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+ "__id__": 184
},
"_enabled": true,
"__prefab": {
- "__id__": 197
+ "__id__": 188
},
"_customMaterial": null,
"_srcBlendFactor": 2,
@@ -4062,11 +4023,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 186
+ "__id__": 177
},
"_enabled": true,
"__prefab": {
- "__id__": 200
+ "__id__": 191
},
"_contentSize": {
"__type__": "cc.Size",
@@ -4090,11 +4051,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 186
+ "__id__": 177
},
"_enabled": true,
"__prefab": {
- "__id__": 202
+ "__id__": 193
},
"_resizeMode": 1,
"_layoutType": 1,
@@ -4143,27 +4104,27 @@
"mountedRoot": null
},
"_parent": {
- "__id__": 185
+ "__id__": 176
},
"_children": [
{
- "__id__": 205
+ "__id__": 196
},
{
- "__id__": 211
+ "__id__": 202
}
],
"_active": false,
"_components": [
{
- "__id__": 217
+ "__id__": 208
},
{
- "__id__": 219
+ "__id__": 210
}
],
"_prefab": {
- "__id__": 221
+ "__id__": 212
},
"_lpos": {
"__type__": "cc.Vec3",
@@ -4200,20 +4161,20 @@
"_objFlags": 0,
"__editorExtras__": {},
"_parent": {
- "__id__": 204
+ "__id__": 195
},
"_children": [],
"_active": true,
"_components": [
{
- "__id__": 206
+ "__id__": 197
},
{
- "__id__": 208
+ "__id__": 199
}
],
"_prefab": {
- "__id__": 210
+ "__id__": 201
},
"_lpos": {
"__type__": "cc.Vec3",
@@ -4250,11 +4211,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 205
+ "__id__": 196
},
"_enabled": true,
"__prefab": {
- "__id__": 207
+ "__id__": 198
},
"_contentSize": {
"__type__": "cc.Size",
@@ -4278,11 +4239,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 205
+ "__id__": 196
},
"_enabled": true,
"__prefab": {
- "__id__": 209
+ "__id__": 200
},
"_customMaterial": null,
"_srcBlendFactor": 2,
@@ -4339,20 +4300,20 @@
"_objFlags": 0,
"__editorExtras__": {},
"_parent": {
- "__id__": 204
+ "__id__": 195
},
"_children": [],
"_active": true,
"_components": [
{
- "__id__": 212
+ "__id__": 203
},
{
- "__id__": 214
+ "__id__": 205
}
],
"_prefab": {
- "__id__": 216
+ "__id__": 207
},
"_lpos": {
"__type__": "cc.Vec3",
@@ -4389,11 +4350,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 211
+ "__id__": 202
},
"_enabled": true,
"__prefab": {
- "__id__": 213
+ "__id__": 204
},
"_contentSize": {
"__type__": "cc.Size",
@@ -4417,11 +4378,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 211
+ "__id__": 202
},
"_enabled": true,
"__prefab": {
- "__id__": 215
+ "__id__": 206
},
"_customMaterial": null,
"_srcBlendFactor": 2,
@@ -4498,11 +4459,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 204
+ "__id__": 195
},
"_enabled": true,
"__prefab": {
- "__id__": 218
+ "__id__": 209
},
"_contentSize": {
"__type__": "cc.Size",
@@ -4526,11 +4487,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 204
+ "__id__": 195
},
"_enabled": true,
"__prefab": {
- "__id__": 220
+ "__id__": 211
},
"_resizeMode": 1,
"_layoutType": 1,
