From df519fdc4ef00e2e7376e015fa063c73af3d6429 Mon Sep 17 00:00:00 2001 From: pan Date: Tue, 25 Aug 2026 16:29:11 +0800 Subject: [PATCH] =?UTF-8?q?feat(talent):=20=E9=87=8D=E6=9E=84=E5=A4=A9?= =?UTF-8?q?=E8=B5=8B=E7=B3=BB=E7=BB=9F=E4=B8=BA=E4=B8=89=E9=98=B6=E7=BB=93?= =?UTF-8?q?=E6=9E=84=E5=B9=B6=E5=AE=9E=E7=8E=B0=E5=85=A8=E6=96=B0UI?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 1. 重构天赋系统为一阶基础/二阶专精/三阶超强三阶结构,移除前置天赋要求改为阶位累计点数解锁 2. 新增阶位解锁校验逻辑与天赋点投入统计 3. 重做天赋UI为三阶Tab页签+迷你升级卡样式,支持状态展示与一键升级 4. 补充新的天赋配置与属性加成,更新天赋系统文档 5. 修复属性计算问题,新增暴击伤害与穿刺伤害加成支持 --- .gitignore | 3 + assets/resources/gui/element/heros.prefab | 1727 ++++++------- .../gui/element/prefab_talent_item.prefab | 2175 ++++++++++++++++- assets/resources/gui/element/sibox.prefab | 2 +- assets/resources/gui/element/talents.prefab | 8 + .../script/game/common/SingletonModuleComp.ts | 12 +- assets/script/game/common/config/TalentSet.ts | 259 +- .../game/common/config/talent-system.md | 182 +- assets/script/game/hero/Hero.ts | 2 +- assets/script/game/map/MissionCardComp.ts | 2 + assets/script/game/map/TalentItemComp.ts | 129 +- assets/script/game/map/TalentsComp.ts | 259 +- 12 files changed, 3595 insertions(+), 1165 deletions(-) diff --git a/.gitignore b/.gitignore index b66f6021..e873117f 100644 --- a/.gitignore +++ b/.gitignore @@ -167,3 +167,6 @@ $RECYCLE.BIN/ *.msm *.msp *.lnk + +# brainstorm visual companion +.superpowers/ diff --git a/assets/resources/gui/element/heros.prefab b/assets/resources/gui/element/heros.prefab index 71fc3397..ddca015b 100644 --- a/assets/resources/gui/element/heros.prefab +++ b/assets/resources/gui/element/heros.prefab @@ -25,29 +25,29 @@ "__id__": 88 }, { - "__id__": 541 + "__id__": 542 }, { - "__id__": 555 + "__id__": 556 } ], "_active": true, "_components": [ { - "__id__": 653 + "__id__": 654 }, { - "__id__": 655 + "__id__": 656 }, { - "__id__": 657 + "__id__": 658 }, { - "__id__": 659 + "__id__": 660 } ], "_prefab": { - "__id__": 661 + 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"__id__": 475 }, "__editorExtras__": { "mountedRoot": { - "__id__": 408 + "__id__": 409 } } }, { "__type__": "cc.PrefabInfo", "root": { - "__id__": 473 + "__id__": 474 }, "asset": { "__uuid__": "86a3c4cd-71c7-4502-b713-65f0ace7912a", @@ -10176,7 +10189,7 @@ }, "fileId": "d3jYvT7whFS5scQFZeO5AK", "instance": { - "__id__": 475 + "__id__": 476 }, "targetOverrides": null }, @@ -10190,10 +10203,7 @@ "mountedComponents": [], "propertyOverrides": [ { - "__id__": 476 - }, - { - "__id__": 478 + "__id__": 477 }, { "__id__": 479 @@ -10203,6 +10213,9 @@ }, { "__id__": 481 + }, + { + "__id__": 482 } ], "removedComponents": [] @@ -10210,7 +10223,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 477 + "__id__": 478 }, "propertyPath": [ "_name" @@ -10226,7 +10239,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 477 + "__id__": 478 }, "propertyPath": [ "_lpos" @@ -10241,7 +10254,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 477 + "__id__": 478 }, "propertyPath": [ "_lrot" @@ -10257,7 +10270,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 477 + "__id__": 478 }, "propertyPath": [ "_euler" @@ -10272,7 +10285,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 477 + "__id__": 478 }, "propertyPath": [ "_active" @@ -10282,11 +10295,11 @@ { "__type__": "cc.MountedComponentsInfo", "targetInfo": { - "__id__": 483 + "__id__": 484 }, "components": [ { - "__id__": 484 + "__id__": 485 } ] }, @@ -10302,15 +10315,15 @@ "_objFlags": 0, "__editorExtras__": { "mountedRoot": { - "__id__": 408 + "__id__": 409 } }, "node": { - "__id__": 408 + "__id__": 409 }, "_enabled": true, "__prefab": { - "__id__": 485 + "__id__": 486 }, "_alignFlags": 4, "_target": null, @@ -10339,7 +10352,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 487 + "__id__": 488 }, "propertyPath": [ "_name" @@ -10355,7 +10368,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 487 + "__id__": 488 }, "propertyPath": [ "_lpos" @@ -10370,7 +10383,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 487 + "__id__": 488 }, "propertyPath": [ "_lrot" @@ -10386,7 +10399,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 487 + "__id__": 488 }, "propertyPath": [ "_euler" @@ -10401,7 +10414,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 492 + "__id__": 493 }, "propertyPath": [ "_contentSize" @@ -10421,7 +10434,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 494 + "__id__": 495 }, "propertyPath": [ "_contentSize" @@ -10441,7 +10454,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 496 + "__id__": 497 }, "propertyPath": [ "_contentSize" @@ -10461,7 +10474,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 498 + "__id__": 499 }, "propertyPath": [ "_top" @@ -10477,7 +10490,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 498 + "__id__": 499 }, "propertyPath": [ "_bottom" @@ -10487,7 +10500,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 501 + "__id__": 502 }, "propertyPath": [ "_string" @@ -10503,7 +10516,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 503 + "__id__": 504 }, "propertyPath": [ "_contentSize" @@ -10523,7 +10536,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 505 + "__id__": 506 }, "propertyPath": [ "_name" @@ -10539,7 +10552,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 507 + "__id__": 508 }, "propertyPath": [ "_spriteFrame" @@ -10558,7 +10571,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 507 + "__id__": 508 }, "propertyPath": [ "_atlas" @@ -10571,7 +10584,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 510 + "__id__": 511 }, "propertyPath": [ "_spacingY" @@ -10587,7 +10600,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 512 + "__id__": 513 }, "propertyPath": [ "_lpos" @@ -10608,7 +10621,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 514 + "__id__": 515 }, "propertyPath": [ "_lpos" @@ -10629,7 +10642,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 516 + "__id__": 517 }, "propertyPath": [ "_lpos" @@ -10650,7 +10663,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 501 + "__id__": 502 }, "propertyPath": [ "_lineHeight" @@ -10660,7 +10673,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 501 + "__id__": 502 }, "propertyPath": [ "_fontSize" @@ -10670,7 +10683,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 501 + "__id__": 502 }, "propertyPath": [ "_actualFontSize" @@ -10680,7 +10693,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 521 + "__id__": 522 }, "propertyPath": [ "_lpos" @@ -10701,7 +10714,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 523 + "__id__": 524 }, "propertyPath": [ "_lpos" @@ -10722,7 +10735,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 525 + "__id__": 526 }, "propertyPath": [ "_contentSize" @@ -10742,7 +10755,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 521 + "__id__": 522 }, "propertyPath": [ "_active" @@ -10752,7 +10765,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 528 + "__id__": 529 }, "propertyPath": [ "_fontSize" @@ -10768,7 +10781,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 530 + "__id__": 531 }, "propertyPath": [ "_contentSize" @@ -10788,7 +10801,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 528 + "__id__": 529 }, "propertyPath": [ "_actualFontSize" @@ -10798,7 +10811,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 528 + "__id__": 529 }, "propertyPath": [ "_string" @@ -10808,7 +10821,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 534 + "__id__": 535 }, "propertyPath": [ "_horizontalDirection" @@ -10824,7 +10837,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 534 + "__id__": 535 }, "propertyPath": [ "_spacingX" @@ -10841,7 +10854,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 537 + "__id__": 538 }, "_contentSize": { "__type__": "cc.Size", @@ -10869,7 +10882,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 539 + "__id__": 540 }, "_alignFlags": 45, "_target": null, @@ -10918,20 +10931,20 @@ }, "_children": [ { - "__id__": 542 + "__id__": 543 } ], "_active": true, "_components": [ { - "__id__": 550 + "__id__": 551 }, { - "__id__": 552 + "__id__": 553 } ], "_prefab": { - "__id__": 554 + "__id__": 555 }, "_lpos": { "__type__": "cc.Vec3", @@ -10968,23 +10981,23 @@ "_objFlags": 0, "__editorExtras__": {}, "_parent": { - "__id__": 541 + "__id__": 542 }, "_children": [], "_active": true, "_components": [ { - "__id__": 543 + "__id__": 544 }, { - "__id__": 545 + "__id__": 546 }, { - "__id__": 547 + "__id__": 548 } ], "_prefab": { - "__id__": 549 + "__id__": 550 }, "_lpos": { "__type__": "cc.Vec3", @@ -11021,11 +11034,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 542 + "__id__": 543 }, "_enabled": true, "__prefab": { - "__id__": 544 + "__id__": 545 }, "_contentSize": { "__type__": "cc.Size", @@ -11049,11 +11062,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 542 + "__id__": 543 }, "_enabled": true, "__prefab": { - "__id__": 546 + "__id__": 547 }, "_customMaterial": null, "_srcBlendFactor": 2, @@ -11097,11 +11110,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 542 + "__id__": 543 }, "_enabled": true, "__prefab": { - "__id__": 548 + "__id__": 549 }, "_alignFlags": 45, "_target": null, @@ -11146,11 +11159,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 541 + "__id__": 542 }, "_enabled": true, "__prefab": { - "__id__": 551 + "__id__": 552 }, "_contentSize": { "__type__": "cc.Size", @@ -11174,11 +11187,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 541 + "__id__": 542 }, "_enabled": true, "__prefab": { - "__id__": 553 + "__id__": 554 }, "_alignFlags": 44, "_target": null, @@ -11227,20 +11240,20 @@ }, "_children": [ { - "__id__": 556 + "__id__": 557 } ], "_active": true, "_components": [ { - "__id__": 648 + "__id__": 649 }, { - "__id__": 650 + "__id__": 651 } ], "_prefab": { - "__id__": 652 + "__id__": 653 }, "_lpos": { "__type__": "cc.Vec3", @@ -11277,33 +11290,33 @@ "_objFlags": 0, "__editorExtras__": {}, "_parent": { - "__id__": 555 + "__id__": 556 }, "_children": [ { - "__id__": 557 + "__id__": 558 }, { - "__id__": 575 + "__id__": 576 } ], "_active": true, "_components": [ { - "__id__": 641 + "__id__": 642 }, { - "__id__": 643 + "__id__": 644 }, { - "__id__": 572 + "__id__": 573 }, { - "__id__": 645 + "__id__": 646 } ], "_prefab": { - "__id__": 647 + "__id__": 648 }, "_lpos": { "__type__": "cc.Vec3", @@ -11340,30 +11353,30 @@ "_objFlags": 0, "__editorExtras__": {}, "_parent": { - "__id__": 556 + "__id__": 557 }, "_children": [ { - "__id__": 558 + "__id__": 559 } ], "_active": false, "_components": [ { - "__id__": 564 + "__id__": 565 }, { - "__id__": 566 + "__id__": 567 }, { - "__id__": 568 + "__id__": 569 }, { - "__id__": 570 + "__id__": 571 } ], "_prefab": { - "__id__": 640 + "__id__": 641 }, "_lpos": { "__type__": "cc.Vec3", @@ -11400,20 +11413,20 @@ "_objFlags": 0, "__editorExtras__": {}, "_parent": { - "__id__": 557 + "__id__": 558 }, "_children": [], "_active": true, "_components": [ { - "__id__": 559 + "__id__": 560 }, { - "__id__": 561 + "__id__": 562 } ], "_prefab": { - "__id__": 563 + "__id__": 564 }, "_lpos": { "__type__": "cc.Vec3", @@ -11450,11 +11463,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 558 + "__id__": 559 }, "_enabled": true, "__prefab": { - "__id__": 560 + "__id__": 561 }, "_contentSize": { "__type__": "cc.Size", @@ -11478,11 +11491,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 558 + "__id__": 559 }, "_enabled": true, "__prefab": { - "__id__": 562 + "__id__": 563 }, "_customMaterial": null, "_srcBlendFactor": 2, @@ -11536,11 +11549,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 557 + "__id__": 558 }, "_enabled": true, "__prefab": { - "__id__": 565 + "__id__": 566 }, "_contentSize": { "__type__": "cc.Size", @@ -11564,11 +11577,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 557 + "__id__": 558 }, "_enabled": true, "__prefab": { - "__id__": 567 + "__id__": 568 }, "_customMaterial": null, "_srcBlendFactor": 2, @@ -11609,11 +11622,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 557 + "__id__": 558 }, "_enabled": true, "__prefab": { - "__id__": 569 + "__id__": 570 }, "_alignFlags": 37, "_target": null, @@ -11645,17 +11658,17 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 557 + "__id__": 558 }, "_enabled": true, "__prefab": { - "__id__": 571 - }, - "_scrollView": { "__id__": 572 }, + "_scrollView": { + "__id__": 573 + }, "_handle": { - "__id__": 561 + "__id__": 562 }, "_direction": 1, "_enableAutoHide": false, @@ -11672,11 +11685,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 556 + "__id__": 557 }, "_enabled": true, "__prefab": { - "__id__": 573 + "__id__": 574 }, "bounceDuration": 0.23, "brake": 0.75, @@ -11687,11 +11700,11 @@ "cancelInnerEvents": true, "scrollEvents": [], "_content": { - "__id__": 574 + "__id__": 575 }, "_horizontalScrollBar": null, "_verticalScrollBar": { - "__id__": 570 + "__id__": 571 }, "_id": "" }, @@ -11705,42 +11718,42 @@ "_objFlags": 0, "__editorExtras__": {}, "_parent": { - "__id__": 575 + "__id__": 576 }, "_children": [ { - "__id__": 585 + "__id__": 586 }, { - "__id__": 593 + "__id__": 594 }, { - "__id__": 601 + "__id__": 602 }, { - "__id__": 609 + "__id__": 610 }, { - "__id__": 617 + "__id__": 618 }, { - "__id__": 625 + "__id__": 626 } ], "_active": true, "_components": [ { - "__id__": 633 + "__id__": 634 }, { - "__id__": 635 + "__id__": 636 }, { - "__id__": 637 + "__id__": 638 } ], "_prefab": { - "__id__": 639 + "__id__": 640 }, "_lpos": { "__type__": "cc.Vec3", @@ -11777,30 +11790,30 @@ "_objFlags": 0, "__editorExtras__": {}, "_parent": { - "__id__": 556 + "__id__": 557 }, "_children": [ { - "__id__": 574 + "__id__": 575 } ], "_active": true, "_components": [ { - "__id__": 576 + "__id__": 577 }, { - "__id__": 578 + "__id__": 579 }, { - "__id__": 580 + "__id__": 581 }, { - "__id__": 582 + "__id__": 583 } ], "_prefab": { - "__id__": 584 + "__id__": 585 }, "_lpos": { "__type__": "cc.Vec3", @@ -11837,11 +11850,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 575 + "__id__": 576 }, "_enabled": true, "__prefab": { - "__id__": 577 + "__id__": 578 }, "_contentSize": { "__type__": "cc.Size", @@ -11865,11 +11878,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 575 + "__id__": 576 }, "_enabled": true, "__prefab": { - "__id__": 579 + "__id__": 580 }, "_type": 0, "_inverted": false, @@ -11887,11 +11900,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 575 + "__id__": 576 }, "_enabled": true, "__prefab": { - "__id__": 581 + "__id__": 582 }, "_customMaterial": null, "_srcBlendFactor": 2, @@ -11933,11 +11946,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 575 + "__id__": 576 }, "_enabled": true, "__prefab": { - "__id__": 583 + "__id__": 584 }, "_alignFlags": 45, "_target": null, @@ -11980,17 +11993,17 @@ "__type__": "cc.Node", "_objFlags": 0, "_parent": { - "__id__": 574 + "__id__": 575 }, "_prefab": { - "__id__": 586 + "__id__": 587 }, "__editorExtras__": {} }, { "__type__": "cc.PrefabInfo", "root": { - "__id__": 585 + "__id__": 586 }, "asset": { "__uuid__": "b8313fa7-28e5-4d92-9d64-a1e0ecb040a8", @@ -11998,7 +12011,7 @@ }, "fileId": "24rlgXRJ9AHLGpMW+aYyEx", "instance": { - "__id__": 587 + "__id__": 588 }, "targetOverrides": null }, @@ -12012,16 +12025,16 @@ "mountedComponents": [], "propertyOverrides": [ { - "__id__": 588 - }, - { - "__id__": 590 + "__id__": 589 }, { "__id__": 591 }, { "__id__": 592 + }, + { + "__id__": 593 } ], "removedComponents": [] @@ -12029,7 +12042,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 589 + "__id__": 590 }, "propertyPath": [ "_name" @@ -12045,7 +12058,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 589 + "__id__": 590 }, "propertyPath": [ "_lpos" @@ -12060,7 +12073,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 589 + "__id__": 590 }, "propertyPath": [ "_lrot" @@ -12076,7 +12089,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 589 + "__id__": 590 }, "propertyPath": [ "_euler" @@ -12092,17 +12105,17 @@ "__type__": "cc.Node", "_objFlags": 0, "_parent": { - "__id__": 574 + "__id__": 