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spriteSourceSize
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textureRect
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spriteSourceSize
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textureRect
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+ {{1391,740},{128,56}}
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spriteSourceSize
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textureRect
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spriteSourceSize
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textureRect
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spriteSourceSize
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spriteSourceSize
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textureRect
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textureFileName
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index 20dba1a8..9a29c63a 100644
--- a/assets/resources/gui/ui3.plist.meta
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@@ -383,11 +291,11 @@
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+ "maxPos": []
+ },
+ "isUuid": true,
+ "imageUuidOrDatabaseUri": "0c35d8c7-1528-42ce-b7c4-20fbb1baab11@6c48a",
+ "atlasUuid": "cb93c900-b440-4571-91d1-7da1636e3d73",
+ "trimType": "auto"
+ },
+ "ver": "1.0.12",
+ "imported": true,
+ "files": [
+ ".json"
+ ],
+ "subMetas": {}
+ },
"3c257": {
"importer": "sprite-frame",
"uuid": "cb93c900-b440-4571-91d1-7da1636e3d73@3c257",
@@ -10322,8 +9034,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1202,
- "trimY": 992,
+ "trimX": 1635,
+ "trimY": 724,
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"rawWidth": 96,
@@ -10368,8 +9080,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 320,
- "trimY": 576,
+ "trimX": 720,
+ "trimY": 463,
"width": 250,
"height": 63,
"rawWidth": 250,
@@ -10414,8 +9126,8 @@
"rotated": true,
"offsetX": 0,
"offsetY": 0,
- "trimX": 221,
- "trimY": 1550,
+ "trimX": 658,
+ "trimY": 1034,
"width": 145,
"height": 61,
"rawWidth": 145,
@@ -10457,11 +9169,11 @@
"name": "function_icon_abstract",
"userData": {
"trimThreshold": 1,
- "rotated": false,
+ "rotated": true,
"offsetX": 0,
"offsetY": 0,
- "trimX": 611,
- "trimY": 1764,
+ "trimX": 1987,
+ "trimY": 931,
"width": 44,
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"rawWidth": 64,
@@ -10506,8 +9218,8 @@
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"offsetX": 0,
"offsetY": 0,
- "trimX": 1279,
- "trimY": 1727,
+ "trimX": 607,
+ "trimY": 1403,
"width": 36,
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@@ -10552,8 +9264,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1313,
- "trimY": 895,
+ "trimX": 1931,
+ "trimY": 1149,
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@@ -10598,8 +9310,8 @@
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- "trimX": 1320,
- "trimY": 1,
+ "trimX": 1984,
+ "trimY": 755,
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@@ -10644,8 +9356,8 @@
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- "trimX": 1318,
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+ "trimX": 1853,
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@@ -10690,8 +9402,8 @@
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"offsetX": 0,
"offsetY": 0,
- "trimX": 1322,
- "trimY": 1276,
+ "trimX": 1763,
+ "trimY": 1282,
"width": 42,
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@@ -10736,8 +9448,8 @@