@@ -4577,11 +4538,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 185
+ "__id__": 176
},
"_enabled": true,
"__prefab": {
- "__id__": 223
+ "__id__": 214
},
"_contentSize": {
"__type__": "cc.Size",
@@ -4605,11 +4566,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 185
+ "__id__": 176
},
"_enabled": true,
"__prefab": {
- "__id__": 225
+ "__id__": 216
},
"_alignFlags": 45,
"_target": null,
@@ -4641,11 +4602,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 185
+ "__id__": 176
},
"_enabled": true,
"__prefab": {
- "__id__": 227
+ "__id__": 218
},
"_resizeMode": 1,
"_layoutType": 2,
@@ -4692,11 +4653,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 184
+ "__id__": 175
},
"_enabled": true,
"__prefab": {
- "__id__": 230
+ "__id__": 221
},
"_contentSize": {
"__type__": "cc.Size",
@@ -4743,27 +4704,24 @@
"instance": null,
"targetOverrides": [
{
- "__id__": 234
+ "__id__": 225
},
{
- "__id__": 236
+ "__id__": 227
},
{
- "__id__": 238
+ "__id__": 229
},
{
- "__id__": 240
+ "__id__": 231
}
],
"nestedPrefabInstanceRoots": [
{
- "__id__": 90
+ "__id__": 81
},
{
- "__id__": 51
- },
- {
- "__id__": 2
+ "__id__": 42
}
]
},
@@ -4775,10 +4733,10 @@
"lab_ok"
],
"target": {
- "__id__": 51
+ "__id__": 42
},
"targetInfo": {
- "__id__": 235
+ "__id__": 226
}
},
{
@@ -4795,10 +4753,10 @@
"lab_cancel"
],
"target": {
- "__id__": 90
+ "__id__": 81
},
"targetInfo": {
- "__id__": 237
+ "__id__": 228
}
},
{
@@ -4810,17 +4768,17 @@
{
"__type__": "cc.TargetOverrideInfo",
"source": {
- "__id__": 131
+ "__id__": 122
},
"sourceInfo": null,
"propertyPath": [
"lab_ok"
],
"target": {
- "__id__": 51
+ "__id__": 42
},
"targetInfo": {
- "__id__": 239
+ "__id__": 230
}
},
{
@@ -4832,17 +4790,17 @@
{
"__type__": "cc.TargetOverrideInfo",
"source": {
- "__id__": 131
+ "__id__": 122
},
"sourceInfo": null,
"propertyPath": [
"lab_cancel"
],
"target": {
- "__id__": 90
+ "__id__": 81
},
"targetInfo": {
- "__id__": 241
+ "__id__": 232
}
},
{
diff --git a/assets/resources/gui/ui3.plist.meta b/assets/resources/gui/ui3.plist.meta
index fc1865be..963ae0f4 100644
--- a/assets/resources/gui/ui3.plist.meta
+++ b/assets/resources/gui/ui3.plist.meta
@@ -5958,10 +5958,10 @@
"height": 61,
"rawWidth": 54,
"rawHeight": 61,
- "borderTop": 0,
- "borderBottom": 0,
- "borderLeft": 0,
- "borderRight": 0,
+ "borderTop": 28,
+ "borderBottom": 33,
+ "borderLeft": 27,
+ "borderRight": 27,
"packable": true,
"pixelsToUnit": 100,
"pivotX": 0.5,
@@ -6006,8 +6006,8 @@
"rawHeight": 24,
"borderTop": 0,
"borderBottom": 0,
- "borderLeft": 0,
- "borderRight": 0,
+ "borderLeft": 25,
+ "borderRight": 25,
"packable": true,
"pixelsToUnit": 100,
"pivotX": 0.5,
diff --git a/assets/script/game/common/config/HeroSkillDesc.ts b/assets/script/game/common/config/HeroSkillDesc.ts
index a67a1244..ad824fce 100644
--- a/assets/script/game/common/config/HeroSkillDesc.ts