575 }, "_prefab": { - "__id__": 594 + "__id__": 595 }, "__editorExtras__": {} }, { "__type__": "cc.PrefabInfo", "root": { - "__id__": 593 + "__id__": 594 }, "asset": { "__uuid__": "b8313fa7-28e5-4d92-9d64-a1e0ecb040a8", @@ -12110,7 +12123,7 @@ }, "fileId": "24rlgXRJ9AHLGpMW+aYyEx", "instance": { - "__id__": 595 + "__id__": 596 }, "targetOverrides": null }, @@ -12124,16 +12137,16 @@ "mountedComponents": [], "propertyOverrides": [ { - "__id__": 596 - }, - { - "__id__": 598 + "__id__": 597 }, { "__id__": 599 }, { "__id__": 600 + }, + { + "__id__": 601 } ], "removedComponents": [] @@ -12141,7 +12154,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 597 + "__id__": 598 }, "propertyPath": [ "_name" @@ -12157,7 +12170,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 597 + "__id__": 598 }, "propertyPath": [ "_lpos" @@ -12172,7 +12185,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 597 + "__id__": 598 }, "propertyPath": [ "_lrot" @@ -12188,7 +12201,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 597 + "__id__": 598 }, "propertyPath": [ "_euler" @@ -12204,17 +12217,17 @@ "__type__": "cc.Node", "_objFlags": 0, "_parent": { - "__id__": 574 + "__id__": 575 }, "_prefab": { - "__id__": 602 + "__id__": 603 }, "__editorExtras__": {} }, { "__type__": "cc.PrefabInfo", "root": { - "__id__": 601 + "__id__": 602 }, "asset": { "__uuid__": "b8313fa7-28e5-4d92-9d64-a1e0ecb040a8", @@ -12222,7 +12235,7 @@ }, "fileId": "24rlgXRJ9AHLGpMW+aYyEx", "instance": { - "__id__": 603 + "__id__": 604 }, "targetOverrides": null }, @@ -12236,16 +12249,16 @@ "mountedComponents": [], "propertyOverrides": [ { - "__id__": 604 - }, - { - "__id__": 606 + "__id__": 605 }, { "__id__": 607 }, { "__id__": 608 + }, + { + "__id__": 609 } ], "removedComponents": [] @@ -12253,7 +12266,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 605 + "__id__": 606 }, "propertyPath": [ "_name" @@ -12269,7 +12282,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 605 + "__id__": 606 }, "propertyPath": [ "_lpos" @@ -12284,7 +12297,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 605 + "__id__": 606 }, "propertyPath": [ "_lrot" @@ -12300,7 +12313,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 605 + "__id__": 606 }, "propertyPath": [ "_euler" @@ -12316,17 +12329,17 @@ "__type__": "cc.Node", "_objFlags": 0, "_parent": { - "__id__": 574 + "__id__": 575 }, "_prefab": { - "__id__": 610 + "__id__": 611 }, "__editorExtras__": {} }, { "__type__": "cc.PrefabInfo", "root": { - "__id__": 609 + "__id__": 610 }, "asset": { "__uuid__": "b8313fa7-28e5-4d92-9d64-a1e0ecb040a8", @@ -12334,7 +12347,7 @@ }, "fileId": "24rlgXRJ9AHLGpMW+aYyEx", "instance": { - "__id__": 611 + "__id__": 612 }, "targetOverrides": null }, @@ -12348,16 +12361,16 @@ "mountedComponents": [], "propertyOverrides": [ { - "__id__": 612 - }, - { - "__id__": 614 + "__id__": 613 }, { "__id__": 615 }, { "__id__": 616 + }, + { + "__id__": 617 } ], "removedComponents": [] @@ -12365,7 +12378,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 613 + "__id__": 614 }, "propertyPath": [ "_name" @@ -12381,7 +12394,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 613 + "__id__": 614 }, "propertyPath": [ "_lpos" @@ -12396,7 +12409,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 613 + "__id__": 614 }, "propertyPath": [ "_lrot" @@ -12412,7 +12425,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 613 + "__id__": 614 }, "propertyPath": [ "_euler" @@ -12428,17 +12441,17 @@ "__type__": "cc.Node", "_objFlags": 0, "_parent": { - "__id__": 574 + "__id__": 575 }, "_prefab": { - "__id__": 618 + "__id__": 619 }, "__editorExtras__": {} }, { "__type__": "cc.PrefabInfo", "root": { - "__id__": 617 + "__id__": 618 }, "asset": { "__uuid__": "b8313fa7-28e5-4d92-9d64-a1e0ecb040a8", @@ -12446,7 +12459,7 @@ }, "fileId": "24rlgXRJ9AHLGpMW+aYyEx", "instance": { - "__id__": 619 + "__id__": 620 }, "targetOverrides": null }, @@ -12460,16 +12473,16 @@ "mountedComponents": [], "propertyOverrides": [ { - "__id__": 620 - }, - { - "__id__": 622 + "__id__": 621 }, { "__id__": 623 }, { "__id__": 624 + }, + { + "__id__": 625 } ], "removedComponents": [] @@ -12477,7 +12490,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 621 + "__id__": 622 }, "propertyPath": [ "_name" @@ -12493,7 +12506,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 621 + "__id__": 622 }, "propertyPath": [ "_lpos" @@ -12508,7 +12521,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 621 + "__id__": 622 }, "propertyPath": [ "_lrot" @@ -12524,7 +12537,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 621 + "__id__": 622 }, "propertyPath": [ "_euler" @@ -12540,17 +12553,17 @@ "__type__": "cc.Node", "_objFlags": 0, "_parent": { - "__id__": 574 + "__id__": 575 }, "_prefab": { - "__id__": 626 + "__id__": 627 }, "__editorExtras__": {} }, { "__type__": "cc.PrefabInfo", "root": { - "__id__": 625 + "__id__": 626 }, "asset": { "__uuid__": "b8313fa7-28e5-4d92-9d64-a1e0ecb040a8", @@ -12558,7 +12571,7 @@ }, "fileId": "24rlgXRJ9AHLGpMW+aYyEx", "instance": { - "__id__": 627 + "__id__": 628 }, "targetOverrides": null }, @@ -12572,16 +12585,16 @@ "mountedComponents": [], "propertyOverrides": [ { - "__id__": 628 - }, - { - "__id__": 630 + "__id__": 629 }, { "__id__": 631 }, { "__id__": 632 + }, + { + "__id__": 633 } ], "removedComponents": [] @@ -12589,7 +12602,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 629 + "__id__": 630 }, "propertyPath": [ "_name" @@ -12605,7 +12618,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 629 + "__id__": 630 }, "propertyPath": [ "_lpos" @@ -12620,7 +12633,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 629 + "__id__": 630 }, "propertyPath": [ "_lrot" @@ -12636,7 +12649,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 629 + "__id__": 630 }, "propertyPath": [ "_euler" @@ -12654,11 +12667,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 574 + "__id__": 575 }, "_enabled": true, "__prefab": { - "__id__": 634 + "__id__": 635 }, "_contentSize": { "__type__": "cc.Size", @@ -12682,11 +12695,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 574 + "__id__": 575 }, "_enabled": true, "__prefab": { - "__id__": 636 + "__id__": 637 }, "_alignFlags": 13, "_target": null, @@ -12718,11 +12731,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 574 + "__id__": 575 }, "_enabled": true, "__prefab": { - "__id__": 638 + "__id__": 639 }, "_resizeMode": 0, "_layoutType": 1, @@ -12782,11 +12795,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 556 + "__id__": 557 }, "_enabled": true, "__prefab": { - "__id__": 642 + "__id__": 643 }, "_contentSize": { "__type__": "cc.Size", @@ -12810,11 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"__id__": 110 }, "bg": null, + "node_plus": { + "__id__": 181 + }, + "node_max": { + "__id__": 187 + }, + "node_lock": { + "__id__": 131 + }, "_id": "" }, { @@ -1504,7 +3529,7 @@ "instance": null, "targetOverrides": [ { - "__id__": 94 + "__id__": 204 } ], "nestedPrefabInstanceRoots": [ @@ -1515,9 +3540,7 @@ }, { "__type__": "cc.TargetOverrideInfo", - "source": { - "__id__": 91 - }, + "source": null, "sourceInfo": null, "propertyPath": [ "bg" @@ -1526,7 +3549,7 @@ "__id__": 2 }, "targetInfo": { - "__id__": 95 + "__id__": 205 } }, { diff --git a/assets/resources/gui/element/sibox.prefab b/assets/resources/gui/element/sibox.prefab index 9d721375..9f88c9ce 100644 --- a/assets/resources/gui/element/sibox.prefab +++ b/assets/resources/gui/element/sibox.prefab @@ -3246,7 +3246,7 @@ "_fillStart": 0, "_fillRange": 0, "_isTrimmedMode": true, - "_useGrayscale": false, + "_useGrayscale": true, "_atlas": null, "_id": "" }, diff --git a/assets/resources/gui/element/talents.prefab b/assets/resources/gui/element/talents.prefab index f3f66560..17472b2a 100644 --- a/assets/resources/gui/element/talents.prefab +++ b/assets/resources/gui/element/talents.prefab @@ -1537,6 +1537,14 @@ "__uuid__": "a0cdb31c-0abb-4e12-9dfe-0bd9e8cd7272", "__expectedType__": "cc.Prefab" }, + "lbl_points": null, + "tab_basic": null, + "tab_special": null, + "tab_super": null, + "lbl_tab_basic": null, + "lbl_tab_special": null, + "lbl_tab_super": null, + "btn_reset": null, "_id": "" }, { diff --git a/assets/script/game/common/SingletonModuleComp.ts b/assets/script/game/common/SingletonModuleComp.ts index a591a946..be10efe4 100644 --- a/assets/script/game/common/SingletonModuleComp.ts +++ b/assets/script/game/common/SingletonModuleComp.ts @@ -9,7 +9,7 @@ import { GameScoreStats } from "./config/HeroAttrs"; import { mLogger } from "./Logger"; import { gameDataSync } from "./GameDataSync"; import { HERO_UPGRADE_NEED_FRAGMENTS } from "./config/GameSet"; -import { TalentSet, getTalentUpgradeCost } from "./config/TalentSet"; +import { TalentSet, getTalentUpgradeCost, isTalentTierUnlocked } from "./config/TalentSet"; /** * 用远程数据覆盖本地数据(统一方法) @@ -418,7 +418,7 @@ export class SingletonModuleComp extends ecs.Comp { /** * 消耗天赋点升级天赋(升级即激活,下一局生效) * @param uuid 天赋 uuid - * @returns 是否升级成功(天赋不存在/已满级/前置未满足/点数不足时返回 false) + * @returns 是否升级成功(天赋不存在/已满级/阶位未解锁/点数不足时返回 false) */ upgradeTalent(uuid: number): boolean { const cfg = TalentSet[uuid]; @@ -426,12 +426,8 @@ export class SingletonModuleComp extends ecs.Comp { if (!this.data.talents) this.data.talents = {}; const curLv = this.getTalentLv(uuid); if (curLv >= cfg.max_lv) return false; - // 专精天赋的前置要求:前置天赋等级不足则禁止升级 - if (cfg.requires) { - for (const req of cfg.requires) { - if (this.getTalentLv(req.uuid) < req.lv) return false; - } - } + // 阶位解锁:二/三阶天赋要求前一阶累计投入点数达标(一阶恒解锁) + if (!isTalentTierUnlocked(this.data.talents, cfg.tier)) return false; const cost = getTalentUpgradeCost(curLv); if (cost < 0 || this.getTalentPoints() < cost) return false; this.data.talent_points -= cost; diff --git a/assets/script/game/common/config/TalentSet.ts b/assets/script/game/common/config/TalentSet.ts index fa8daabe..9b32d622 100644 --- a/assets/script/game/common/config/TalentSet.ts +++ b/assets/script/game/common/config/TalentSet.ts @@ -4,9 +4,13 @@ import { HRole } from "./heroSet"; /** * 天赋系统配置(局外成长:升级即激活,战斗中对英雄属性常驻加成)。 * - * 双层结构: - * - 基础天赋:全局生效,对所有英雄叠加; - * - 专精天赋:按 HRole 职业过滤,仅对匹配职业的英雄生效,且要求前置天赋达到指定等级。 + * 三阶结构(阶位逐级解锁,门槛见 TALENT_TIER_UNLOCK_THRESHOLD): + * - 一阶·基础天赋(9001-9099):全局生效,对所有英雄叠加; + * - 二阶·专精天赋(9101-9199):按 HRole 职业过滤,仅对匹配职业的英雄生效; + * - 三阶·超强天赋(9201-9219):全局(9201-9209)+ 职业(9211-9219)混合,数值幅度约为前两阶的 2 倍。 + * + * 解锁规则:一阶恒可升级;二阶需一阶累计投入 ≥10 点;三阶需二阶累计投入 ≥10 点。 + * 专精/超强职业天赋不再有独立前置天赋,仅受阶位解锁约束。 * * 结算口径(与项目 buff 规范一致): * - percent 模式:按英雄基础值(base_ap/base_hp/hero.def)相对放大; @@ -19,6 +23,16 @@ export enum TalentValueMode { Flat = 1, } +/** 天赋阶位:一阶基础 / 二阶专精 / 三阶超强 */ +export enum TalentTier { + /** 一阶:基础天赋,全局生效 */ + Basic = 1, + /** 二阶:专精天赋,按职业过滤 */ + Specialized = 2, + /** 三阶:超强天赋,全局 + 职业混合 */ + Super = 3, +} + /** 单条属性加成词条 */ export interface TalentAttrBonus { /** 目标属性(Attrs 枚举键) */ @@ -33,18 +47,20 @@ export interface TalentAttrBonus { export interface TalentConfig { /** 天赋 uuid(段位见 TalentSet 注释) */ uuid: number; + /** 所属阶位(升级校验:升下一阶天赋需前一阶累计投入点数达标) */ + tier: TalentTier; /** 天赋名称 */ name: string; - /** 描述(UI 展示) */ + /** 描述(UI 展示,{value}/{value2} 为按当前等级计算后的数值占位) */ info: string; + /** 图标(uiconsAtlas 帧名,缺省时 UI 端按资源目录回退) */ + icon?: string; /** 属性加成词条列表(每级叠加) */ bonuses: TalentAttrBonus[]; /** 最大等级 */ max_lv: number; - /** 专精天赋:仅对该职业英雄生效;基础天赋省略此字段 */ + /** 专精/超强职业天赋:仅对该职业英雄生效;全局天赋省略此字段 */ role?: HRole; - /** 专精天赋:前置要求(前置天赋 uuid + 所需等级),全部满足才生效 */ - requires?: { uuid: number; lv: number }[]; } /** 单条已解析的加成(等级已乘算) */ @@ -74,111 +90,185 @@ export interface ITalentTarget { /** * 天赋配置表。 - * uuid 段位:9001-9099 基础天赋(全局);9101-9199 专精天赋(按职业过滤)。 + * uuid 段位:9001-9099 一阶基础(全局);9101-9199 二阶专精(按职业); + * 9201-9209 三阶超强·全局;9211-9219 三阶超强·职业。 + * icon 复用 SkillSet/uiconsAtlas 既有帧名,后续可在编辑器侧替换为专属图标。 */ export const TalentSet: Record = { - // ==================== 基础天赋(9001-9099,全局生效) ==================== + // ==================== 一阶·基础天赋(9001-9099,全局生效) ==================== 9001: { - uuid: 9001, name: "攻击强化", info: "所有英雄攻击 +{value}%", + uuid: 9001, tier: TalentTier.Basic, name: "攻击强化", info: "所有英雄攻击 +{value}%", icon: "Stat_Attack_03", bonuses: [{ attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 3 }], max_lv: 5, }, 9002: { - uuid: 9002, name: "生命强化", info: "所有英雄生命 +{value}%", + uuid: 9002, tier: TalentTier.Basic, name: "生命强化", info: "所有英雄生命 +{value}%", icon: "Stat_Hp_02", bonuses: [{ attr: Attrs.hp_max, mode: TalentValueMode.Percent, per_lv: 5 }], max_lv: 5, }, 9003: { - uuid: 9003, name: "防御强化", info: "所有英雄防御 +{value} 点", + uuid: 9003, tier: TalentTier.Basic, name: "防御强化", info: "所有英雄防御 +{value} 点", icon: "Stat_Defense", bonuses: [{ attr: Attrs.defense, mode: TalentValueMode.Flat, per_lv: 8 }], max_lv: 5, }, 9004: { - uuid: 9004, name: "暴击强化", info: "所有英雄暴击率 +{value}%", + uuid: 9004, tier: TalentTier.Basic, name: "暴击强化", info: "所有英雄暴击率 +{value}%", icon: "Stat_CriticalChance_02", bonuses: [{ attr: Attrs.critical, mode: TalentValueMode.Flat, per_lv: 2 }], max_lv: 5, }, 9005: { - uuid: 9005, name: "击晕强化", info: "所有英雄击晕率 +{value}%", + uuid: 9005, tier: TalentTier.Basic, name: "击晕强化", info: "所有英雄击晕率 +{value}%", icon: "Stat_Stun_01", bonuses: [{ attr: Attrs.stun_chance, mode: TalentValueMode.Flat, per_lv: 2 }], max_lv: 5, }, 9006: { - uuid: 9006, name: "冰冻强化", info: "所有英雄冰冻率 +{value}%", + uuid: 9006, tier: TalentTier.Basic, name: "冰冻强化", info: "所有英雄冰冻率 +{value}%", icon: "Stat_Freeze", bonuses: [{ attr: Attrs.freeze_chance, mode: TalentValueMode.Flat, per_lv: 2 }], max_lv: 5, }, 9007: { - uuid: 9007, name: "击退强化", info: "所有英雄击退距离 +{value}", + uuid: 9007, tier: TalentTier.Basic, name: "击退强化", info: "所有英雄击退距离 +{value}", icon: "Stat_Stun_01", bonuses: [{ attr: Attrs.knockback_distance, mode: TalentValueMode.Flat, per_lv: 10 }], max_lv: 5, }, // 风怒机制已停用: 9008 风怒强化天赋已移除 /* 9008: { - uuid: 9008, name: "风怒强化", info: "所有英雄风怒率 +{value}%", + uuid: 9008, tier: TalentTier.Basic, name: "风怒强化", info: "所有英雄风怒率 +{value}%", icon: "Stat_CriticalComboChance", bonuses: [{ attr: Attrs.wfuny, mode: TalentValueMode.Flat, per_lv: 2 }], max_lv: 5, }, */ - // ==================== 专精天赋(9101-9199,按职业过滤 + 前置要求) ==================== - // 坦克专精:前置 防御强化 Lv3 → 坦克大量防御 + 生命 + // ==================== 二阶·专精天赋(9101-9199,按职业过滤;一阶投入 10 点解锁) ==================== 9101: { - uuid: 9101, name: "坦克专精", info: "坦克防御 +{value}%、生命 +{value2}%", + uuid: 9101, tier: TalentTier.Specialized, name: "坦克专精", info: "坦克防御 +{value}%、生命 +{value2}%", icon: "Stat_Armor_01", bonuses: [ { attr: Attrs.defense, mode: TalentValueMode.Percent, per_lv: 30 }, { attr: Attrs.hp_max, mode: TalentValueMode.Percent, per_lv: 5 }, ], max_lv: 5, role: HRole.Tank, - requires: [{ uuid: 9003, lv: 3 }], }, - // 战士专精:前置 生命强化 Lv3 → 战士大量生命 9102: { - uuid: 9102, name: "战士专精", info: "战士生命 +{value}%", + uuid: 9102, tier: TalentTier.Specialized, name: "战士专精", info: "战士生命 +{value}%", icon: "Sword-FA_WP_Main_Sword_003_PurpleSilver", bonuses: [{ attr: Attrs.hp_max, mode: TalentValueMode.Percent, per_lv: 12 }], max_lv: 5, role: HRole.Warrior, - requires: [{ uuid: 9002, lv: 3 }], }, - // 刺客专精:前置 暴击强化 Lv3 → 刺客攻击 + 暴击 9103: { - uuid: 9103, name: "刺客专精", info: "刺客攻击 +{value}%、暴击率 +{value2}%", + uuid: 9103, tier: TalentTier.Specialized, name: "刺客专精", info: "刺客攻击 +{value}%、暴击率 +{value2}%", icon: "Sword-FA_WP_Main_Sword_019_WoodSilver", bonuses: [ { attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 8 }, { attr: Attrs.critical, mode: TalentValueMode.Flat, per_lv: 2 }, ], max_lv: 5, role: HRole.Assassin, - requires: [{ uuid: 9004, lv: 3 }], }, - // 射手专精:前置 攻击强化 Lv3 → 射手攻击 + 穿透 9104: { - uuid: 9104, name: "射手专精", info: "射手攻击 +{value}%、穿透率 +{value2}%", + uuid: 9104, tier: TalentTier.Specialized, name: "射手专精", info: "射手攻击 +{value}%、穿透率 +{value2}%", icon: "Stat_RangedAttack", bonuses: [ { attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 8 }, { attr: Attrs.puncture_chance, mode: TalentValueMode.Flat, per_lv: 2 }, ], max_lv: 5, role: HRole.Archer, - requires: [{ uuid: 9001, lv: 3 }], }, - // 法师专精:前置 冰冻强化 