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"offsetX": 0,
"offsetY": 0,
- "trimX": 1106,
- "trimY": 1593,
+ "trimX": 1889,
+ "trimY": 1061,
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@@ -10782,8 +9494,8 @@
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- "trimY": 775,
+ "trimX": 1203,
+ "trimY": 134,
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@@ -10828,8 +9540,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1223,
- "trimY": 1961,
+ "trimX": 1843,
+ "trimY": 1403,
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@@ -10874,8 +9586,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1183,
- "trimY": 1869,
+ "trimX": 1843,
+ "trimY": 1363,
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@@ -10920,8 +9632,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 1,
- "trimX": 1148,
- "trimY": 1591,
+ "trimX": 1887,
+ "trimY": 1149,
"width": 42,
"height": 38,
"rawWidth": 64,
@@ -10966,8 +9678,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1183,
- "trimY": 1909,
+ "trimX": 1883,
+ "trimY": 1363,
"width": 38,
"height": 38,
"rawWidth": 64,
@@ -11012,8 +9724,8 @@
"rotated": true,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1318,
- "trimY": 1519,
+ "trimX": 1981,
+ "trimY": 801,
"width": 48,
"height": 38,
"rawWidth": 64,
@@ -11058,8 +9770,8 @@
"rotated": false,
"offsetX": -1,
"offsetY": 0,
- "trimX": 965,
- "trimY": 769,
+ "trimX": 1984,
+ "trimY": 851,
"width": 36,
"height": 38,
"rawWidth": 64,
@@ -11101,11 +9813,11 @@
"name": "function_icon_feather",
"userData": {
"trimThreshold": 1,
- "rotated": false,
+ "rotated": true,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1249,
- "trimY": 1999,
+ "trimX": 1763,
+ "trimY": 1326,
"width": 36,
"height": 34,
"rawWidth": 64,
@@ -11150,8 +9862,8 @@
"rotated": true,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1240,
- "trimY": 1687,
+ "trimX": 1392,
+ "trimY": 968,
"width": 30,
"height": 42,
"rawWidth": 64,
@@ -11196,8 +9908,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1239,
- "trimY": 1719,
+ "trimX": 1977,
+ "trimY": 1075,
"width": 38,
"height": 38,
"rawWidth": 64,
@@ -11242,8 +9954,8 @@
"rotated": true,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1322,
- "trimY": 1320,
+ "trimX": 1853,
+ "trimY": 1195,
"width": 42,
"height": 34,
"rawWidth": 64,
@@ -11288,8 +10000,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1318,
- "trimY": 1699,
+ "trimX": 1977,
+ "trimY": 1115,
"width": 38,
"height": 38,
"rawWidth": 64,
@@ -11334,8 +10046,8 @@
"rotated": true,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1295,
- "trimY": 1471,
+ "trimX": 1736,
+ "trimY": 1176,
"width": 46,
"height": 40,
"rawWidth": 64,
@@ -11377,11 +10089,11 @@
"name": "function_icon_heart",
"userData": {
"trimThreshold": 1,
- "rotated": true,
+ "rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 355,
- "trimY": 958,
+ "trimX": 1697,
+ "trimY": 1402,
"width": 46,
"height": 34,
"rawWidth": 64,
@@ -11423,11 +10135,11 @@
"name": "function_icon_helmet_1",
"userData": {
"trimThreshold": 1,
- "rotated": false,
+ "rotated": true,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1282,
- "trimY": 1645,
+ "trimX": 1745,
+ "trimY": 1405,
"width": 34,
"height": 40,
"rawWidth": 64,
@@ -11472,8 +10184,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 1,
- "trimX": 1223,
- "trimY": 1881,
+ "trimX": 893,
+ "trimY": 1316,
"width": 32,
"height": 42,
"rawWidth": 64,
@@ -11518,8 +10230,8 @@