+++ b/assets/script/game/common/config/HeroSkillDesc.ts
@@ -1,33 +1,33 @@
-/**
- * @file HeroSkillDesc.ts
- * @description 英雄技能/能力描述的【唯一文字表达标准层】
- *
- * 设计目标:
- * heroSet / SkillSet 中的 info / infos 仅作"基础备注",不再承担面板展示。
- * 所有功能性描述(触发技能、驻场光环、复活、等级额外属性加成)统一由本模块
- * 依据结构化配置动态拼出,数值永远来自 mergeSkillParams 合并后的实时配置,
- * 杜绝"改数值忘改文案"的漂移。
- *
- * 输出(双格式,供 UI 按需取用):
- * - buildSkillDesc(source) → 纯文本(Label 用),数值无颜色
- * - buildSkillDescRich(source) → 富文本(RichText 用,BBCode),技能名蓝色、数值绿色高亮
- * 两者共用同一套结构化行构建逻辑,仅渲染阶段区分,保证纯/富文本内容严格一致。
- *
- * 通用性(纯配置驱动):
- * 1. 触发框架:按触发类型遍历(SkillSet + overrides,不动)
- * 2. 效果文案:查 SkillDescSet 结构化模板渲染
- * 3. 目标/属性名:由本模块统一语义化(target/hit_count、ATTR_NAME)
- *
- * 数据源(入参抽象 ISkillDescSource):
- * heroInfo(静态 1 级配置)与 HeroAttrsComp(运行时应用 evolve 后的当前等级配置)
- * 字段结构一致,天然都满足。HeroBoxComp 传 model 显示当前等级;卡池/商店传 heroInfo 显示 1 级。
- *
- * 依赖:
- * - heroSet :SkillTriggerName、SkillTriggerType、TriggerGrouped/LvFieldEntry/LvReviveEntry/LvBonusEntry 及 resolver
- * - SkillSet :SkillSet、mergeSkillParams、SkillOverrides、SkillKind、TGroup
- * - SkillDescSet:结构化描述模板
- * - FieldSkillSet(驻场技能)、BuffList(计时 buff 默认值兜底)、Attrs(属性枚举)
- */
+/**
+* @file HeroSkillDesc.ts
+* @description 英雄技能/能力描述的【唯一文字表达标准层】
+*
+* 设计目标:
+* heroSet / SkillSet 中的 info / infos 仅作"基础备注",不再承担面板展示。
+* 所有功能性描述(触发技能、驻场光环、复活、等级额外属性加成)统一由本模块
+* 依据结构化配置动态拼出,数值永远来自 mergeSkillParams 合并后的实时配置,
+* 杜绝"改数值忘改文案"的漂移。
+*
+* 输出(双格式,供 UI 按需取用):
+* - buildSkillDesc(source) → 纯文本(Label 用),数值无颜色
+* - buildSkillDescRich(source) → 富文本(RichText 用,BBCode),技能名蓝色、数值绿色高亮
+* 两者共用同一套结构化行构建逻辑,仅渲染阶段区分,保证纯/富文本内容严格一致。
+*
+* 通用性(纯配置驱动):
+* 1. 触发框架:按触发类型遍历(SkillSet + overrides,不动)
+* 2. 效果文案:查 SkillDescSet 结构化模板渲染
+* 3. 目标/属性名:由本模块统一语义化(target/hit_count、ATTR_NAME)
+*
+* 数据源(入参抽象 ISkillDescSource):
+* heroInfo(静态 1 级配置)与 HeroAttrsComp(运行时应用 evolve 后的当前等级配置)
+* 字段结构一致,天然都满足。HeroBoxComp 传 model 显示当前等级;卡池/商店传 heroInfo 显示 1 级。
+*
+* 依赖:
+* - heroSet :SkillTriggerName、SkillTriggerType、TriggerGrouped/LvFieldEntry/LvReviveEntry/LvBonusEntry 及 resolver
+* - SkillSet :SkillSet、mergeSkillParams、SkillOverrides、SkillKind、TGroup
+* - SkillDescSet:结构化描述模板
+* - FieldSkillSet(驻场技能)、BuffList(计时 buff 默认值兜底)、Attrs(属性枚举)
+*/
import { SkillTriggerName, SkillTriggerType, TriggerGrouped, LvTriggerEntry, LvFieldEntry, LvReviveEntry, LvBonusEntry, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, getTriggerSkillName, HGrowType, calcGrowBonus } from "./heroSet";
import { FieldSkillSet, mergeSkillParams, SkillConfig, SkillKind, SkillOverrides, SkillSet, TGroup } from "./SkillSet";
import { FieldDescSet, FieldValueFmt, SkillDescSet } from "./SkillDescSet";
@@ -99,6 +99,18 @@ const ATTR_NAME: Partial> = {
/** 富文本数值高亮色(鲜亮绿色,深色面板上高亮醒目) */
const RICH_VALUE_COLOR = "#3CE66E";
+/** 数值描边色(深绿,衬托亮绿填充,与技能名橙填充+深褐描边同一设计思路) */
+const RICH_VALUE_OUTLINE = "#145A32";
+
+/**
+ * 数值富文本片段:亮绿填充 + 深绿描边。
+ * 高亮数值明度高,深色描边增强边缘对比、提升深色面板上的锐度。