Lv3 → 法师攻击 + 冰冻率 9105: { - uuid: 9105, name: "法师专精", info: "法师攻击 +{value}%、冰冻率 +{value2}%", + uuid: 9105, tier: TalentTier.Specialized, name: "法师专精", info: "法师攻击 +{value}%、冰冻率 +{value2}%", icon: "Stat_Mana", bonuses: [ { attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 8 }, { attr: Attrs.freeze_chance, mode: TalentValueMode.Flat, per_lv: 2 }, ], max_lv: 5, role: HRole.Mage, - requires: [{ uuid: 9006, lv: 3 }], }, - // 辅助专精:前置 生命强化 Lv3 → 治疗量提升 + 施加的友方 buff 效果放大 9106: { - uuid: 9106, name: "辅助专精", info: "辅助治疗量 +{value}%、施加的增益效果 +{value2}%", + uuid: 9106, tier: TalentTier.Specialized, name: "辅助专精", info: "辅助治疗量 +{value}%、施加的增益效果 +{value2}%", icon: "Stat_PotionBoost", bonuses: [ { attr: Attrs.heal_power, mode: TalentValueMode.Flat, per_lv: 10 }, { attr: Attrs.buff_power, mode: TalentValueMode.Flat, per_lv: 8 }, ], max_lv: 5, role: HRole.Support, - requires: [{ uuid: 9002, lv: 3 }], + }, + + // ==================== 三阶·超强天赋(9201-9219,二阶投入 10 点解锁;幅度约为前两阶 2 倍) ==================== + // ---- 全局超强(9201-9209) ---- + 9201: { + uuid: 9201, tier: TalentTier.Super, name: "神威降临", info: "所有英雄攻击 +{value}%、生命 +{value2}%", icon: "Stat_HolyDamage", + bonuses: [ + { attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 8 }, + { attr: Attrs.hp_max, mode: TalentValueMode.Percent, per_lv: 8 }, + ], + max_lv: 5, + }, + 9202: { + uuid: 9202, tier: TalentTier.Super, name: "致命终结", info: "所有英雄暴击率 +{value}%、暴击伤害 +{value2}%", icon: "Stat_Critical_01", + bonuses: [ + { attr: Attrs.critical, mode: TalentValueMode.Flat, per_lv: 3 }, + { attr: Attrs.critical_damage, mode: TalentValueMode.Flat, per_lv: 15 }, + ], + max_lv: 5, + }, + 9203: { + uuid: 9203, tier: TalentTier.Super, name: "破甲重创", info: "所有英雄穿透率 +{value}%、穿透伤害 +{value2}%", icon: "Stat_Tripleshot", + bonuses: [ + { attr: Attrs.puncture_chance, mode: TalentValueMode.Flat, per_lv: 3 }, + { attr: Attrs.puncture_dmg_bonus, mode: TalentValueMode.Flat, per_lv: 10 }, + ], + max_lv: 5, + }, + 9204: { + uuid: 9204, tier: TalentTier.Super, name: "钢铁之躯", info: "所有英雄防御 +{value}%、生命 +{value2}%", icon: "Stat_Defense", + bonuses: [ + { attr: Attrs.defense, mode: TalentValueMode.Percent, per_lv: 20 }, + { attr: Attrs.hp_max, mode: TalentValueMode.Percent, per_lv: 6 }, + ], + max_lv: 5, + }, + // ---- 职业超强(9211-9219,按 HRole 过滤) ---- + 9211: { + uuid: 9211, tier: TalentTier.Super, name: "不朽壁垒", info: "坦克防御 +{value}%、生命 +{value2}%", icon: "Stat_Armor_01", + bonuses: [ + { attr: Attrs.defense, mode: TalentValueMode.Percent, per_lv: 40 }, + { attr: Attrs.hp_max, mode: TalentValueMode.Percent, per_lv: 8 }, + ], + max_lv: 5, role: HRole.Tank, + }, + 9212: { + uuid: 9212, tier: TalentTier.Super, name: "狂血战魂", info: "战士攻击 +{value}%、生命 +{value2}%", icon: "Stat_Attack_03", + bonuses: [ + { attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 10 }, + { attr: Attrs.hp_max, mode: TalentValueMode.Percent, per_lv: 8 }, + ], + max_lv: 5, role: HRole.Warrior, + }, + 9213: { + uuid: 9213, tier: TalentTier.Super, name: "影刃绝杀", info: "刺客攻击 +{value}%、暴击伤害 +{value2}%", icon: "Sword-FA_WP_Main_Sword_019_WoodSilver", + bonuses: [ + { attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 12 }, + { attr: Attrs.critical_damage, mode: TalentValueMode.Flat, per_lv: 12 }, + ], + max_lv: 5, role: HRole.Assassin, + }, + 9214: { + uuid: 9214, tier: TalentTier.Super, name: "穿云贯日", info: "射手攻击 +{value}%、穿透伤害 +{value2}%", icon: "Stat_RangedAttack", + bonuses: [ + { attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 12 }, + { attr: Attrs.puncture_dmg_bonus, mode: TalentValueMode.Flat, per_lv: 8 }, + ], + max_lv: 5, role: HRole.Archer, + }, + 9215: { + uuid: 9215, tier: TalentTier.Super, name: "元素主宰", info: "法师攻击 +{value}%、冰冻率 +{value2}%", icon: "Sub_Item-FA_WP_Sub_MagicBall_001_Blue", + bonuses: [ + { attr: Attrs.ap, mode: TalentValueMode.Percent, per_lv: 12 }, + { attr: Attrs.freeze_chance, mode: TalentValueMode.Flat, per_lv: 3 }, + ], + max_lv: 5, role: HRole.Mage, + }, + 9216: { + uuid: 9216, tier: TalentTier.Super, name: "圣光普照", info: "辅助治疗量 +{value}%、施加的增益效果 +{value2}%", icon: "Stat_HolyDamage", + bonuses: [ + { attr: Attrs.heal_power, mode: TalentValueMode.Flat, per_lv: 15 }, + { attr: Attrs.buff_power, mode: TalentValueMode.Flat, per_lv: 12 }, + ], + max_lv: 5, role: HRole.Support, }, }; @@ -195,12 +285,91 @@ export function getTalentUpgradeCost(curLv: number): number { return TALENT_UPGRADE_COST[curLv]; } +/** 阶位解锁门槛:前一阶累计投入 ≥ 该点数才能升级下一阶天赋 */ +export const TALENT_TIER_UNLOCK_THRESHOLD = 10; + +/** + * 计算指定阶位已投入的天赋点数(按升级消耗表逐级累加)。 + * Why: 阶位解锁按"实际消耗点数"而非"等级总和"口径——与玩家直觉(投入了多少点) + * 及重置退款口径(resetTalents 同表对账)保持一致。 + * @param levels 天赋等级表(key 为天赋 uuid,value 为当前等级) + * @param tier 目标阶位 + * @returns 该阶位全部天赋已投入的点数总和 + */ +export function getTalentTierInvestedPoints(levels: Record, tier: TalentTier): number { + if (!levels) return 0; + let invested = 0; + for (const key in levels) { + const cfg = TalentSet[key]; + if (!cfg || cfg.tier !== tier) continue; + for (let i = 0; i < levels[key]; i++) { + const c = getTalentUpgradeCost(i); + if (c > 0) invested += c; + } + } + return invested; +} + +/** + * 判断指定阶位是否已解锁(加点入口校验用;战斗结算无需关心阶位——已投入的等级恒生效)。 + * 规则:一阶恒解锁;二阶要求一阶累计投入 ≥ TALENT_TIER_UNLOCK_THRESHOLD;三阶要求二阶累计投入达标。 + * @param levels 天赋等级表 + * @param tier 目标阶位 + */ +export function isTalentTierUnlocked(levels: Record, tier: TalentTier): boolean { + if (tier === TalentTier.Basic) return true; + const prevTier = (tier - 1) as TalentTier; + return getTalentTierInvestedPoints(levels, prevTier) >= TALENT_TIER_UNLOCK_THRESHOLD; +} + +/** 天赋属性的卡面显示名(迷你卡空间有限,用短标签) */ +const TALENT_ATTR_LABELS: Partial> = { + [Attrs.ap]: "攻击", + [Attrs.hp_max]: "生命", + [Attrs.defense]: "防御", + [Attrs.critical]: "暴击", + [Attrs.critical_damage]: "暴伤", + [Attrs.stun_chance]: "击晕", + [Attrs.freeze_chance]: "冰冻", + [Attrs.knockback_distance]: "击退", + [Attrs.puncture_chance]: "穿透", + [Attrs.puncture_dmg_bonus]: "穿透伤", + [Attrs.heal_power]: "治疗", + [Attrs.buff_power]: "增益", +}; + +/** 天赋属性的单位后缀:概率/治疗/增益类为百分点(%),防御为"点",击退距离为纯数值 */ +const TALENT_ATTR_SUFFIX: Partial> = { + [Attrs.defense]: "点", + [Attrs.knockback_distance]: "", +}; + +/** + * 生成天赋迷你卡的卡面文案(自包含:不显示满级效果)。 + * 规则:已加点(lv>0)显示当前已生效数值,如「攻击 +9%」; + * 未加点(lv=0)显示每级数值引导,如「攻击 +3%/级」。 + * Why: 迷你点选卡没有二级详情入口,文案必须一眼看懂当前收益。 + * @param cfg 天赋配置 + * @param lv 当前等级 + */ +export function getTalentDisplayText(cfg: TalentConfig, lv: number): string { + const mult = lv > 0 ? lv : 1; + const parts: string[] = []; + for (const b of cfg.bonuses) { + const label = TALENT_ATTR_LABELS[b.attr] ?? String(b.attr); + const suffix = TALENT_ATTR_SUFFIX[b.attr] ?? "%"; + parts.push(`${label} +${b.per_lv * mult}${suffix}`); + } + const text = parts.join("、"); + return lv > 0 ? text : `${text}/级`; +} + /** * 聚合指定职业英雄生效的全部天赋加成。 - * Why: 基础天赋全局生效,专精天赋按 role 过滤且要求前置天赋达标; - * 战斗加载时(Hero.load / applyHeroLevel)调用本函数一次性取出本英雄的天赋加成区。 + * Why: 基础/超强全局天赋全局生效,专精与超强职业天赋按 role 过滤; + * 阶位解锁只约束加点阶段,战斗加载时(Hero.load / applyHeroLevel)按当前等级直接取加成。 * @param levels 天赋等级表(key 为天赋 uuid,value 为当前等级) - * @param role 英雄职业(专精过滤依据;无 role 时只应用基础天赋) + * @param role 英雄职业(职业过滤依据;无 role 时只应用全局天赋) * @returns 已解析的加成列表(等级已乘算进 value) */ export function getTalentBonusesForRole(levels: Record, role?: HRole): TalentResolvedBonus[] { @@ -211,16 +380,8 @@ export function getTalentBonusesForRole(levels: Record, role?: H if (lv <= 0) continue; const cfg = TalentSet[key]; if (!cfg) continue; - // 专精天赋:职业不匹配则跳过 + // 职业天赋:职业不匹配则跳过 if (cfg.role !== undefined && cfg.role !== role) continue; - // 前置要求:任一前置天赋等级不足则不生效 - if (cfg.requires) { - let ok = true; - for (const req of cfg.requires) { - if ((levels[req.uuid] ?? 