"rotated": true,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1,
- "trimY": 2005,
+ "trimX": 1244,
+ "trimY": 178,
"width": 42,
"height": 44,
"rawWidth": 64,
@@ -11564,8 +10276,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1317,
- "trimY": 1739,
+ "trimX": 1973,
+ "trimY": 1155,
"width": 38,
"height": 38,
"rawWidth": 64,
@@ -11607,11 +10319,11 @@
"name": "function_icon_life",
"userData": {
"trimThreshold": 1,
- "rotated": true,
+ "rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1321,
- "trimY": 1364,
+ "trimX": 1799,
+ "trimY": 1333,
"width": 42,
"height": 34,
"rawWidth": 64,
@@ -11656,8 +10368,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1205,
- "trimY": 1999,
+ "trimX": 1799,
+ "trimY": 1369,
"width": 42,
"height": 34,
"rawWidth": 64,
@@ -11702,8 +10414,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1066,
- "trimY": 1593,
+ "trimX": 1889,
+ "trimY": 1189,
"width": 38,
"height": 42,
"rawWidth": 64,
@@ -11745,11 +10457,11 @@
"name": "function_icon_moneybag_dollar",
"userData": {
"trimThreshold": 1,
- "rotated": true,
+ "rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1041,
- "trimY": 1719,
+ "trimX": 1984,
+ "trimY": 891,
"width": 36,
"height": 38,
"rawWidth": 64,
@@ -11794,8 +10506,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1158,
- "trimY": 1659,
+ "trimX": 1973,
+ "trimY": 1033,
"width": 38,
"height": 40,
"rawWidth": 64,
@@ -11840,8 +10552,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1060,
- "trimY": 1367,
+ "trimX": 1509,
+ "trimY": 1072,
"width": 54,
"height": 40,
"rawWidth": 64,
@@ -11883,11 +10595,11 @@
"name": "function_icon_revive_1",
"userData": {
"trimThreshold": 1,
- "rotated": true,
+ "rotated": false,
"offsetX": -1,
"offsetY": 0,
- "trimX": 1141,
- "trimY": 1873,
+ "trimX": 1847,
+ "trimY": 1107,
"width": 46,
"height": 40,
"rawWidth": 64,
@@ -11932,8 +10644,8 @@
"rotated": false,
"offsetX": -1,
"offsetY": 0,
- "trimX": 1297,
- "trimY": 1919,
+ "trimX": 1919,
+ "trimY": 1403,
"width": 36,
"height": 36,
"rawWidth": 64,
@@ -11978,8 +10690,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1165,
- "trimY": 1983,
+ "trimX": 1977,
+ "trimY": 1227,
"width": 38,
"height": 38,
"rawWidth": 64,
@@ -12024,8 +10736,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1257,
- "trimY": 1835,
+ "trimX": 1977,
+ "trimY": 1267,
"width": 38,
"height": 38,
"rawWidth": 64,
@@ -12070,8 +10782,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1192,
- "trimY": 1591,
+ "trimX": 1755,
+ "trimY": 1364,
"width": 42,
"height": 38,
"rawWidth": 64,
@@ -12116,8 +10828,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1198,
- "trimY": 1631,
+ "trimX": 1931,
+ "trimY": 1033,
"width": 40,
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@@ -12162,8 +10874,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1105,
- "trimY": 1169,
+ "trimX": 1727,
+ "trimY": 1298,
"width": 34,
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@@ -12208,8 +10920,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 915,
- "trimY": 731,
+ "trimX": 1683,
+ "trimY": 1298,
"width": 42,
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@@ -12254,8 +10966,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1257,
- "trimY": 1875,
+ "trimX": 1893,
+ "trimY": 1275,
"width": 38,
"height": 38,
"rawWidth": 64,
@@ -12300,8 +11012,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1240,
- "trimY": 1645,
+ "trimX": 1929,
+ "trimY": 1189,
"width": 40,
"height": 40,
"rawWidth": 64,
