feat(talent): 重构天赋系统为三阶结构并实现全新UI
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
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/**
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* @file TalentsComp.ts
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* @description 天赋图鉴页组件(UI 视图层)
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* @description 天赋加点页组件(UI 视图层)
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*
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* 职责:
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* 1. 展示当前所有天赋卡(技能卡)的图鉴。
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* 2. 从 CardPoolList 获取所有的 type=Skill 卡牌。
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* 3. 兼容旧的 `@ecs.register('Talents')` 资源引用。
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* 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。
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* 2. 页签常显解锁进度(前阶投入 x/10),点击卡/+ 徽标升级(smc.upgradeTalent)。
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* 3. 监听 GameEvent.TALENT_UPDATE 全量重渲染(23 条卡片,无需虚拟列表)。
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* 4. 看广告重置入口:CommonPrompt 二次确认后调 smc.resetTalents() 退还全部点数。
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*
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* 依赖:
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* - CardPoolList(CardSet)—— 获取技能卡配置
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* - TalentItemComp —— 单条天赋图鉴项视图
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* - TalentSet(TalentSet/TalentTier/isTalentTierUnlocked/getTalentTierInvestedPoints)—— 配置与阶位校验
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* - TalentItemComp —— 单张迷你升级卡
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* - smc —— 天赋等级表/点数/升级/重置
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*/
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import { _decorator, instantiate, Node, Prefab, UITransform } from "cc";
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import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, UITransform } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { mLogger } from "../common/Logger";
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import { CardConfig } from "../common/config/CardSet";
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import { SkillCardList } from "../common/config/SCardSet";
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import {
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TalentSet, TalentTier,
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TALENT_TIER_UNLOCK_THRESHOLD,
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getTalentTierInvestedPoints, getTalentUpgradeCost, isTalentTierUnlocked,
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} from "../common/config/TalentSet";
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import { GameEvent } from "../common/config/GameEvent";
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import { UIID } from "../common/config/GameUIConfig";
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import { TalentItemComp } from "./TalentItemComp";
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "db://oops-framework/core/Oops";
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const { ccclass, property } = _decorator;
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/** TalentsComp —— 天赋图鉴信息页组件 */
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/** 阶位页签展示文案(锁定态追加投入进度) */
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const TIER_TAB_TEXT: Record<number, { title: string; lockName: string }> = {
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[TalentTier.Basic]: { title: "Ⅰ 基础", lockName: "一阶" },
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[TalentTier.Specialized]: { title: "Ⅱ 专精", lockName: "一阶" },
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[TalentTier.Super]: { title: "Ⅲ 超强", lockName: "二阶" },
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};
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/** 阶位页签选中高亮子节点名(可选,编辑器侧搭建) */
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const TAB_SELECTED_CHILD = "sp_on";
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/** TalentsComp —— 天赋加点页组件(阶位 Tab 单屏聚焦) */
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@ccclass('TalentsComp')
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@ecs.register('Talents', false)
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export class TalentsComp extends CCComp {
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@property({ type: Node, tooltip: "天赋技能列表容器" })
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@property({ type: Node, tooltip: "当前阶位卡片列表容器(ScrollView content,Grid 三列)" })
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talents_content: Node = null!;
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@property({ type: Prefab, tooltip: "单条天赋项预制" })
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@property({ type: Prefab, tooltip: "迷你天赋卡预制(TalentItemComp)" })
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prefab_talent_item: Prefab = null!;
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/** 调试日志开关 */
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debugMode: boolean = false;
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@property({ type: Label, tooltip: "页头可用天赋点" })
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lbl_points: Label = null!;
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/** 首次实例化缓存 */
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private rendered: boolean = false;
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@property({ type: Node, tooltip: "一阶页签节点" })
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tab_basic: Node = null!;
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/** 缓存的稳定配置顺序,避免重复渲染时列表抖动 */
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private cachedConfigs: CardConfig[] = [];
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@property({ type: Node, tooltip: "二阶页签节点" })
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tab_special: Node = null!;
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@property({ type: Node, tooltip: "三阶页签节点" })
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tab_super: Node = null!;
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@property({ type: Label, tooltip: "一阶页签文案" })
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lbl_tab_basic: Label = null!;
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@property({ type: Label, tooltip: "二阶页签文案" })
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lbl_tab_special: Label = null!;
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@property({ type: Label, tooltip: "三阶页签文案" })
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lbl_tab_super: Label = null!;
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@property({ type: Node, tooltip: "看广告重置按钮" })
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btn_reset: Node = null!;
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/** 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) */
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private curTier: TalentTier = TalentTier.Basic;
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/** 是否已完成首次默认阶位选择 */
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private inited: boolean = false;
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/** 阶位 → 页签节点/文案 映射(onLoad 时装配) */
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private tabNodes: Map<TalentTier, { node: Node | null; label: Label | null }> = new Map();
