5 Commits

Author SHA1 Message Date
pan
15c771c58c refactor(mission economy): remove unused imports
clean up redundant imported modules in MissionEconomy.ts to reduce clutter
2026-06-03 10:33:14 +08:00
pan
9adff47e6a refactor(map): 重构天赋系统为驻场技能展示组件
1.  将原天赋系统页面重构成驻场技能信息展示页
2.  移除升级、重置等旧功能,仅保留基础数据展示逻辑
3.  新增数值格式化工具函数,兼容百分比与整数加成显示
4.  简化组件依赖,仅保留必要的配置与UI渲染逻辑
5.  统一组件命名与注释,明确职责边界
2026-06-03 10:27:55 +08:00
pan
5c81227169 refactor(mission economy): 统一出售金币加成计算逻辑
移除冗余的SellBonus字段计算,将出售返还加成合并到SellGold口径中,同时清理废弃的技能配置项和注释。
2026-06-03 10:24:37 +08:00
pan
f00b9496e2 refactor: 替换天赋系统为驻场英雄技能系统
1.  删除已废弃的TalentSet天赋配置文件
2.  重构英雄属性计算逻辑,改为使用驻场技能加成
3.  更新卡牌购买、刷新费用和出售收益的加成逻辑
4.  统一技能配置格式,修复代码格式问题
5.  新增驻场技能类型与配置,兼容原有天赋效果
2026-06-03 10:19:52 +08:00
pan
612bcee5a1 chore: 移除游戏内天赋系统相关代码
1.  删除所有TalentType相关导入和天赋数据存储逻辑
2.  移除英雄属性天赋加成计算逻辑
3.  移除卡牌购买、刷新、售卖的天赋优惠逻辑
4.  将getTalentValue方法降级为空实现
5.  清理多余的空行代码格式
2026-06-03 10:01:34 +08:00
12 changed files with 289 additions and 636 deletions

View File

@@ -7,7 +7,6 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
import { GameEvent } from "./config/GameEvent";
import { GameScoreStats } from "./config/HeroAttrs";
import { mLogger } from "./Logger";
import { TalentType } from "./config/TalentSet";
import { gameDataSync } from "./GameDataSync";
import { FightSet } from "./config/GameSet";
@@ -18,12 +17,6 @@ import { FightSet } from "./config/GameSet";
export interface GameDate {
gold: number,
timestamp?: number, // 用于比对本地与云端数据的最新状态
collection?: {
talents: Record<TalentType, number>,
player_level: number,
player_exp: number,
talent_points?: number,
}
}
export interface CloudData {
openid: string;
@@ -65,30 +58,6 @@ export class SingletonModuleComp extends ecs.Comp {
guides: any = [0, 0, 0, 0, 0]
current_guide: number = 0
collection: {
talents: Record<TalentType, number>;
player_level: number;
player_exp: number;
talent_points?: number;
} = {
talents: {
[TalentType.Attack]: 0,
[TalentType.Hp]: 0,
[TalentType.Critical]: 0,
[TalentType.WindFury]: 0,
[TalentType.Freeze]: 0,
[TalentType.Puncture]: 0,
[TalentType.DeadTrigger]: 0,
[TalentType.Summon]: 0,
[TalentType.BuyDiscount]: 0,
[TalentType.RefreshDiscount]: 0,
[TalentType.SellBonus]: 0
}, // 存储各个天赋的等级: { talent_id: level }
player_level: 1, // 玩家等级
player_exp: 0, // 玩家当前经验
talent_points: 0, // 兼容旧存档的历史字段
};
vmdata: any = {
game_over: false,
game_pause: false,
@@ -249,16 +218,6 @@ export class SingletonModuleComp extends ecs.Comp {
if (data.gold !== undefined) {
this.vmdata.gold = data.gold;
}
// 恢复收集记录
if (data.collection) {
const remoteCol = data.collection;
if (remoteCol.talents) {
Object.assign(this.collection.talents, remoteCol.talents);
}
if (typeof remoteCol.player_level === 'number') this.collection.player_level = remoteCol.player_level;
if (typeof remoteCol.player_exp === 'number') this.collection.player_exp = remoteCol.player_exp;
if (typeof remoteCol.talent_points === 'number') this.collection.talent_points = remoteCol.talent_points;
}
}
// 触发UI更新
@@ -271,7 +230,6 @@ export class SingletonModuleComp extends ecs.Comp {
getGameDate() {
let data: GameDate = {
gold: this.vmdata.gold,
collection: this.collection,
timestamp: Date.now() // 每次获取当前数据结构时都附带最新的时间戳
};
return data;

View File

@@ -33,7 +33,7 @@ export enum SkillKind {
//受伤动画名称
export enum AtkedName {
export enum AtkedName {
atked = "atked",
ice = "atked_ice",
fire = "atked_fire",
@@ -49,7 +49,7 @@ export enum RType {
fixedEnd = 3, //固定终点
}
//EType 只负责动画什么时候结束,碰撞体什么时候消失不管,但是消失前一定要关闭碰撞体