@@ -12346,8 +11058,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1197,
- "trimY": 1701,
+ "trimX": 1849,
+ "trimY": 1279,
"width": 40,
"height": 40,
"rawWidth": 64,
@@ -12392,8 +11104,8 @@
"rotated": true,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1250,
- "trimY": 1803,
+ "trimX": 1436,
+ "trimY": 968,
"width": 30,
"height": 38,
"rawWidth": 64,
@@ -12438,8 +11150,8 @@
"rotated": true,
"offsetX": 0,
"offsetY": 0,
- "trimX": 724,
- "trimY": 626,
+ "trimX": 1931,
+ "trimY": 1075,
"width": 28,
"height": 38,
"rawWidth": 64,
@@ -12484,8 +11196,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1257,
- "trimY": 1915,
+ "trimX": 1891,
+ "trimY": 1315,
"width": 38,
"height": 38,
"rawWidth": 64,
@@ -12530,8 +11242,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1297,
- "trimY": 1879,
+ "trimX": 1935,
+ "trimY": 1273,
"width": 38,
"height": 38,
"rawWidth": 64,
@@ -12576,8 +11288,8 @@
"rotated": false,
"offsetX": -1,
"offsetY": 0,
- "trimX": 1325,
- "trimY": 1815,
+ "trimX": 1925,
+ "trimY": 140,
"width": 30,
"height": 38,
"rawWidth": 64,
@@ -12622,8 +11334,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 1,
- "trimX": 1318,
- "trimY": 1569,
+ "trimX": 1847,
+ "trimY": 1149,
"width": 38,
"height": 44,
"rawWidth": 64,
@@ -12665,11 +11377,11 @@
"name": "play_character_target",
"userData": {
"trimThreshold": 1,
- "rotated": true,
+ "rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 901,
- "trimY": 601,
+ "trimX": 1391,
+ "trimY": 740,
"width": 128,
"height": 56,
"rawWidth": 128,
@@ -12715,7 +11427,7 @@
"offsetX": 0,
"offsetY": 0,
"trimX": 778,
- "trimY": 58,
+ "trimY": 134,
"width": 423,
"height": 38,
"rawWidth": 423,
@@ -12757,11 +11469,11 @@
"name": "shadow",
"userData": {
"trimThreshold": 1,
- "rotated": true,
+ "rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 268,
- "trimY": 662,
+ "trimX": 419,
+ "trimY": 576,
"width": 284,
"height": 39,
"rawWidth": 284,
@@ -12806,8 +11518,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 73,
- "trimY": 1408,
+ "trimX": 308,
+ "trimY": 1145,
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"height": 140,
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@@ -12852,8 +11564,8 @@
"rotated": false,
"offsetX": 0,
"offsetY": 0,
- "trimX": 1141,
- "trimY": 1169,
+ "trimX": 1868,
+ "trimY": 953,
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"height": 60,
"rawWidth": 59,
diff --git a/assets/resources/gui/ui3.png b/assets/resources/gui/ui3.png
index d158e6cb..fc5461b6 100644
Binary files a/assets/resources/gui/ui3.png and b/assets/resources/gui/ui3.png differ
diff --git a/assets/script/game/common/HeroSkillText.ts b/assets/script/game/common/HeroSkillText.ts
index 000db48b..4ff1868a 100644
--- a/assets/script/game/common/HeroSkillText.ts
+++ b/assets/script/game/common/HeroSkillText.ts
@@ -433,71 +433,34 @@ export interface HeroSkillTierLine {
}
/**
- * 输出二(结构化):指定技能各等级档位说明,按技能等级升序。
- *
- * slv1 给完整能力 + 数值;slv2+ 给相对上一级的提升。每档附带解锁英雄等级,
- * 调用方可自行对比英雄当前等级(smc.getHeroOuterLv)判定激活状态。
- *
- * 技能定位顺序(覆盖英雄图鉴全部 5 类技能形态):
- * 1. hero.skills[skillUuid] —— 普攻/大招
- * 2. 5 类触发技能组 —— call/dead/fstart/atking/atked
- * 3. hero.field —— 驻场光环词条(FieldSkillSet uuid)
- * 4. hero.revive —— 复活技能(SkillSet uuid)
- * 均未命中返回 []。
- *
- * Why: 同一底座技能可能被多个英雄以不同 overrides 引用,必须以英雄语境取档。
- *
- * @param heroUuid 英雄 uuid(HeroInfo key)
- * @param skillUuid 技能 uuid(skills key / 触发组 s_uuid / FieldSkillSet uuid / 复活 SkillSet uuid)
- * @returns 档位行数组;技能不属于该英雄时返回 []