+ * @param text 数值文本(含单位,如 "15%"、"4次")
+ */
+function valueRich(text: string | number): string {
+ return `${text}`;
+}
+
/** 富文本技能名高亮色(蜜桃橙,暖色系,与面板绿/蓝/红/黄/紫均不冲突) */
const RICH_NAME_COLOR = "#F8C471";
@@ -498,14 +510,14 @@ export function buildSingleSkillRich(skillUuid: number, overrides?: SkillOverrid
const skill = mergeSkillParams(base, overrides);
// SkillConfig 未定义 cd 字段,冷却时间由外部运行时数据传入;计时模式展示持续时间
const dur = skill.buff_duration ?? (skill.timed_buff_id !== undefined ? BuffList[skill.timed_buff_id]?.duration : undefined) ?? 0;
- const cdTag = dur > 0 ? `持续:${dur}s` : "";
+ const cdTag = dur > 0 ? valueRich(`持续:${dur}s`) : "";
const nameTag = `${skillNameRich(skill.name)} Lv.${lv}`;
// 复用结构化效果行,head 为空避免重复触发类型前缀
const line = buildEffectLine("", skill);
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1));
const effect = line.value
- ? `${prefix}${line.value}${line.suffix}`
+ ? `${prefix}${valueRich(line.value)}${line.suffix}`
: `${prefix}${line.suffix}`;
return cdTag ? `${nameTag} ${cdTag}\n${effect}` : `${nameTag}\n${effect}`;
@@ -525,7 +537,7 @@ export function buildEquipRich(fieldUuids: number[], showName: boolean = false):
if (!line) continue;
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1));
const text = line.value
- ? `${prefix}${line.value}${line.suffix}`
+ ? `${prefix}${valueRich(line.value)}${line.suffix}`
: `${prefix}${line.suffix}`;
lines.push(text);
}
@@ -553,7 +565,7 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
const effectRich = (line: ISkillLine): string => {
const prefix = line.prefix.replace(SKILL_NAME_PATTERN, (m, g1) => skillNameRich(g1));
const text = line.value
- ? `${prefix}${line.value}${line.suffix}`
+ ? `${prefix}${valueRich(line.value)}${line.suffix}`
: `${prefix}${line.suffix}`;
return highlightDuration(text);
};
@@ -584,7 +596,7 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
const curSLv = cur.s_lv ?? (curIdx + 1);
// 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
- ? `${trigName}${cur.t_num}次`
+ ? `${trigName}${valueRich(cur.t_num)}次`
: trigName;
// 技能名 + 档位数字后缀(如 "不屈壁垒1"),与光环命名口径一致
const curHead = `「${skillName}${curSLv}」: ${curTrig}, `;
@@ -608,7 +620,7 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
const revive = resolveReviveByLv(source[SkillTriggerType.Revive] as LvReviveEntry[] | undefined, lv);
if (revive) {
const reviveName = getTriggerSkillName(SkillTriggerType.Revive, revive.s_uuid);
- lines.push(`${skillNameRich(reviveName)}: 每回合拥有${revive.r_num}次重生机会, 死亡后以${Math.round(revive.upr * 100)}%血量原地重生`);
+ lines.push(`${skillNameRich(reviveName)}: 每回合拥有${valueRich(revive.r_num)}次重生机会, 死亡后以${valueRich(`${Math.round(revive.upr * 100)}%`)}血量原地重生`);
}
return lines.join("\n");
@@ -620,7 +632,7 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
* 持续时间对药水/计时 buff 同样关键,这里补充高亮,保证视觉一致。
*/
function highlightDuration(text: string): string {