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protected onLoad(): void {
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this.tabNodes.set(TalentTier.Basic, { node: this.tab_basic, label: this.lbl_tab_basic });
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this.tabNodes.set(TalentTier.Specialized, { node: this.tab_special, label: this.lbl_tab_special });
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this.tabNodes.set(TalentTier.Super, { node: this.tab_super, label: this.lbl_tab_super });
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for (const [tier, tab] of this.tabNodes) {
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tab.node?.on(NodeEventType.TOUCH_END, () => this.selectTier(tier), this);
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}
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this.btn_reset?.on(NodeEventType.TOUCH_END, this.onResetTap, this);
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}
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protected onEnable(): void {
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// 升级/重置/加点变动统一走 TALENT_UPDATE 事件驱动全量刷新
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oops.message.on(GameEvent.TALENT_UPDATE, this.refreshUI, this);
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this.refreshUI();
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}
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/** 重新拉取最新数据并刷新所有子项 */
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protected onDisable(): void {
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oops.message.off(GameEvent.TALENT_UPDATE, this.refreshUI, this);
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}
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protected onDestroy(): void {
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for (const [, tab] of this.tabNodes) {
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tab.node?.targetOff(this);
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}
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this.btn_reset?.targetOff(this);
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}
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/** 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 */
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private selectTier(tier: TalentTier): void {
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if (tier === this.curTier) return;
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this.curTier = tier;
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const levels = smc.getTalentLevels();
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if (!isTalentTierUnlocked(levels, tier)) {
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const prev = tier - 1;
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const invested = getTalentTierInvestedPoints(levels, prev);
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oops.gui.toast(`${TIER_TAB_TEXT[tier].lockName}投入 ${invested}/${TALENT_TIER_UNLOCK_THRESHOLD} 点解锁本阶`);
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}
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this.refreshUI();
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}
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/** 全量刷新:页头点数 + 页签解锁进度 + 当前阶位卡片列表 */
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public refreshUI(): void {
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if (!this.talents_content || !this.prefab_talent_item) return;
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const levels = smc.getTalentLevels();
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// 第一次:实例化所有子节点
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if (!this.rendered) {
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// 获取所有天赋(技能卡)并按 wave 和 uuid 排序
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this.cachedConfigs = [...SkillCardList]
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.sort((a, b) => {
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const waveA = a.wave || 1;
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const waveB = b.wave || 1;
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if (waveA !== waveB) return waveA - waveB;
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return a.uuid - b.uuid;
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});
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if (this.lbl_points) this.lbl_points.string = `天赋点 ${smc.getTalentPoints()}`;
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this.cachedConfigs.forEach((cfg) => {
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const itemNode = instantiate(this.prefab_talent_item);
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this.talents_content.addChild(itemNode);
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const comp = itemNode.getComponent(TalentItemComp);
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if (comp) {
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comp.updateItem(cfg);
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}
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});
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this.rendered = true;
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// 动态调整容器高度
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// 默认底高 1000,每行 3 个天赋信息卡,每张卡高 270,行间距 15
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const totalCount = this.cachedConfigs.length;
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const rows = Math.ceil(totalCount / 3);
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const contentHeight = Math.max(1000, rows * 270 + (rows > 0 ? (rows - 1) * 15 : 0 + 50));
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const uiTransform = this.talents_content.getComponent(UITransform);
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if (uiTransform) {
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uiTransform.height = contentHeight;
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}
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} else {
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// 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)
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this.cachedConfigs.forEach((cfg, index) => {
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const child = this.talents_content.children[index];
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if (!child) return;
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const comp = child.getComponent(TalentItemComp);
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if (!comp) return;
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comp.updateItem(cfg);
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});
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// 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
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if (!this.inited) {
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this.inited = true;
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if (isTalentTierUnlocked(levels, TalentTier.Super)) this.curTier = TalentTier.Super;
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else if (isTalentTierUnlocked(levels, TalentTier.Specialized)) this.curTier = TalentTier.Specialized;
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}
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this.refreshTabs(levels);
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this.refreshGrid(levels);
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}