+ * 收集指定触发槽位的触发技能档位与触发语境词;未命中(组不存在/无该 s_uuid/无底座)返回 null。
*/
-export function buildHeroSkillTierLines(heroUuid: number, skillUuid: number): HeroSkillTierLine[] {
- const hero = HeroInfo[heroUuid];
- if (!hero) return [];
-
- let tiers: ISkillTierInfo[] = [];
- let triggerLabel = "";
-
- const hSkill = hero.skills?.[skillUuid];
- if (hSkill) {
- // 普攻/大招路径
- tiers = collectSkillTiers(hSkill);
- } else {
- // 触发技能路径:在 5 类触发组中定位 s_uuid
- for (const type of TRIGGER_KEYS) {
- const grouped = hero[type] as TriggerGrouped | undefined;
- const entries = grouped?.[skillUuid];
- if (!grouped || !entries?.length) continue;
- const base = SkillSet[skillUuid];
- if (!base) return [];
- const sorted = [...entries].sort((a, b) => (a.s_lv ?? 0) - (b.s_lv ?? 0));
- let inherit: string | undefined;
- tiers = sorted.map((e: LvTriggerEntry, i: number) => {
- if (e.desc) inherit = e.desc;
- return {
- sLv: e.s_lv ?? (i + 1),
- heroLv: e.lv,
- skill: mergeSkillParams(base, e.overrides),
- desc: e.desc ?? inherit,
- tNum: e.t_num,
- };
- });
- triggerLabel = (type === SkillTriggerType.Atking || type === SkillTriggerType.Atked)
- ? `${SkillTriggerName[type]}${valueRich(sorted[0].t_num)}次`
- : SkillTriggerName[type];
- break;
- }
- }
-
- // 光环/复活路径(无 ISkillTierInfo 中间结构,直接生成 HeroSkillTierLine)
- if (tiers.length === 0) {
- const fieldLines = collectFieldTierLines(hero, skillUuid);
- if (fieldLines.length > 0) return fieldLines;
- const reviveLines = collectReviveTierLines(hero, skillUuid);
- if (reviveLines.length > 0) return reviveLines;
- return [];
- }
+function collectTriggerTiers(hero: heroInfo, type: SkillTriggerType, skillUuid: number): { tiers: ISkillTierInfo[]; label: string } | null {
+ const grouped = hero[type] as TriggerGrouped | undefined;
+ const entries = grouped?.[skillUuid];
+ if (!grouped || !entries?.length) return null;
+ const base = SkillSet[skillUuid];
+ if (!base) return null;
+ const sorted = [...entries].sort((a, b) => (a.s_lv ?? 0) - (b.s_lv ?? 0));
+ let inherit: string | undefined;
+ const tiers = sorted.map((e: LvTriggerEntry, i: number) => {
+ if (e.desc) inherit = e.desc;
+ return {
+ sLv: e.s_lv ?? (i + 1),
+ heroLv: e.lv,
+ skill: mergeSkillParams(base, e.overrides),
+ desc: e.desc ?? inherit,
+ tNum: e.t_num,
+ };
+ });
+ const label = (type === SkillTriggerType.Atking || type === SkillTriggerType.Atked)
+ ? `${SkillTriggerName[type]}${valueRich(sorted[0].t_num)}次`
+ : SkillTriggerName[type];
+ return { tiers, label };
+}
+/** 档位 → 展示行:slv1 完整能力 + 数值;slv2+ 相对上一级的提升 */
+function buildTierLines(tiers: ISkillTierInfo[], triggerLabel: string): HeroSkillTierLine[] {
const lines: HeroSkillTierLine[] = [];
for (let i = 0; i < tiers.length; i++) {
const t = tiers[i];
@@ -514,6 +477,71 @@ export function buildHeroSkillTierLines(heroUuid: number, skillUuid: number): He
return lines;
}
+/**
+ * 输出二(结构化):指定技能各等级档位说明,按技能等级升序。
+ *
+ * slv1 给完整能力 + 数值;slv2+ 给相对上一级的提升。每档附带解锁英雄等级,
+ * 调用方可自行对比英雄当前等级(smc.getHeroOuterLv)判定激活状态。
+ *
+ * 技能定位顺序(覆盖英雄图鉴全部 5 类技能形态):
+ * 1. hero.skills[skillUuid] —— 普攻/大招
+ * 2. 5 类触发技能组 —— call/dead/fstart/atking/atked
+ * 3. hero.field —— 驻场光环词条(FieldSkillSet uuid)
+ * 4. hero.revive —— 复活技能(SkillSet uuid)
+ * 均未命中返回 []。
+ *
+ * Why: 同一底座技能可能被多个英雄以不同 overrides 引用,必须以英雄语境取档;
+ * 同一底座还可能同时是普攻与触发技能(如 5002 的 6004),传 slot 指定槽位
+ * 可避免自动定位命中错误分组(激活等级/档位随之错位)。
+ *
+ * @param heroUuid 英雄 uuid(HeroInfo key)
+ * @param skillUuid 技能 uuid(skills key / 触发组 s_uuid / FieldSkillSet uuid / 复活 SkillSet uuid)