0) < req.lv) { ok = false; break; } - } - if (!ok) continue; - } for (const b of cfg.bonuses) { result.push({ attr: b.attr, mode: b.mode, value: b.per_lv * lv }); } @@ -240,7 +401,7 @@ export function getTalentBonusesForRole(levels: Record, role?: H * * @param model 英雄属性模型(满足 ITalentTarget 结构) * @param levels 天赋等级表(smc.getTalentLevels()) - * @param role 英雄职业(专精过滤;无 role 的怪物由调用方跳过) + * @param role 英雄职业(职业过滤;无 role 的怪物由调用方跳过) */ export function applyTalentBonuses(model: ITalentTarget, levels: Record, role?: HRole): void { const bonuses = getTalentBonusesForRole(levels, role); diff --git a/assets/script/game/common/config/talent-system.md b/assets/script/game/common/config/talent-system.md index cfa31028..3e7f6e43 100644 --- a/assets/script/game/common/config/talent-system.md +++ b/assets/script/game/common/config/talent-system.md @@ -1,7 +1,7 @@ # 天赋系统设计 — Draftmaster Arena *Created: 2026-04-26* -*Updated: 2026-04-26* +*Updated: 2026-08-25* *Status: Draft* --- @@ -10,7 +10,15 @@ 局外成长系统。通过每局获取的经验值提升玩家等级,获得天赋点数,用于升级天赋。升级即激活,无需单独激活步骤。看广告可重置所有天赋等级并退还天赋点。 -**设计原则**:天赋提供小幅加成,不改变核心策略体验。高评分 = 更多经验 = 更快升级,但天赋不是胜利的决定性因素。 +**三阶结构**: + +| 阶位 | 名称 | 生效范围 | uuid 段位 | +|------|------|---------|----------| +| 一阶 | 基础天赋 | 全局(所有英雄) | 9001-9099 | +| 二阶 | 专精天赋 | 按职业过滤 | 9101-9199 | +| 三阶 | 超强天赋 | 全局 + 职业混合 | 9201-9219 | + +**设计原则**:天赋提供小幅加成,不改变核心策略体验。高评分 = 更多经验 = 更快升级,但天赋不是胜利的决定性因素。三阶超强天赋幅度约为前两阶的 2 倍,作为长线成长的目标感奖励。 **成长闭环**:评分 → 经验 → 等级 → 天赋点 → 天赋升级 → 下一局更强 → 更高评分 @@ -52,25 +60,54 @@ ## 天赋列表 -### 战斗属性类(全局加成) +### 一阶·基础天赋(全局加成,9001-9099) | 天赋 | 每级效果 | 5级总效果 | |------|---------|----------| | **攻击强化** | 所有英雄 ATK +3% | +15% | | **生命强化** | 所有英雄 HP +5% | +25% | +| **防御强化** | 所有英雄防御 +8 点 | +40 点 | | **暴击强化** | 所有英雄暴击率 +2% | +10% | -| **风怒强化** | 所有英雄风怒率 +2% | +10% | +| **击晕强化** | 所有英雄击晕率 +2% | +10% | | **冰冻强化** | 所有英雄冰冻率 +2% | +10% | -| **穿刺强化** | 所有英雄穿刺 +0.2 | +1 | -| **护盾强化** | 所有护盾效果 +5% | +25% | +| **击退强化** | 所有英雄击退距离 +10 | +50 | -### 经济类(金币减免/补贴) +> 风怒强化(原 9008)已随风怒机制停用移除。 + +### 二阶·专精天赋(按职业过滤,9101-9199) + +| 天赋 | 职业 | 每级效果 | 5级总效果 | +|------|------|---------|----------| +| **坦克专精** | 坦克 | 防御 +30%、生命 +5% | +150%、+25% | +| **战士专精** | 战士 | 生命 +12% | +60% | +| **刺客专精** | 刺客 | ATK +8%、暴击率 +2% | +40%、+10% | +| **射手专精** | 射手 | ATK +8%、穿透率 +2% | +40%、+10% | +| **法师专精** | 法师 | ATK +8%、冰冻率 +2% | +40%、+10% | +| **辅助专精** | 辅助 | 治疗量 +10%、增益效果 +8% | +50%、+40% | + +> 专精天赋不再有独立前置天赋,仅受阶位解锁约束(见核心规则)。 + +### 三阶·超强天赋(全局 + 职业混合,9201-9219) + +**全局超强(9201-9204)**: | 天赋 | 每级效果 | 5级总效果 | |------|---------|----------| -| **采购优惠** | 购买英雄 -1金 | -5金(10→5) | -| **刷新优惠** | 刷新重抽 -0.5金 | -2.5金(3→0.5) | -| **出售补贴** | 出售英雄返还 +10%金币 | +50% | +| **神威降临** | 所有英雄 ATK +8%、HP +8% | +40%、+40% | +| **致命终结** | 所有英雄暴击率 +3%、暴击伤害 +15% | +15%、+75% | +| **破甲重创** | 所有英雄穿透率 +3%、穿透伤害 +10% | +15%、+50% | +| **钢铁之躯** | 所有英雄防御 +20%、HP +6% | +100%、+30% | + +**职业超强(9211-9216)**: + +| 天赋 | 职业 | 每级效果 | 5级总效果 | +|------|------|---------|----------| +| **不朽壁垒** | 坦克 | 防御 +40%、生命 +8% | +200%、+40% | +| **狂血战魂** | 战士 | ATK +10%、HP +8% | +50%、+40% | +| **影刃绝杀** | 刺客 | ATK +12%、暴击伤害 +12% | +60%、+60% | +| **穿云贯日** | 射手 | ATK +12%、穿透伤害 +8% | +60%、+40% | +| **元素主宰** | 法师 | ATK +12%、冰冻率 +3% | +60%、+15% | +| **圣光普照** | 辅助 | 治疗量 +15%、增益效果 +12% | +75%、+60% | --- @@ -84,17 +121,20 @@ | 4级 | 2点 | 6 | | 5级 | 3点 | 9 | -**一个天赋升满 = 9点** - -30个天赋点的分配选择: -- 专精:升满3个天赋(27点)+ 3点分散 -- 均衡:6-7个天赋各1-2级 -- 经济:采购+刷新+出售全满(27点) +**一个天赋升满 = 9点**(各阶位升级费用相同) --- ## 核心规则 +### 阶位解锁 + +- **一阶**:恒可升级 +- **二阶**:一阶天赋累计投入 **≥10 点** 后解锁 +- **三阶**:二阶天赋累计投入 **≥10 点** 后解锁 +- 投入点数按实际消耗计算(非等级总和),与重置退款口径一致 +- 专精/超强职业天赋没有独立前置天赋,仅受阶位解锁约束 + ### 升级即激活 - 消耗天赋点升级天赋 → 立即生效 @@ -104,7 +144,7 @@ ### 重置(看广告) -- 观看广告 → **所有天赋等级归零** +- 观看广告 → **所有天赋等级归零**(阶位解锁状态随之重置) - **退还全部天赋点**(30点内已消耗的) - 玩家等级不变(经验永久累积) - 重新自由分配天赋点 @@ -114,67 +154,83 @@ ## 分配策略示例 -**暴击流专精**(27点): +30 点总预算下:10 点开二阶 + 10 点开三阶 = 20 点门槛,剩余约 10 点自由分配。 + +**满配输出流**(30点): ``` -暴击强化 Lv5(9) + 攻击强化 Lv5(9) + 采购优惠 Lv5(9) = 27点 -→ 全局暴击+10%, ATK+15%, 买卡-5金 +一阶: 攻击强化 Lv4(6) + 暴击强化 Lv2(2) + 生命强化 Lv2(2) = 10点 → 解锁二阶 +二阶: 刺客专精 Lv4(6) + 战士专精 Lv2(2) + 坦克专精 Lv1(1) + 射手专精 Lv1(1) = 10点 → 解锁三阶 +三阶: 致命终结 Lv4(6) + 影刃绝杀 Lv1(1) = 7点 + 3点备用 +→ 全局暴击+15%/暴伤+75%,刺客 ATK+40%+60%、暴伤+60%+12% ``` -**护盾流专精**(27点): +**生存流**(29点): ``` -护盾强化 Lv5(9) + 生命强化 Lv5(9) + 冰冻强化 Lv5(9) = 27点 -→ 护盾+25%, HP+25%, 冰冻+10% +一阶: 生命强化 Lv5(9) + 防御强化 Lv1(1) = 10点 +二阶: 坦克专精 Lv5(9) + 战士专精 Lv1(1) = 10点 +三阶: 钢铁之躯 Lv5(9) = 9点 +→ 全局 HP+55%/防御+100%,坦克 HP+65%/防御+250% ``` -**经济流**(27点): +**均衡新手**(20点): ``` -采购优惠 Lv5(9) + 刷新优惠 Lv5(9) + 出售补贴 Lv5(9) = 27点 -→ 买卡5金, 刷新0.5金, 出售+50%返还 -``` - -**均衡新手**(26点): -``` -攻击 Lv3(4) + 生命 Lv3(4) + 采购 Lv3(4) + -暴击 Lv2(2) + 护盾 Lv2(2) + 刷新 Lv2(2) + -风怒 Lv2(2) + 冰冻 Lv2(2) = 22点 + 4点备用 +一阶: 攻击 Lv3(4) + 生命 Lv3(4) + 暴击 Lv1(1) + 击晕 Lv1(1) = 10点 +二阶: 按主力阵容选 2 个专精各 Lv3(8) + 1 个 Lv1(1) ≈ 10点(刚开三阶) +三阶: 留待后续点数 ``` --- -## 界面布局 +## 界面设计(阶位 Tab 单屏聚焦 · 迷你点选卡) ``` -┌─────────────────────────┐ -│ Lv.12 ████████░░ 150/200│ -│ 天赋点: 4/30 │ -├─────────────────────────┤ -│ │ -│ ⚔️ 攻击强化 Lv.3 ███░░ │ -│ ATK +9% [+1点] │ -│ │ -│ ❤️ 生命强化 Lv.2 ██░░░ │ -│ HP +10% [+2点] │ -│ │ -│ 🔥 暴击强化 Lv.1 █░░░░ │ -│ 暴击 +2% [+1点] │ -│ │ -│ ⚡ 风怒强化 Lv.0 ░░░░░ │ -│ 风怒 +0% [+1点] │ -│ │ -│ ❄️ 冰冻强化 Lv.0 ░░░░░ │ -│ 冰冻 +0% [+1点] │ -│ │ -│ 🛡️ 护盾强化 Lv.0 ░░░░░ │ -│ 🗡️ 穿刺强化 Lv.0 ░░░░░ │ -│ 🛒 采购优惠 Lv.2 ██░░░ │ -│ 🔄 刷新优惠 Lv.0 ░░░░░ │ -│ 💰 出售补贴 Lv.0 ░░░░░ │ -│ │ -│ [🎬 看广告重置天赋] │ -│ [← 返回] │ -└─────────────────────────┘ +┌─────────────────────────────────┐ +│ 天赋点: 4 │ +│ [Ⅰ 基础] [Ⅱ 专精 6/10🔒] [Ⅲ 超强 0/10🔒] │ +├─────────────────────────────────┤ +│ ┌──────┐ ┌──────┐ ┌──────┐ │ +│ │ ⚔️ │ │ ❤️ │ │ 🛡️ │ │ +│ │ 攻击强化│ │ 生命强化│ │ 防御强化│ │ +│ │攻击 +9%│ │生命+10%│ │防御+8点│ │ +│ │ 3/5│ │ 2/5│ │ 1/5│ │ +│ │ [+]│ │ [+]│ │ [+]│ │ +│ └──────┘ └──────┘ └──────┘ │ +│ ……(Grid 三列,单屏聚焦当前阶) │ +│ │ +│ [🎬 看广告重置天赋] │ +└─────────────────────────────────┘ ``` +### 卡片规格(迷你点选卡,自包含) + +- **布局**:图标 / 名称 / 当前已生效数值 / 右下「当前/满级」数字角标;右上 `+` 升级徽标 +- **卡面数值**:已加点显示当前生效值(如「攻击 +9%」);Lv0 显示每级引导(如「攻击 +3%/级」);**不显示满级效果**(`getTalentDisplayText`) +- **阶位底框**:复用 cardbg.prefab + CardBgComp,Ⅰ→蓝(2) / Ⅱ→紫(3) / Ⅲ→金(4) +- **状态机**:可升级(`+` 徽标绿光呼吸)|满级(MAX 金角标)|阶未解锁(半透明 110 + 🔒,无 `+`) + +### 交互规则 + +- **点击 `+` 徽标 / 卡体** → 统一上抛 uuid,由 TalentsComp 校验: + - 阶未解锁 → toast「一阶投入 x/10 点解锁本阶」 + - 已满级 → toast「该天赋已满级」 + - 点数不足 → toast「天赋点不足」 + - 校验通过 → `smc.upgradeTalent(uuid)`,成功由 `TALENT_UPDATE` 事件驱动全量刷新 +- **阶位 Tab**:三 Tab 常显;锁定 Tab 显示前阶投入进度(`x/10`);点击锁定 Tab 允许查看(卡片呈锁定态)并 toast 解锁条件;首次进入默认选中已解锁的最高阶 +- **重置**:底部按钮 → CommonPrompt 二次确认 → `smc.resetTalents()`(广告 SDK 接入前先直接确认重置) + +### 编辑器搭建清单(prefab) + +- `talents.prefab`(复用现有骨架改造):ScrollView + Grid 三列 content 挂 `talents_content`;新增页头 `lbl_points`、三个 Tab 节点(挂 `tab_basic/tab_special/tab_super` + 各自 Label、可选子节点 `sp_on` 选中高亮)、底部 `btn_reset` +- `prefab_talent_item.prefab`(复用改造):`icon` / `lbl_name` / `lbl_desc`→`lbl_info` / `lbl_level`→`lbl_lv` 四个既有节点绑定沿用;新增 `node_plus`(+ 徽标)、`node_max`(MAX 角标)、`node_lock`(锁遮罩) +- 图标:TalentSet 配置 `icon` 字段(uiconsAtlas 帧名),暂复用技能图标素材 + --- +## 实现映射 + +- 配置与工具函数:`TalentSet.ts`(`TalentTier` 阶位枚举、`isTalentTierUnlocked` / `getTalentTierInvestedPoints` 解锁校验、`getTalentDisplayText` 卡面文案、`applyTalentBonuses` 战斗注入) +- 存储/升级/重置:`SingletonModuleComp.ts`(`upgradeTalent` 内做阶位解锁校验) +- 战斗注入点:`Hero.load`(召唤加载)与 `MissionCardComp.applyHeroLevel`(局内升级重算,累加语义字段先归零再注入) +- 加点 UI:`TalentsComp.ts`(阶位 Tab 页容器)+ `TalentItemComp.ts`(迷你升级卡),挂主界面现有"天赋"页签(MissionHomeComp.showPage 切换) + *与评分系统联动:评分 → 经验 → 等级 → 天赋点 → 天赋 → 下一局更强 → 更高评分 → 更多经验* diff --git a/assets/script/game/hero/Hero.ts b/assets/script/game/hero/Hero.ts index 39b42ab6..16fd5faa 100644 --- a/assets/script/game/hero/Hero.ts +++ b/assets/script/game/hero/Hero.ts @@ -195,7 +195,7 @@ export class Hero extends ecs.Entity { model.ap += apExtra; } - // 天赋加成层:基础天赋全局生效,专精天赋按职业过滤(仅英雄生效,怪物跳过) + // 天赋加成层:全局天赋(一阶基础/三阶超强全局)全局生效,职业天赋(二阶专精/三阶超强职业)按 role 过滤(仅英雄生效,怪物跳过) // Why: 放在成长/bonus 之后、光环乘区之后,以基础快照为基数叠加,避免与乘区叠加成乘法膨胀 if (model.fac === FacSet.HERO) { applyTalentBonuses(model, smc.getTalentLevels(), model.role); diff --git a/assets/script/game/map/MissionCardComp.ts b/assets/script/game/map/MissionCardComp.ts index 534ebb9d..07a24709 100644 --- a/assets/script/game/map/MissionCardComp.ts +++ b/assets/script/game/map/MissionCardComp.ts @@ -2189,11 +2189,13 @@ export class MissionCardComp extends CCComp { if (model.fac === FacSet.HERO) { model.defense = hero.def; model.critical = 0; + model.critical_damage = 0; model.stun_chance = 0; model.freeze_chance = 0; // 风怒机制已停用: 升级重算不再重置风怒 // model.wfuny = 0; model.puncture_chance = 0; + model.puncture_dmg_bonus = 0; model.knockback_distance = 0; model.heal_power = 0; model.buff_power = 0; diff --git a/assets/script/game/map/TalentItemComp.ts b/assets/script/game/map/TalentItemComp.ts index 717fbb03..88adbffa 100644 --- a/assets/script/game/map/TalentItemComp.ts +++ b/assets/script/game/map/TalentItemComp.ts @@ -1,28 +1,36 @@ /** * @file TalentItemComp.ts - * @description 天赋图鉴项组件(UI 视图层) + * @description 天赋迷你升级卡组件(UI 视图层) * * 职责: - * 1. 