refactor(ui/skill): 优化技能描述显示与字段文案
1. 将技能触发类型Field的文案从"场上存活"改为"光环" 2. 为技能名称添加「」引号包裹增强可读性 3. 调整英雄头像面板的UI布局与文字样式
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@@ -193,7 +193,7 @@ function buildFieldLine(head: string, uuid: number): ISkillLine | null {
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if (!fs) return null;
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const desc = FieldDescSet[fs.type];
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// 未入表类型回退基础备注 info,整行不高亮
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if (!desc) return { prefix: `${head}${fs.name} ${fs.info}`, value: "", suffix: "" };
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if (!desc) return { prefix: `${head}「${fs.name}」 ${fs.info}`, value: "", suffix: "" };
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// 数值按格式渲染为高亮片段
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let valueText: string;
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@@ -209,7 +209,7 @@ function buildFieldLine(head: string, uuid: number): ISkillLine | null {
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valueText = `+${fs.value}`;
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break;
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}
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return { prefix: `${head}${fs.name} ${desc.verb}`, value: valueText, suffix: "" };
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return { prefix: `${head}「${fs.name}」 ${desc.verb}`, value: valueText, suffix: "" };
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}
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/**
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@@ -227,7 +227,7 @@ function buildReviveLine(source: ISkillDescSource): ISkillLine | null {
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const tpl = SkillTriggerDesc[SkillTriggerType.Revive] ?? "复活时";
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// 高亮片段选回血百分比(数值中最关键的收益指标)
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return {
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prefix: `${tpl}:${base.name} 可复活${maxCount}次,每次恢复`,
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prefix: `${tpl}:「${base.name}」 可复活${maxCount}次,每次恢复`,
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value: `${hpPct}%`,
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suffix: "生命",
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};
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@@ -269,14 +269,14 @@ function buildSkillLines(source: ISkillDescSource): ISkillLine[] {
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if (!base) continue;
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const skill = mergeSkillParams(base, item.overrides);
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const trigger = tpl.replace("n", String(item.t_num));
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lines.push(buildEffectLine(`${trigger}:${base.name} `, skill));
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lines.push(buildEffectLine(`${trigger}:「${base.name}」 `, skill));
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}
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}
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// ---- 驻场光环(field):查 FieldDescSet 结构化渲染,value 数值高亮 ----
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const fieldUuids = source[SkillTriggerType.Field] as number[] | undefined;
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if (fieldUuids?.length) {
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const tpl = SkillTriggerDesc[SkillTriggerType.Field] ?? "场上存活";
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const tpl = SkillTriggerDesc[SkillTriggerType.Field] ?? "光环";
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for (const uuid of fieldUuids) {
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const line = buildFieldLine(`${tpl}:`, uuid);
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if (line) lines.push(line);
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@@ -137,7 +137,7 @@ export const SkillTriggerDesc = {
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[SkillTriggerType.Dead]: "死亡时",
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[SkillTriggerType.FStart]: "战斗开始时",
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[SkillTriggerType.FEnd]: "战斗结束时",
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[SkillTriggerType.Field]: "场上存活",
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[SkillTriggerType.Field]: "光环",
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[SkillTriggerType.Atking]: "攻击n次",
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[SkillTriggerType.Atked]: "受击n次",
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[SkillTriggerType.Revive]: "复活时",
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