+ * @param slot 技能所属槽位(可空):指定时仅在该槽位查找;缺省按上述顺序自动定位
+ * @returns 档位行数组;技能不属于该英雄时返回 []
+ */
+export function buildHeroSkillTierLines(heroUuid: number, skillUuid: number, slot?: SkillTriggerType): HeroSkillTierLine[] {
+ const hero = HeroInfo[heroUuid];
+ if (!hero) return [];
+
+ // 槽位指定:光环/复活结构特殊直接生成行;触发组走统一档位结构
+ if (slot === SkillTriggerType.Field) return collectFieldTierLines(hero, skillUuid);
+ if (slot === SkillTriggerType.Revive) return collectReviveTierLines(hero, skillUuid);
+ if (slot !== undefined) {
+ const hit = collectTriggerTiers(hero, slot, skillUuid);
+ return hit ? buildTierLines(hit.tiers, hit.label) : [];
+ }
+
+ // 自动定位:普攻/大招优先,其次 5 类触发组,最后光环/复活
+ let tiers: ISkillTierInfo[] = [];
+ let triggerLabel = "";
+ const hSkill = hero.skills?.[skillUuid];
+ if (hSkill) {
+ // 普攻/大招路径
+ tiers = collectSkillTiers(hSkill);
+ } else {
+ // 触发技能路径:在 5 类触发组中定位 s_uuid
+ for (const type of TRIGGER_KEYS) {
+ const hit = collectTriggerTiers(hero, type, skillUuid);
+ if (hit) {
+ tiers = hit.tiers;
+ triggerLabel = hit.label;
+ break;
+ }
+ }
+ }
+
+ // 光环/复活路径(无 ISkillTierInfo 中间结构,直接生成 HeroSkillTierLine)
+ if (tiers.length === 0) {
+ const fieldLines = collectFieldTierLines(hero, skillUuid);
+ if (fieldLines.length > 0) return fieldLines;
+ const reviveLines = collectReviveTierLines(hero, skillUuid);
+ if (reviveLines.length > 0) return reviveLines;
+ return [];
+ }
+
+ return buildTierLines(tiers, triggerLabel);
+}
+
/**
* 输出二:指定技能的各阶段说明(富文本整段)。
*
diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts
index 401b3e9e..a9d45734 100644
--- a/assets/script/game/common/config/heroSet.ts
+++ b/assets/script/game/common/config/heroSet.ts
@@ -1,4 +1,4 @@
-import { v3 } from "cc"
+import { v3 } from "cc"
import { BoxSet, FacSet, FightSet } from "./GameSet"
import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams } from "./SkillSet"
import { BuffList, BuffConfig, ModOp } from "./BuffSet"
diff --git a/assets/script/game/map/HerosListComp.ts b/assets/script/game/map/HerosListComp.ts
index d421ec4d..5fa95257 100644
--- a/assets/script/game/map/HerosListComp.ts
+++ b/assets/script/game/map/HerosListComp.ts
@@ -533,7 +533,7 @@ export class HerosListComp extends CCComp {
} else if (type === SkillTriggerType.Revive) {
this.addReviveIcon(hero[SkillTriggerType.Revive], lv)
} else {
- this.addTriggerIcons(hero[type] as TriggerGrouped | undefined, lv)
+ this.addTriggerIcons(hero[type] as TriggerGrouped | undefined, lv, type)
}
}
}
@@ -544,21 +544,24 @@ export class HerosListComp extends CCComp {
* @param s_lv 当前等级对应的技能等级(locked 时为解锁预览档)
* @param locked 当前等级未激活 → 显示锁定遮罩
* @param isField true 表示驻场光环词条(图标取 FieldSkillSet)
+ * @param slot 技能所属槽位(普攻/大招传 undefined;触发/光环/复活传对应类型,
+ * 同一底座不同槽位视为不同技能,弹窗按槽位精确取档)
*/
- private addSkillIcon(s_uuid: number, s_lv: number, locked: boolean, isField: boolean) {
+ private addSkillIcon(s_uuid: number, s_lv: number, locked: boolean, isField: boolean, slot?: SkillTriggerType) {
const node = instantiate(this.skill_icon_prefab)
node.name = `skill_${s_uuid}`
const comp = node.getComponent(SSkillBoxComp) || node.addComponent(SSkillBoxComp)
- // 携带所属英雄,点击弹窗按英雄技能分档描述渲染
- comp.initHeroSkill(s_uuid, s_lv, locked, isField, this.huuid)
+ // 携带所属英雄与槽位,点击弹窗按英雄技能分档描述渲染
+ comp.initHeroSkill(s_uuid, s_lv, locked, isField, this.huuid, slot)
this.skills_node.addChild(node)
}
/**
* 触发技能(dead/fstart/atking/atked):按 s_uuid 分组,取 ≤lv 最大档判定激活;
* 未激活时预览最低档(与 resolveTriggerByLv 同语义)