export enum EType {
export enum EType {
animationEnd = 0, //碰撞够也不消失,动画结束才消失
timeEnd = 1, //碰撞够也不消失,时间到才消失
collision = 2, //碰撞次数够就消失
@@ -87,73 +87,73 @@ export enum EType {
- speed: 移动速度
- cost: 消耗值
*/
export enum DType {
ATK= 0, // 物理
ICE=1, // 冰元素
FIRE=2, // 火元素
WIND=3, // 风元素
export enum DType {
ATK = 0, // 物理
ICE = 1, // 冰元素
FIRE = 2, // 火元素
WIND = 3, // 风元素
}
export enum IType {
export enum IType {
Melee = 0, // 近战
remote = 1, // 远程
support = 2, // 辅助
}
export const HeroSkillList = [6001,6001,6001,6001,6001,6001]
export const HeroSkillList = [6001, 6001, 6001, 6001, 6001, 6001]
// Debuff配置接口
// (已被废弃,采用平铺字段 buff_type 和 buff_value 代替)
interface IReady {
uuid:number,
uuid: number,
loop: boolean,
SkillTime: number,// 技能控制存续时间时间
ReadyTime: number,// 技能前摇时间
RType: number, //技能运行类型 0-线性 1-贝塞尔 2-开始位置固定 3-目标位置固定
ready_y: number,
path:string,
path: string,
}
interface IEndAnm {
uuid:number,
path:string,
loop:boolean,
time:number,
uuid: number,
path: string,
loop: boolean,
time: number,
}
// 技能配置接口 - 按照6001格式排列
export interface SkillConfig {
uuid:number, // 技能唯一ID
name:string, // 技能名称
sp_name:string, // 特效名称
icon:string, // 图标ID
TGroup:TGroup, // 目标群体(敌方/友方/自身等)
act:string, // 角色执行的动画
DTType:DTType, // 伤害类型(单体/范围)
ap:number, // 伤害/治疗技能为攻击百分比,护盾技能为免疫次数
gold?:number, // 获取金币技能的金币值
hit_count:number, // 可命中次数
hitcd:number, // 持续伤害的伤害间隔(秒)
speed:number, // 移动速度
with:number, // 宽度(暂时无用)
ready:number, // 前摇时间
readyAnm:string, // 前摇动画名称
endAnm:string, // 结束动画名称
EAnm:number, // 结束动画ID
DAnm:string, // 命中后动画ID
IType:IType, // 技能类型(近战/远程/辅助)
RType:RType, // 技能运行类型(直线/贝塞尔/固定起点/固定终点)
EType:EType, // 结束条件(动画结束/时间结束/距离结束/碰撞/次数结束)
bezier_start_y?:number, // 贝塞尔起始抬升高度
bezier_mid_y?:number, // 贝塞尔中间高度增量
bezier_arc?:number, // 贝塞尔弧度系数
time?:number, // timeEnd 持续时间(秒)
kind?:SkillKind, // 主效果类型
crt?:number, // 额外暴击率
frz?:number, // 额外冰冻概率
bck?:number, // 额外击退概率
buff_type?:Attrs, // Buff 类型 (单一职责)
call_hero?:number, // 召唤技能召唤英雄id(可选)
info:string, // 技能描述
uuid: number, // 技能唯一ID
name: string, // 技能名称
sp_name: string, // 特效名称
icon: string, // 图标ID
TGroup: TGroup, // 目标群体(敌方/友方/自身等)
act: string, // 角色执行的动画
DTType: DTType, // 伤害类型(单体/范围)
ap: number, // 伤害/治疗技能为攻击百分比,护盾技能为免疫次数
gold?: number, // 获取金币技能的金币值
hit_count: number, // 可命中次数
hitcd: number, // 持续伤害的伤害间隔(秒)
speed: number, // 移动速度
with: number, // 宽度(暂时无用)
ready: number, // 前摇时间
readyAnm: string, // 前摇动画名称
endAnm: string, // 结束动画名称
EAnm: number, // 结束动画ID
DAnm: string, // 命中后动画ID
IType: IType, // 技能类型(近战/远程/辅助)
RType: RType, // 技能运行类型(直线/贝塞尔/固定起点/固定终点)
EType: EType, // 结束条件(动画结束/时间结束/距离结束/碰撞/次数结束)
bezier_start_y?: number, // 贝塞尔起始抬升高度
bezier_mid_y?: number, // 贝塞尔中间高度增量
bezier_arc?: number, // 贝塞尔弧度系数
time?: number, // timeEnd 持续时间(秒)
kind?: SkillKind, // 主效果类型
crt?: number, // 额外暴击率
frz?: number, // 额外冰冻概率
bck?: number, // 额外击退概率
buff_type?: Attrs, // Buff 类型 (单一职责)
call_hero?: number, // 召唤技能召唤英雄id(可选)
info: string, // 技能描述
}
export interface SkillOverrides {
@@ -183,7 +183,7 @@ export function mergeSkillParams(config: SkillConfig, overrides?: SkillOverrides
}
export const SkillUpList = {
1001:{ap:0,hit_count:0,buff_ap:0,buff_hp:0,bck:0,frz:0,crt:0,num:0}
1001: { ap: 0, hit_count: 0, buff_ap: 0, buff_hp: 0, bck: 0, frz: 0, crt: 0, num: 0 }
}
/******
@@ -196,162 +196,162 @@ export const SkillUpList = {
export const SkillSet: Record<number, SkillConfig> = {
// ========== 基础技能 ==========
6001: {
uuid:6001,name:"普通攻击",sp_name:"atk",icon:"1026",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.Melee,