接收 TalentsComp 下发的天赋卡配置(技能卡)。 - * 2. 渲染名称、描述、图标和背景。 - * 3. 背景颜色根据 wave 映射为对应的 poolLv。 + * 1. 接收 TalentsComp 下发的天赋配置 + 当前等级 + 阶位解锁态,渲染迷你点选卡。 + * 2. 卡面自包含:图标 / 名称 / 当前已生效数值(Lv0 显示每级数值引导)/ 右下「当前/满级」角标。 + * 3. 状态机:可升级(右上 + 徽标,绿光呼吸)/ 满级(MAX 金角标)/ 阶未解锁(半透明 + 锁)。 + * 4. 点击回调上抛(含 + 徽标与卡体),升级校验与 toast 统一由 TalentsComp 处理(单一决策点)。 * * 依赖: - * - CardSet.CardConfig —— 单条卡牌配置 - * - SkillSet —— 获取技能图标 + * - TalentSet.TalentConfig / TalentTier / getTalentDisplayText —— 配置与卡面文案 + * - CardBgComp —— 阶位品质底框(Ⅰ蓝 / Ⅱ紫 / Ⅲ金) + * - smc.uiconsAtlas —— 图标解析(缺省回退资源目录) */ -import { _decorator, Label, Sprite, SpriteFrame } from "cc"; +import { _decorator, Label, Node, NodeEventType, Sprite, SpriteFrame, UIOpacity } 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 } from "../common/config/CardSet"; -import { FieldSkillSet, SkillSet } from "../common/config/SkillSet"; +import { TalentConfig, TalentTier, getTalentDisplayText } from "../common/config/TalentSet"; import { CardBgComp } from "./CardBgComp"; import { smc } from "../common/SingletonModuleComp"; import { oops } from "db://oops-framework/core/Oops"; const { ccclass, property } = _decorator; -/** TalentItemComp —— 天赋图鉴项组件 */ +/** 阶位 → 品质底框 card_lv(CARD_LV_BG_COLORS:2=blue、3=purple、4=yellow) */ +const TIER_TO_BG_LV: Record = { + [TalentTier.Basic]: 2, + [TalentTier.Specialized]: 3, + [TalentTier.Super]: 4, +}; + +/** TalentItemComp —— 天赋迷你升级卡组件 */ @ccclass('TalentItemComp') @ecs.register('TalentItem', false) export class TalentItemComp extends CCComp { @@ -30,53 +38,86 @@ export class TalentItemComp extends CCComp { @property({ type: Label, tooltip: "天赋名称" }) lbl_name: Label = null!; - @property({ type: Label, tooltip: "天赋说明" }) + @property({ type: Label, tooltip: "当前已生效数值(Lv0 显示每级引导)" }) lbl_info: Label = null!; + @property({ type: Label, tooltip: "等级角标(当前/满级)" }) + lbl_lv: Label = null!; + @property({ type: Sprite, tooltip: "天赋图标" }) icon: Sprite = null!; - @property({ type: CardBgComp, tooltip: "卡牌背景组件" }) + @property({ type: CardBgComp, tooltip: "卡牌背景组件(阶位品质色)" }) bg: CardBgComp = null!; + @property({ type: Node, tooltip: "右上 + 升级徽标(可升级时显示)" }) + node_plus: Node = null!; + + @property({ type: Node, tooltip: "MAX 满级角标" }) + node_max: Node = null!; + + @property({ type: Node, tooltip: "阶位未解锁遮罩/锁图标" }) + node_lock: Node = null!; + + /** 点击回调(卡体与 + 徽标同源上抛),由父级统一校验升级 */ + public onTalentTap: ((uuid: number) => void) | null = null; + + /** 当前展示的天赋 uuid(回调携带) */ + private curUuid: number = 0; + + protected onLoad(): void { + this.node.on(NodeEventType.TOUCH_END, this.onTap, this); + } + + protected onDestroy(): void { + this.node.off(NodeEventType.TOUCH_END, this.onTap, this); + } + /** - * 刷新单条天赋展示 - * @param config CardPoolList 中的天赋卡(技能卡)配置 + * 刷新迷你卡展示 + * @param cfg 天赋配置(TalentSet 条目) + * @param lv 当前等级 + * @param tierUnlocked 所属阶位是否已解锁 + * @param canUp 父级预判的"可升级"(阶位解锁 + 未满级 + 点数足够) */ - public updateItem(config: CardConfig): void { - if (!config) return; + public updateItem(cfg: TalentConfig, lv: number, tierUnlocked: boolean, canUp: boolean): void { + if (!cfg) return; + this.curUuid = cfg.uuid; - if (this.lbl_name) this.lbl_name.string = config.name ?? ""; - if (this.lbl_info) this.lbl_info.string = config.info ?? ""; + if (this.lbl_name) this.lbl_name.string = cfg.name; + // 卡面自包含:已加点显示当前生效数值,未加点显示每级数值引导 + if (this.lbl_info) this.lbl_info.string = getTalentDisplayText(cfg, lv); + if (this.lbl_lv) this.lbl_lv.string = `${lv}/${cfg.max_lv}`; - // 直接复用 CardSet 中已映射好的 card_lv,保证与技能卡牌背景一致 - // CardSet 通过 waveToCardLv[wave] 由 SKILL_CARD_WAVES 索引推导(wave 1→1, 5→2, 8→3) - if (this.bg) { - this.bg.apply(config.card_lv || 1); + // 阶位品质底框:Ⅰ蓝 / Ⅱ紫 / Ⅲ金 + if (this.bg) this.bg.apply(TIER_TO_BG_LV[cfg.tier] ?? 1); + + // 图标:uiconsAtlas 优先,资源目录回退(与 TalentItemComp 旧版/SCardComp 口径一致) + if (this.icon && cfg.icon) { + let frame: SpriteFrame | null = null; + if (smc.uiconsAtlas) { + frame = smc.uiconsAtlas.getSpriteFrame(cfg.icon); + } + if (!frame) { + frame = oops.res.get("game/heros/cards/" + cfg.icon, SpriteFrame) as SpriteFrame; + } + if (frame) this.icon.spriteFrame = frame; } - // 设置图标:驻场卡(skill=undefined 但有 field)走 FieldSkillSet,否则走 SkillSet - // 与 SCardComp 保持一致,避免驻场卡无 icon 显示 - if (this.icon) { - let iconId: string | undefined; - if (!config.skill && config.field && config.field.length > 0) { - // 驻场卡:用 FieldSkillSet[field[0]].icon - const fieldUuid = config.field[0].uuid; - iconId = FieldSkillSet[fieldUuid]?.icon || `${fieldUuid}`; - } else if (config.skill) { - // 技能卡:用 SkillSet[skill].icon - iconId = SkillSet[config.skill]?.icon; - } - if (iconId) { - if (smc.uiconsAtlas) { - const frame = smc.uiconsAtlas.getSpriteFrame(iconId); - if (frame) this.icon.spriteFrame = frame; - } else { - const sf = oops.res.get("game/heros/cards/" + iconId, SpriteFrame) as SpriteFrame; - if (sf) this.icon.spriteFrame = sf; - } - } - } + // 状态徽标:满级 MAX / 可升级 + / 阶位锁定 🔒 + const maxed = lv >= cfg.max_lv; + if (this.node_max) this.node_max.active = maxed; + if (this.node_plus) this.node_plus.active = !maxed && tierUnlocked && canUp; + if (this.node_lock) this.node_lock.active = !tierUnlocked; + + // 阶位锁定整卡压暗(UIOpacity:Cocos 3.x 节点透明度组件) + const uo = this.node.getComponent(UIOpacity) ?? this.node.addComponent(UIOpacity); + uo.opacity = tierUnlocked ? 255 : 110; + } + + /** 卡体/+ 徽标点击:上抛 uuid,升级校验与提示由 TalentsComp 统一处理 */ + private onTap(): void { + this.onTalentTap?.(this.curUuid); } /** ECS 组件移除时销毁节点(CCComp 抽象方法实现) */ diff --git a/assets/script/game/map/TalentsComp.ts b/assets/script/game/map/TalentsComp.ts index 98535d11..1f8fe1a3 100644 --- a/assets/script/game/map/TalentsComp.ts +++ b/assets/script/game/map/TalentsComp.ts @@ -1,106 +1,233 @@ /** * @file TalentsComp.ts - * @description 天赋图鉴页组件(UI 视图层) + * @description 天赋加点页组件(UI 视图层) * * 职责: - * 1. 展示当前所有天赋卡(技能卡)的图鉴。 - * 2. 从 CardPoolList 获取所有的 type=Skill 卡牌。 - * 3. 兼容旧的 `@ecs.register('Talents')` 资源引用。 + * 1. 三阶页签(Ⅰ 基础 / Ⅱ 专精 / Ⅲ 超强)状态机:单屏聚焦当前阶位的迷你天赋卡。 + * 2. 页签常显解锁进度(前阶投入 x/10),点击卡/+ 徽标升级(smc.upgradeTalent)。 + * 3. 监听 GameEvent.TALENT_UPDATE 全量重渲染(23 条卡片,无需虚拟列表)。 + * 4. 看广告重置入口:CommonPrompt 二次确认后调 smc.resetTalents() 退还全部点数。 * * 依赖: - * - CardPoolList(CardSet)—— 获取技能卡配置 - * - TalentItemComp —— 单条天赋图鉴项视图 + * - TalentSet(TalentSet/TalentTier/isTalentTierUnlocked/getTalentTierInvestedPoints)—— 配置与阶位校验 + * - TalentItemComp —— 单张迷你升级卡 + * - smc —— 天赋等级表/点数/升级/重置 */ -import { _decorator, instantiate, Node, Prefab, UITransform } from "cc"; +import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, 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 { mLogger } from "../common/Logger"; -import { CardConfig } from "../common/config/CardSet"; -import { SkillCardList } from "../common/config/SCardSet"; +import { + TalentSet, TalentTier, + TALENT_TIER_UNLOCK_THRESHOLD, + getTalentTierInvestedPoints, getTalentUpgradeCost, isTalentTierUnlocked, +} from "../common/config/TalentSet"; +import { GameEvent } from "../common/config/GameEvent"; +import { UIID } from "../common/config/GameUIConfig"; import { TalentItemComp } from "./TalentItemComp"; +import { smc } from "../common/SingletonModuleComp"; +import { oops } from "db://oops-framework/core/Oops"; const { ccclass, property } = _decorator; -/** TalentsComp —— 天赋图鉴信息页组件 */ +/** 阶位页签展示文案(锁定态追加投入进度) */ +const TIER_TAB_TEXT: Record = { + [TalentTier.Basic]: { title: "Ⅰ 基础", lockName: "一阶" }, + [TalentTier.Specialized]: { title: "Ⅱ 