+ * @param type 触发槽位(随图标透传,区分与普攻同底座的触发技能)
*/
- private addTriggerIcons(grouped: TriggerGrouped | undefined, lv: number) {
+ private addTriggerIcons(grouped: TriggerGrouped | undefined, lv: number, type: SkillTriggerType) {
if (!grouped) return
for (const key in grouped) {
const entries = grouped[key]
@@ -567,7 +570,7 @@ export class HerosListComp extends CCComp {
let active: LvTriggerEntry | undefined
for (const e of sorted) { if (e.lv <= lv) active = e }
const pick = active ?? sorted[0]
- this.addSkillIcon(Number(key), pick.s_lv ?? 1, !active, false)
+ this.addSkillIcon(Number(key), pick.s_lv ?? 1, !active, false, type)
}
}
@@ -580,7 +583,7 @@ export class HerosListComp extends CCComp {
const pick = active ?? sorted[0]
for (const entry of pick.uuids) {
// 词条档位无 s_lv 概念,技能等级恒为 1(等级标签展示技能等级而非解锁的英雄等级)
- this.addSkillIcon(entry.uuid, 1, !active, true)
+ this.addSkillIcon(entry.uuid, 1, !active, true, SkillTriggerType.Field)
}
}
@@ -592,7 +595,7 @@ export class HerosListComp extends CCComp {
for (const e of sorted) { if (e.lv <= lv) active = e }
const pick = active ?? sorted[0]
// 复活档位无 s_lv 概念,技能等级恒为 1(等级标签展示技能等级而非解锁的英雄等级)
- this.addSkillIcon(pick.s_uuid, 1, !active, false)
+ this.addSkillIcon(pick.s_uuid, 1, !active, false, SkillTriggerType.Revive)
}
// ======================== 英雄动画 ========================
diff --git a/assets/script/game/map/SSkillBoxComp.ts b/assets/script/game/map/SSkillBoxComp.ts
index 851f5a88..9b41f48d 100644
--- a/assets/script/game/map/SSkillBoxComp.ts
+++ b/assets/script/game/map/SSkillBoxComp.ts
@@ -46,6 +46,9 @@ export class SSkillBoxComp extends CCComp {
private s_uuid: number = 0;
/** 所属英雄 UUID(英雄图鉴模式,>0 时点击弹窗走英雄技能分档描述) */
private hero_uuid: number = 0;
+ /** 技能所属槽位(英雄图鉴模式):同一底座可同时为普攻与触发技能(如 5002 的 6004),
+ * 弹窗按槽位精确取档,避免自动定位命中错误分组 */
+ private hero_slot?: SkillTriggerType;
/** 卡牌等级 */
private card_lv: number = 1;
/** 卡牌自定义图标ID(优先级最高,未定义则按 trigger_type 自动取) */
@@ -83,6 +86,8 @@ export class SSkillBoxComp extends CCComp {
trigger_type: this.trigger_type,
// 英雄图鉴模式:携带所属英雄,弹窗按英雄技能分档描述渲染
hero_uuid: this.hero_uuid || undefined,
+ // 槽位:同一底座不同槽位视为不同技能(激活等级/档位各自独立)
+ hero_slot: this.hero_uuid ? this.hero_slot : undefined,
});
}
@@ -105,10 +110,12 @@ export class SSkillBoxComp extends CCComp {
* @param locked 当前等级未激活时显示锁定遮罩
* @param isField true 时图标取 FieldSkillSet(驻场光环词条)
* @param heroUuid 所属英雄 UUID(点击弹窗按英雄技能分档描述渲染)
+ * @param slot 技能所属槽位(普攻/大招传 undefined;触发/光环/复活传对应类型)
*/
- initHeroSkill(s_uuid: number, s_lv: number, locked: boolean, isField: boolean = false, heroUuid: number = 0) {
+ initHeroSkill(s_uuid: number, s_lv: number, locked: boolean, isField: boolean = false, heroUuid: number = 0, slot?: SkillTriggerType) {
this.s_uuid = s_uuid;
this.hero_uuid = heroUuid;
+ this.hero_slot = slot;
this.card_lv = s_lv;
this.hero_icon_source = isField ? "field" : "skill";
this.updateUI();
@@ -182,11 +189,24 @@ export class SSkillBoxComp extends CCComp {
/**
* 英雄图鉴模式:按技能 uuid 在英雄配置中定位,取英雄语境展示名。
* 覆盖普攻/大招(skills)、5 类触发技能、驻场光环(field)、复活(revive)。
+ * 指定槽位时仅在对应槽位查找(同一底座可同时是普攻与触发技能,需精确区分);
* 未命中返回空串,由调用方回退底座名。
*/
private resolveHeroSkillName(): string {
const hero = HeroInfo[this.hero_uuid];
if (!hero) return "";
+ // 槽位指定:光环/复活/触发组各自取值,未命中直接回退
+ if (this.hero_slot !== undefined) {
+ if (this.hero_slot === SkillTriggerType.Field) {
+ return getFieldSkillName(hero, this.s_uuid);
+ }
+ if (this.hero_slot === SkillTriggerType.Revive) {
+ return getReviveSkillName(hero, this.s_uuid);
+ }