RType:RType.linear,EType:EType.collision,info:"造成攻击力100%的伤害",
uuid: 6001, name: "普通攻击", sp_name: "atk", icon: "1026", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.Melee,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害",
},
6002: {
uuid:6002,name:"光箭蓝",sp_name:"atk_c1",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.bezier,EType:EType.collision,info:"近战普通攻击技能",
uuid: 6002, name: "光箭蓝", sp_name: "atk_c1", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.bezier, EType: EType.collision, info: "近战普通攻击技能",
},
6003: {
uuid:6003,name:"光箭红",sp_name:"atk_c2",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.bezier,EType:EType.collision,info:"一定几率暴击",
uuid: 6003, name: "光箭红", sp_name: "atk_c2", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.bezier, EType: EType.collision, info: "一定几率暴击",
},
6004: {
uuid:6004,name:"光箭绿",sp_name:"atk_c3",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.bezier,EType:EType.collision,info:"一定几率击退目标",
uuid: 6004, name: "光箭绿", sp_name: "atk_c3", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.bezier, EType: EType.collision, info: "一定几率击退目标",
},
//怪物战士类型统一使用 6005
6005: {
uuid:6005,name:"光箭深红",sp_name:"atk_c4",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.bezier,EType:EType.collision,info:"一定几率击退目标",
uuid: 6005, name: "光箭深红", sp_name: "atk_c4", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.bezier, EType: EType.collision, info: "一定几率击退目标",
},
6006: {
uuid:6006,name:"光箭灰白",sp_name:"atk_c5",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.bezier,EType:EType.collision,info:"一定几率击退目标",
uuid: 6006, name: "光箭灰白", sp_name: "atk_c5", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.bezier, EType: EType.collision, info: "一定几率击退目标",
},
6007: {
uuid:6007,name:"水球",sp_name:"ball_water",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.bezier,EType:EType.collision,info:"一定几率冰冻目标",
uuid: 6007, name: "水球", sp_name: "ball_water", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.bezier, EType: EType.collision, info: "一定几率冰冻目标",
},
6008: {
uuid:6008,name:"箭矢",sp_name:"arrow",icon:"1135",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.bezier,EType:EType.collision,bezier_start_y:20,bezier_mid_y:140,bezier_arc:1.05,info:"造成攻击力100%的伤害",
uuid: 6008, name: "箭矢", sp_name: "arrow", icon: "1135", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.bezier, EType: EType.collision, bezier_start_y: 20, bezier_mid_y: 140, bezier_arc: 1.05, info: "造成攻击力100%的伤害",
},
6009: {
uuid:6009,name:"箭矢蓝",sp_name:"arrow_blue",icon:"1135",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.bezier,EType:EType.collision,bezier_start_y:20,bezier_mid_y:140,bezier_arc:1.05,info:"造成攻击力100%的伤害",
uuid: 6009, name: "箭矢蓝", sp_name: "arrow_blue", icon: "1135", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.bezier, EType: EType.collision, bezier_start_y: 20, bezier_mid_y: 140, bezier_arc: 1.05, info: "造成攻击力100%的伤害",
},
6010: {
uuid:6010,name:"箭矢红",sp_name:"arrow_red",icon:"1135",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.bezier,EType:EType.collision,bezier_start_y:20,bezier_mid_y:140,bezier_arc:1.05,info:"造成攻击力100%的伤害",
uuid: 6010, name: "箭矢红", sp_name: "arrow_red", icon: "1135", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.bezier, EType: EType.collision, bezier_start_y: 20, bezier_mid_y: 140, bezier_arc: 1.05, info: "造成攻击力100%的伤害",
},
6101: {
