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textureRect + {{852,796},{154,77}} + textureRotated + + + FlagFrame_01_Focus.png + + aliases + + anchor + {0.5,0.5} + spriteOffset + {0,0} + spriteSize + {179,95} + spriteSourceSize + {179,95} + textureRect + {{308,1287},{179,95}} textureRotated @@ -850,9 +799,9 @@ spriteSourceSize {4,661} textureRect - {{1,1287},{4,661}} + {{778,65},{4,661}} textureRotated - + Icon_Coin.png @@ -867,24 +816,7 @@ spriteSourceSize {38,42} textureRect - {{1318,1615},{38,42}} - textureRotated - - - Icon_Lock01_l.png - - aliases - - anchor - {0.5,0.5} - spriteOffset - {0,0} - spriteSize - {96,139} - spriteSourceSize - {96,139} - textureRect - {{526,807},{96,139}} + {{1937,1105},{38,42}} textureRotated @@ -901,7 +833,7 @@ spriteSourceSize {183,183} textureRect - {{910,214},{183,183}} + {{953,236},{183,183}} textureRotated @@ -918,7 +850,7 @@ spriteSourceSize {183,183} textureRect - {{65,1041},{183,183}} + {{523,617},{183,183}} textureRotated @@ -935,7 +867,24 @@ spriteSourceSize {299,299} textureRect - {{320,214},{299,299}} + {{419,214},{299,299}} + textureRotated + + + Image_Star_Glow.png + + aliases + + anchor + {0.5,0.5} + spriteOffset + {0,0} + spriteSize + {231,225} + spriteSourceSize + {231,225} + textureRect + {{720,236},{231,225}} textureRotated @@ -952,7 +901,7 @@ spriteSourceSize {60,62} textureRect - {{212,1985},{60,62}} + {{865,1101},{60,62}} textureRotated @@ -969,7 +918,7 @@ spriteSourceSize {133,133} textureRect - {{391,807},{133,133}} + {{1009,878},{133,133}} textureRotated @@ -986,9 +935,9 @@ spriteSourceSize {50,39} textureRect - {{1208,1470},{50,39}} + {{1733,784},{50,39}} textureRotated - + ItemFrame00~03_Border.png @@ -1003,7 +952,7 @@ spriteSourceSize {60,62} textureRect - {{1041,1169},{60,62}} + {{1721,662},{60,62}} textureRotated @@ -1020,7 +969,7 @@ spriteSourceSize {110,110} textureRect - {{887,945},{110,110}} + {{1509,960},{110,110}} textureRotated @@ -1037,11 +986,11 @@ spriteSourceSize {76,78} textureRect - {{999,977},{76,78}} + {{1032,1361},{76,78}} 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textureRect - {{719,1630},{124,108}} + {{1438,412},{124,108}} textureRotated - + ItemIcon_GearWheel.png @@ -1462,7 +1258,7 @@ spriteSourceSize {128,128} textureRect - {{830,1409},{116,120}} + {{771,1323},{116,120}} textureRotated @@ -1479,9 +1275,9 @@ spriteSourceSize {128,128} textureRect - {{1239,204},{128,112}} + {{1261,1000},{128,112}} textureRotated - + ItemIcon_Gear_Bow.png @@ -1496,9 +1292,9 @@ spriteSourceSize {128,128} textureRect - {{884,1057},{108,112}} + {{1789,558},{108,112}} textureRotated - + ItemIcon_Gear_Hammer.png @@ -1513,7 +1309,7 @@ spriteSourceSize {128,128} textureRect - {{388,1048},{124,120}} + {{1144,878},{124,120}} textureRotated @@ -1530,7 +1326,7 @@ spriteSourceSize {128,128} textureRect - {{828,1293},{114,120}} + {{1564,422},{114,120}} textureRotated @@ -1547,9 +1343,9 @@ spriteSourceSize {128,128} textureRect - {{977,1875},{108,112}} + {{1521,738},{108,112}} textureRotated - + ItemIcon_Gift_Purple.png @@ -1564,9 +1360,9 @@ spriteSourceSize {128,128} 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"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, "height": 40, "rawWidth": 64, @@ -12162,8 +10874,8 @@ "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 1105, - "trimY": 1169, + "trimX": 1727, + "trimY": 1298, "width": 34, "height": 42, "rawWidth": 64, @@ -12208,8 +10920,8 @@ "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 915, - "trimY": 731, + "trimX": 1683, + "trimY": 1298, "width": 42, "height": 42, "rawWidth": 64, @@ -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, "width": 179, "height": 140, "rawWidth": 179, @@ -12852,8 +11564,8 @@ "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 1141, - "trimY": 1169, + "trimX": 1868, + "trimY": 953, "width": 59, "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) {