+ const grouped = hero[this.hero_slot] as TriggerGrouped | undefined;
+ if (grouped?.[this.s_uuid]?.length) return getGroupedTriggerName(grouped, this.s_uuid);
+ return "";
+ }
// 普攻/大招
const hSkill = hero.skills?.[this.s_uuid];
if (hSkill?.name) return hSkill.name;
diff --git a/assets/script/game/map/SinfoComp.ts b/assets/script/game/map/SinfoComp.ts
index b4c20a96..9d036da1 100644
--- a/assets/script/game/map/SinfoComp.ts
+++ b/assets/script/game/map/SinfoComp.ts
@@ -34,7 +34,7 @@ import { oops } from "db://oops-framework/core/Oops";
import { CardTriggerType, CardConfig } from "../common/config/CardSet";
import { SkillSet, FieldSkillSet } from "../common/config/SkillSet";
import { SkillCardList } from "../common/config/SCardSet";
-import { FieldEntry } from "../common/config/heroSet";
+import { FieldEntry, SkillTriggerType } from "../common/config/heroSet";
import { buildCardDescRich } from "../common/config/CardSkillText";
import { buildHeroSkillTierLines, HeroSkillTierLine } from "../common/HeroSkillText";
import { smc } from "../common/SingletonModuleComp";
@@ -57,6 +57,9 @@ export interface SInfoParams {
trigger_type?: CardTriggerType;
/** 所属英雄 UUID(英雄图鉴模式:按英雄技能分档描述渲染,优先级高于卡牌逻辑) */
hero_uuid?: number;
+ /** 技能所属槽位(英雄图鉴模式):同一底座可同时为普攻与触发技能(如 5002 的 6004),
+ * 指定后仅在该槽位取档,激活等级/档位按槽位独立判定 */
+ hero_slot?: SkillTriggerType;
}
/** 等级提升信息(用于 2 级 / 3 级面板) */
@@ -94,6 +97,10 @@ export class SinfoComp extends CCComp {
@property({ type: Label, displayName: "1级激活状态" })
private main_status: Label = null;
+ /** 2级面板节点(无 2 级档位的技能隐藏) */
+ @property({ type: Node, displayName: "2级面板" })
+ private lv2_node: Node = null;
+
/** 2级激活状态标签 */
@property({ type: Label, displayName: "2级激活状态" })
private lv2_status: Label = null;
@@ -102,6 +109,10 @@ export class SinfoComp extends CCComp {
@property({ type: RichText, displayName: "2级提升说明" })
private lv2_desc: RichText = null;
+ /** 3级面板节点(无 3 级及以上档位的技能隐藏) */
+ @property({ type: Node, displayName: "3级面板" })
+ private lv3_node: Node = null;
+
/** 3级激活状态标签 */
@property({ type: Label, displayName: "3级激活状态" })
private lv3_status: Label = null;
@@ -215,7 +226,7 @@ export class SinfoComp extends CCComp {
* @returns true 已渲染(拦截通用卡牌逻辑);false 技能无分档数据,回退通用卡牌逻辑
*/
private renderHeroSkill(p: SInfoParams): boolean {
- const tiers = buildHeroSkillTierLines(p.hero_uuid!, p.uuid);
+ const tiers = buildHeroSkillTierLines(p.hero_uuid!, p.uuid, p.hero_slot);
if (tiers.length === 0) return false;
// 图标 / 名称 / 当前技能等级与通用逻辑一致(skill_lv 传的就是当前生效 s_lv)
@@ -237,6 +248,9 @@ export class SinfoComp extends CCComp {
// 技能 2 级 / 3 级(3 级以后档位合并进 3 级栏,多行展示)
const lv2 = tiers.find(t => t.sLv === 2);
const lv3Plus = tiers.filter(t => t.sLv >= 3);
+ // 无对应档位的技能隐藏 2 级 / 3 级面板节点
+ this.setPanelActive(this.lv2_node, !!lv2);
+ this.setPanelActive(this.lv3_node, lv3Plus.length > 0);
this.renderLvPanelFromTier(lv2, heroLv, this.lv2_status, this.lv2_desc);
const lv3Merged = lv3Plus.length
? { sLv: lv3Plus[0].sLv, heroLv: lv3Plus[0].heroLv, text: lv3Plus.map(t => t.text).join("\n") }
@@ -245,6 +259,13 @@ export class SinfoComp extends CCComp {
return true;
}
+ /** 设置等级面板节点显隐(无对应档位时隐藏) */
+ private setPanelActive(node: Node | null, active: boolean) {
+ if (node && node.isValid) {
+ node.active = active;
+ }
+ }
+
/** 按档位渲染单等级面板:激活状态按英雄等级对比档位解锁等级 */
private renderLvPanelFromTier(tier: HeroSkillTierLine | undefined, heroLv: number, statusLabel: Label | null, descRich: RichText | null) {
if (statusLabel && statusLabel.isValid) {