uuid:6101,name:"火球",sp_name:"ball_fire",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
DTType:DTType.single,frz:0,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.linear,EType:EType.collision,info:"造成攻击力100%的伤害,一定几率暴击,高阶技能",
uuid: 6101, name: "火球", sp_name: "ball_fire", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, frz: 0, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害,一定几率暴击,高阶技能",
},
6102: {
uuid:6102,name:"龙卷风",sp_name:"ball_winds",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.linear,EType:EType.collision,info:"造成攻击力100%的伤害,一定几率击退目标,高阶技能",
uuid: 6102, name: "龙卷风", sp_name: "ball_winds", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害,一定几率击退目标,高阶技能",
},
//怪物法师统一使用 暗影球
6103: {
uuid:6103,name:"暗影球",sp_name:"ball_zi",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.linear,EType:EType.collision,info:"造成攻击力100%的伤害,一定几率上毒(后期加入),高阶技能 ",
},
6103: {
uuid: 6103, name: "暗影球", sp_name: "ball_zi", icon: "1126", TGroup: TGroup.Enemy, readyAnm: "", endAnm: "", act: "atk",
DTType: DTType.single, ap: 100, hit_count: 1, hitcd: 0.3, speed: 720, with: 90, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.linear, EType: EType.collision, info: "造成攻击力100%的伤害,一定几率上毒(后期加入),高阶技能 ",
},
6104: {
uuid:6104,name:"穿云箭",sp_name:"arrow_big_yellow",icon:"1135",TGroup:TGroup.Enemy,readyAnm:"yellow",endAnm:"",act:"max",
DTType:DTType.single,crt:20,ap:100,hit_count:6,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.linear,EType:EType.collision,info:"射出强力箭矢最多穿透6个敌人附带20%额外暴击率",
uuid: 6104, name: "穿云箭", sp_name: "arrow_big_yellow", icon: "1135", TGroup: TGroup.Enemy, readyAnm: "yellow", endAnm: "", act: "max",
DTType: DTType.single, crt: 20, ap: 100, hit_count: 6, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.linear, EType: EType.collision, info: "射出强力箭矢最多穿透6个敌人附带20%额外暴击率",
},
6105: {
uuid:6105,name:"冰刺",sp_name:"ice_up",icon:"1173",TGroup:TGroup.Enemy,readyAnm:"blues",endAnm:"",act:"max",
DTType:DTType.range,frz:0,ap:150,hit_count:6,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.fixedEnd,EType:EType.animationEnd,info:"召唤冰刺攻击一排的敌人,有概率冰冻",
uuid: 6105, name: "冰刺", sp_name: "ice_up", icon: "1173", TGroup: TGroup.Enemy, readyAnm: "blues", endAnm: "", act: "max",
DTType: DTType.range, frz: 0, ap: 150, hit_count: 6, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.fixedEnd, EType: EType.animationEnd, info: "召唤冰刺攻击一排的敌人,有概率冰冻",
},
6106: {
uuid:6106,name:"冰推",sp_name:"ice_t",icon:"1173",TGroup:TGroup.Enemy,readyAnm:"blues",endAnm:"",act:"max",
DTType:DTType.range,frz:0,ap:150,hit_count:6,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.fixed,EType:EType.animationEnd,info:"召唤冰墙阻挡敌人,有概率冰冻,100%击退",
uuid: 6106, name: "冰推", sp_name: "ice_t", icon: "1173", TGroup: TGroup.Enemy, readyAnm: "blues", endAnm: "", act: "max",
DTType: DTType.range, frz: 0, ap: 150, hit_count: 6, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.fixed, EType: EType.animationEnd, info: "召唤冰墙阻挡敌人,有概率冰冻,100%击退",
},
6107: {
uuid:6107,name:"陨石",sp_name:"fire_yuns",icon:"1173",TGroup:TGroup.Enemy,readyAnm:"reds",endAnm:"",act:"max",
DTType:DTType.range,crt:20,ap:150,hit_count:6,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
RType:RType.fixedEnd,EType:EType.animationEnd,info:"召唤攻击敌人造成攻击力150%的范围伤害附带20%额外暴击率",
uuid: 6107, name: "陨石", sp_name: "fire_yuns", icon: "1173", TGroup: TGroup.Enemy, readyAnm: "reds", endAnm: "", act: "max",
DTType: DTType.range, crt: 20, ap: 150, hit_count: 6, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.remote,