- return text.replace(DURATION_PATTERN, `持续$1秒`);
+ return text.replace(DURATION_PATTERN, `持续${valueRich("$1")}秒`);
}
/**
@@ -634,7 +646,7 @@ function renderLineRich(line: ISkillLine): string {
// 未来档数值灰色追加在当前高亮数值后("15%/20%/30%"),suffix 仍位于整段数值之后
const next = line.nextValues?.length ? `/${line.nextValues.join("/")}` : "";
return line.value
- ? `${prefix}${line.value}${next}${line.suffix}`
+ ? `${prefix}${valueRich(line.value)}${next}${line.suffix}`
: `${prefix}${next}${line.suffix}`;
}
@@ -646,7 +658,7 @@ function renderLineRich(line: ISkillLine): string {
function buildChanceSuffix(skill: SkillConfig): string {
const items: string[] = [];
const push = (val: number | undefined, label: string) => {
- if (val && val > 0) items.push(`附加${val}%${label}`);
+ if (val && val > 0) items.push(`附加${valueRich(val)}%${label}`);
};
push(skill.crt, "暴击");
push(skill.frz, "冰冻");
@@ -699,8 +711,8 @@ export function buildCardDescRich(card: CardConfig): string {
return rich;
}
- const rhythm = `每${tInv}秒召唤${(card.overrides?.num ?? 0) + 1}个${skillNameRich(skill.name)}攻击敌人`;
- const times = `, 共${tTimes}次`;
+ const rhythm = `每${valueRich(tInv)}秒召唤${valueRich((card.overrides?.num ?? 0) + 1)}个${skillNameRich(skill.name)}攻击敌人`;
+ const times = `, 共${valueRich(tTimes)}次`;
return `${rhythm}, ${rich}${times}`;
}
diff --git a/assets/script/game/map/HeroBoxComp.ts b/assets/script/game/map/HeroBoxComp.ts
index 0f55145d..824623d7 100644
--- a/assets/script/game/map/HeroBoxComp.ts
+++ b/assets/script/game/map/HeroBoxComp.ts
@@ -557,13 +557,19 @@ export class HeroBoxComp extends CCComp {
}
// ---- AP / HP ----
+ // plus(附加值)= 最终值 - 当前等级基础值;基础值 = 1 级原始 base + 等级成长 + ap/hp_bonus 一次性奖励。
+ // Why: base_ap/base_hp 是不含任何等级增长的原始值,直接用 final-base 会把升级带来的
+ // 属性增长也计入增量。这里补齐等级增长作为基准,使 plus 仅反映 buff/光环等临时增益。
+ const lv = Math.max(1, Math.floor(this.model.lv ?? 1));
+ const grow = hero ? calcGrowBonus(hero, lv) : { ap: 0, hp: 0 };
+
const finalAp = Math.max(0, Math.floor(this.model.getFinalAp()));
- const baseAp = Math.max(0, Math.floor(this.model.base_ap ?? 0));
- this.setStatRow(this.ap_all_label, this.ap_plus_label, finalAp, finalAp - baseAp);
+ const lvBaseAp = Math.max(0, Math.floor((this.model.base_ap ?? 0) + grow.ap + HeroBoxComp.sumBonus(hero?.ap_bonus, lv)));
+ this.setStatRow(this.ap_all_label, this.ap_plus_label, finalAp, finalAp - lvBaseAp);
const finalHp = Math.max(0, Math.floor(this.model.getFinalHpMax()));
- const baseHp = Math.max(0, Math.floor(this.model.base_hp ?? 0));
- this.setStatRow(this.hp_all_label, this.hp_plus_label, finalHp, finalHp - baseHp);
+ const lvBaseHp = Math.max(0, Math.floor((this.model.base_hp ?? 0) + grow.hp + HeroBoxComp.sumBonus(hero?.hp_bonus, lv)));
+ this.setStatRow(this.hp_all_label, this.hp_plus_label, finalHp, finalHp - lvBaseHp);
// ---- 图标(UUID 变化时重新加载首帧动画) ----
if (hero && heroUuid !== this.iconHeroUuid) {