
@@ -60,6 +61,9 @@ export interface SInfoParams {
/** 技能所属槽位(英雄图鉴模式):同一底座可同时为普攻与触发技能(如 5002 的 6004),
* 指定后仅在该槽位取档,激活等级/档位按槽位独立判定 */
hero_slot?: SkillTriggerType;
/** 触发组整体模式(英雄图鉴):true 时按 hero_slot 整组渲染,
* 组内多技能/词条合并为一套分档说明统一展示(每个触发槽位视为一个技能) */
hero_group?: boolean;
}
/** 等级提升信息(用于 2 级 / 3 级面板) */
@@ -243,13 +247,16 @@ export class SinfoComp extends CCComp {
/**
* 英雄技能模式渲染(文本二:单个技能各阶段说明)。
* - hero_group:触发槽位整组视为一个技能,组内多技能/词条档位按解锁英雄等级合并展示
* - main_info:技能 slv1 完整描述
* - lv2_desc:slv2 相对 slv1 的提升;lv3_desc:slv3 及以后档(合并展示)
* - lv2/lv3_status:按英雄局外等级(smc.getHeroOuterLv)对比档位解锁等级判定激活
* @returns true 已渲染(拦截通用卡牌逻辑);false 技能无分档数据,回退通用卡牌逻辑
*/
private renderHeroSkill(p: SInfoParams): boolean {
const tiers = buildHeroSkillTierLines(p.hero_uuid!, p.uuid, p.hero_slot);
const tiers = (p.hero_group && p.hero_slot !== undefined)
? buildHeroGroupTierLines(p.hero_uuid!, p.hero_slot)
: buildHeroSkillTierLines(p.hero_uuid!, p.uuid, p.hero_slot);
if (tiers.length === 0) return false;
// 图标 / 名称 / 当前技能等级与通用逻辑一致(skill_lv 传的就是当前生效 s_lv)