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/** 页签文案 + 解锁进度 + 选中高亮(sp_on 子节点可选) */
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private refreshTabs(levels: Record<number, number>): void {
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for (const [tier, tab] of this.tabNodes) {
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const text = TIER_TAB_TEXT[tier];
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if (tab.label) {
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if (tier === TalentTier.Basic) {
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tab.label.string = text.title;
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} else {
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const unlocked = isTalentTierUnlocked(levels, tier);
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const invested = getTalentTierInvestedPoints(levels, (tier - 1) as TalentTier);
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tab.label.string = unlocked ? text.title : `${text.title} ${invested}/${TALENT_TIER_UNLOCK_THRESHOLD}`;
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}
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}
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tab.node?.getChildByName(TAB_SELECTED_CHILD)?.setPosition(0, 0);
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tab.node?.getChildByName(TAB_SELECTED_CHILD) && (tab.node.getChildByName(TAB_SELECTED_CHILD)!.active = tier === this.curTier);
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}
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}
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/** 重建当前阶位的卡片列表(每阶 ≤10 条,直接全量实例化) */
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private refreshGrid(levels: Record<number, number>): void {
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this.talents_content.removeAllChildren();
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const unlocked = isTalentTierUnlocked(levels, this.curTier);
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const points = smc.getTalentPoints();
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const cfgs = Object.values(TalentSet)
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.filter(cfg => cfg.tier === this.curTier)
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.sort((a, b) => a.uuid - b.uuid);
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let cardHeight = 0;
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for (const cfg of cfgs) {
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const lv = levels[cfg.uuid] ?? 0;
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const cost = getTalentUpgradeCost(lv);
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// 可升级 = 阶位解锁 + 未满级 + 点数足够(+ 徽标显示依据)
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const canUp = unlocked && lv < cfg.max_lv && cost > 0 && points >= cost;
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const itemNode = instantiate(this.prefab_talent_item);
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this.talents_content.addChild(itemNode);
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const comp = itemNode.getComponent(TalentItemComp);
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if (!comp) continue;
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comp.updateItem(cfg, lv, unlocked, canUp);
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comp.onTalentTap = (uuid: number) => this.onTalentTap(uuid);
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if (!cardHeight) cardHeight = itemNode.getComponent(UITransform)?.height ?? 0;
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}
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// 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)
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const rows = Math.ceil(cfgs.length / 3);
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if (cardHeight > 0 && rows > 0) {
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const contentHeight = rows * cardHeight + (rows - 1) * 15 + 30;
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const uiTransform = this.talents_content.getComponent(UITransform);
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if (uiTransform) uiTransform.height = contentHeight;
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}
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}
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/** 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 */
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private onTalentTap(uuid: number): void {
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const cfg = TalentSet[uuid];
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if (!cfg) return;
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const levels = smc.getTalentLevels();
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if (!isTalentTierUnlocked(levels, cfg.tier)) {
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const invested = getTalentTierInvestedPoints(levels, (cfg.tier - 1) as TalentTier);
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oops.gui.toast(`${TIER_TAB_TEXT[cfg.tier].lockName}投入 ${invested}/${TALENT_TIER_UNLOCK_THRESHOLD} 点解锁本阶`);
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return;
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}
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if (smc.getTalentLv(uuid) >= cfg.max_lv) {
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oops.gui.toast("该天赋已满级");
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return;
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}
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if (!smc.upgradeTalent(uuid)) {
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oops.gui.toast("天赋点不足");
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}
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}
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/** 看广告重置入口:CommonPrompt 二次确认(广告接入前先直接确认重置) */
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private onResetTap(): void {
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oops.gui.open(UIID.Window, {
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title: "重置天赋",
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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?",
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okWord: "重置",
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cancelWord: "取消",
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needCancel: true,
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okFunc: () => smc.resetTalents(),
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});
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}
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/** ECS 组件移除时销毁节点 */
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reset() {
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this.rendered = false;
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this.cachedConfigs = [];
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this.node.destroy();
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}
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protected onDestroy(): void {
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super.onDestroy();
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mLogger.log(this.debugMode, 'TalentsComp', "释放界面");
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}
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}
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