专精", lockName: "一阶" }, + [TalentTier.Super]: { title: "Ⅲ 超强", lockName: "二阶" }, +}; + +/** 阶位页签选中高亮子节点名(可选,编辑器侧搭建) */ +const TAB_SELECTED_CHILD = "sp_on"; + +/** TalentsComp —— 天赋加点页组件(阶位 Tab 单屏聚焦) */ @ccclass('TalentsComp') @ecs.register('Talents', false) export class TalentsComp extends CCComp { - @property({ type: Node, tooltip: "天赋技能列表容器" }) + @property({ type: Node, tooltip: "当前阶位卡片列表容器(ScrollView content,Grid 三列)" }) talents_content: Node = null!; - @property({ type: Prefab, tooltip: "单条天赋项预制" }) + @property({ type: Prefab, tooltip: "迷你天赋卡预制(TalentItemComp)" }) prefab_talent_item: Prefab = null!; - /** 调试日志开关 */ - debugMode: boolean = false; + @property({ type: Label, tooltip: "页头可用天赋点" }) + lbl_points: Label = null!; - /** 首次实例化缓存 */ - private rendered: boolean = false; + @property({ type: Node, tooltip: "一阶页签节点" }) + tab_basic: Node = null!; - /** 缓存的稳定配置顺序,避免重复渲染时列表抖动 */ - private cachedConfigs: CardConfig[] = []; + @property({ type: Node, tooltip: "二阶页签节点" }) + tab_special: Node = null!; + + @property({ type: Node, tooltip: "三阶页签节点" }) + tab_super: Node = null!; + + @property({ type: Label, tooltip: "一阶页签文案" }) + lbl_tab_basic: Label = null!; + + @property({ type: Label, tooltip: "二阶页签文案" }) + lbl_tab_special: Label = null!; + + @property({ type: Label, tooltip: "三阶页签文案" }) + lbl_tab_super: Label = null!; + + @property({ type: Node, tooltip: "看广告重置按钮" }) + btn_reset: Node = null!; + + /** 当前选中的阶位(首次进入默认为已解锁的最高阶,之后由玩家切换) */ + private curTier: TalentTier = TalentTier.Basic; + + /** 是否已完成首次默认阶位选择 */ + private inited: boolean = false; + + /** 阶位 → 页签节点/文案 映射(onLoad 时装配) */ + private tabNodes: Map = new Map(); + + protected onLoad(): void { + this.tabNodes.set(TalentTier.Basic, { node: this.tab_basic, label: this.lbl_tab_basic }); + this.tabNodes.set(TalentTier.Specialized, { node: this.tab_special, label: this.lbl_tab_special }); + this.tabNodes.set(TalentTier.Super, { node: this.tab_super, label: this.lbl_tab_super }); + + for (const [tier, tab] of this.tabNodes) { + tab.node?.on(NodeEventType.TOUCH_END, () => this.selectTier(tier), this); + } + this.btn_reset?.on(NodeEventType.TOUCH_END, this.onResetTap, this); + } protected onEnable(): void { + // 升级/重置/加点变动统一走 TALENT_UPDATE 事件驱动全量刷新 + oops.message.on(GameEvent.TALENT_UPDATE, this.refreshUI, this); this.refreshUI(); } - /** 重新拉取最新数据并刷新所有子项 */ + protected onDisable(): void { + oops.message.off(GameEvent.TALENT_UPDATE, this.refreshUI, this); + } + + protected onDestroy(): void { + for (const [, tab] of this.tabNodes) { + tab.node?.targetOff(this); + } + this.btn_reset?.targetOff(this); + } + + /** 切换阶位页签:锁定阶允许查看(卡片呈锁定态),并提示解锁条件 */ + private selectTier(tier: TalentTier): void { + if (tier === this.curTier) return; + this.curTier = tier; + const levels = smc.getTalentLevels(); + if (!isTalentTierUnlocked(levels, tier)) { + const prev = tier - 1; + const invested = getTalentTierInvestedPoints(levels, prev); + oops.gui.toast(`${TIER_TAB_TEXT[tier].lockName}投入 ${invested}/${TALENT_TIER_UNLOCK_THRESHOLD} 点解锁本阶`); + } + this.refreshUI(); + } + + /** 全量刷新:页头点数 + 页签解锁进度 + 当前阶位卡片列表 */ public refreshUI(): void { if (!this.talents_content || !this.prefab_talent_item) return; + const levels = smc.getTalentLevels(); - // 第一次:实例化所有子节点 - if (!this.rendered) { - // 获取所有天赋(技能卡)并按 wave 和 uuid 排序 - this.cachedConfigs = [...SkillCardList] - .sort((a, b) => { - const waveA = a.wave || 1; - const waveB = b.wave || 1; - if (waveA !== waveB) return waveA - waveB; - return a.uuid - b.uuid; - }); + if (this.lbl_points) this.lbl_points.string = `天赋点 ${smc.getTalentPoints()}`; - this.cachedConfigs.forEach((cfg) => { - const itemNode = instantiate(this.prefab_talent_item); - this.talents_content.addChild(itemNode); - const comp = itemNode.getComponent(TalentItemComp); - if (comp) { - comp.updateItem(cfg); - } - }); - this.rendered = true; - - // 动态调整容器高度 - // 默认底高 1000,每行 3 个天赋信息卡,每张卡高 270,行间距 15 - const totalCount = this.cachedConfigs.length; - const rows = Math.ceil(totalCount / 3); - const contentHeight = Math.max(1000, rows * 270 + (rows > 0 ? (rows - 1) * 15 : 0 + 50)); - - const uiTransform = this.talents_content.getComponent(UITransform); - if (uiTransform) { - uiTransform.height = contentHeight; - } - } else { - // 如果已渲染,则仅更新数据(图鉴一般不会变动,这里做个兜底更新) - this.cachedConfigs.forEach((cfg, index) => { - const child = this.talents_content.children[index]; - if (!child) return; - const comp = child.getComponent(TalentItemComp); - if (!comp) return; - comp.updateItem(cfg); - }); + // 仅首次进入时默认选中已解锁的最高阶,后续刷新保持玩家当前选择 + if (!this.inited) { + this.inited = true; + if (isTalentTierUnlocked(levels, TalentTier.Super)) this.curTier = TalentTier.Super; + else if (isTalentTierUnlocked(levels, TalentTier.Specialized)) this.curTier = TalentTier.Specialized; } + + this.refreshTabs(levels); + this.refreshGrid(levels); + } + + /** 页签文案 + 解锁进度 + 选中高亮(sp_on 子节点可选) */ + private refreshTabs(levels: Record): void { + for (const [tier, tab] of this.tabNodes) { + const text = TIER_TAB_TEXT[tier]; + if (tab.label) { + if (tier === TalentTier.Basic) { + tab.label.string = text.title; + } else { + const unlocked = isTalentTierUnlocked(levels, tier); + const invested = getTalentTierInvestedPoints(levels, (tier - 1) as TalentTier); + tab.label.string = unlocked ? text.title : `${text.title} ${invested}/${TALENT_TIER_UNLOCK_THRESHOLD}`; + } + } + tab.node?.getChildByName(TAB_SELECTED_CHILD)?.setPosition(0, 0); + tab.node?.getChildByName(TAB_SELECTED_CHILD) && (tab.node.getChildByName(TAB_SELECTED_CHILD)!.active = tier === this.curTier); + } + } + + /** 重建当前阶位的卡片列表(每阶 ≤10 条,直接全量实例化) */ + private refreshGrid(levels: Record): void { + this.talents_content.removeAllChildren(); + const unlocked = isTalentTierUnlocked(levels, this.curTier); + const points = smc.getTalentPoints(); + const cfgs = Object.values(TalentSet) + .filter(cfg => cfg.tier === this.curTier) + .sort((a, b) => a.uuid - b.uuid); + + let cardHeight = 0; + for (const cfg of cfgs) { + const lv = levels[cfg.uuid] ?? 0; + const cost = getTalentUpgradeCost(lv); + // 可升级 = 阶位解锁 + 未满级 + 点数足够(+ 徽标显示依据) + const canUp = unlocked && lv < cfg.max_lv && cost > 0 && points >= cost; + + const itemNode = instantiate(this.prefab_talent_item); + this.talents_content.addChild(itemNode); + const comp = itemNode.getComponent(TalentItemComp); + if (!comp) continue; + comp.updateItem(cfg, lv, unlocked, canUp); + comp.onTalentTap = (uuid: number) => this.onTalentTap(uuid); + if (!cardHeight) cardHeight = itemNode.getComponent(UITransform)?.height ?? 0; + } + + // Grid 三列手算容器高度(与旧版图鉴页口径一致,spacing 15 / 上下 padding 15) + const rows = Math.ceil(cfgs.length / 3); + if (cardHeight > 0 && rows > 0) { + const contentHeight = rows * cardHeight + (rows - 1) * 15 + 30; + const uiTransform = this.talents_content.getComponent(UITransform); + if (uiTransform) uiTransform.height = contentHeight; + } + } + + /** 卡片点击统一入口:阶位未解锁/已满级/点数不足分别 toast,成功升级由事件驱动刷新 */ + private onTalentTap(uuid: number): void { + const cfg = TalentSet[uuid]; + if (!cfg) return; + const levels = smc.getTalentLevels(); + + if (!isTalentTierUnlocked(levels, cfg.tier)) { + const invested = getTalentTierInvestedPoints(levels, (cfg.tier - 1) as TalentTier); + oops.gui.toast(`${TIER_TAB_TEXT[cfg.tier].lockName}投入 ${invested}/${TALENT_TIER_UNLOCK_THRESHOLD} 点解锁本阶`); + return; + } + if (smc.getTalentLv(uuid) >= cfg.max_lv) { + oops.gui.toast("该天赋已满级"); + return; + } + if (!smc.upgradeTalent(uuid)) { + oops.gui.toast("天赋点不足"); + } + } + + /** 看广告重置入口:CommonPrompt 二次确认(广告接入前先直接确认重置) */ + private onResetTap(): void { + oops.gui.open(UIID.Window, { + title: "重置天赋", + content: "观看广告后重置所有天赋等级,并全额退还已消耗的天赋点。是否继续?", + okWord: "重置", + cancelWord: "取消", + needCancel: true, + okFunc: () => smc.resetTalents(), + }); } /** ECS 组件移除时销毁节点 */ reset() { - this.rendered = false; - this.cachedConfigs = []; this.node.destroy(); } - - protected onDestroy(): void { - super.onDestroy(); - mLogger.log(this.debugMode, 'TalentsComp', "释放界面"); - } }