RType: RType.fixedEnd, EType: EType.animationEnd, info: "召唤攻击敌人造成攻击力150%的范围伤害附带20%额外暴击率",
},
//============================= ====== 辅助技能 ====== ==========================
6301:{
uuid:6301,name:"护盾",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,readyAnm:"up_blue",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Shield,ap:3,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,info:"为伙伴/自己添加护盾可抵挡3次伤害",
6301: {
uuid: 6301, name: "护盾", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Self, readyAnm: "up_blue", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Shield, ap: 3, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, info: "为伙伴/自己添加护盾可抵挡3次伤害",
},
6302: {
uuid:6302,name:"治疗",sp_name:"buff_wind",icon:"1292",TGroup:TGroup.Team,readyAnm:"up_green",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Heal,ap:300,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,info:"治疗伙伴/自己",
uuid: 6302, name: "治疗", sp_name: "buff_wind", icon: "1292", TGroup: TGroup.Team, readyAnm: "up_green", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Heal, ap: 300, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, info: "治疗伙伴/自己",
},
6303: {
uuid:6303,name:"获取金币",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,readyAnm:"up_blue",endAnm:"gold",act:"atk",
DTType:DTType.single,kind:SkillKind.Gold,ap:0,gold:10,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,info:"增加一定数量的金币",
uuid: 6303, name: "获取金币", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Self, readyAnm: "up_blue", endAnm: "gold", act: "atk",
DTType: DTType.single, kind: SkillKind.Gold, ap: 0, gold: 10, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, info: "增加一定数量的金币",
},
//==========================buff 技能=====================
6401:{
uuid:6401,name:"攻击强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Support,ap:5,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.ap,info:"全体友方攻击力提升5点持续1次",
6401: {
uuid: 6401, name: "攻击强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 5, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.ap, info: "全体友方攻击力提升5点持续1次",
},
6402:{
uuid:6402,name:"生命强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_hp",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Support,ap:20,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.hp_max,info:"全体友方最大生命值提升20点持续1次",
6402: {
uuid: 6402, name: "生命强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_hp", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 20, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.hp_max, info: "全体友方最大生命值提升20点持续1次",
},
6403:{
uuid:6403,name:"暴击强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Support,ap:1,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.critical,info:"全体友方暴击率提升10%持续1次",
6403: {
uuid: 6403, name: "暴击强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.critical, info: "全体友方暴击率提升10%持续1次",
},
6404:{
uuid:6404,name:"暴伤强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Support,ap:1,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.critical_damage,info:"全体友方暴击伤害提升20%持续1次",
6404: {
uuid: 6404, name: "暴伤强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.critical_damage, info: "全体友方暴击伤害提升20%持续1次",
},
6405:{
uuid:6405,name:"冰冻强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_blue",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Support,ap:1,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.freeze_chance,info:"全体友方冰冻概率提升10%持续1次",
6405: {
uuid: 6405, name: "冰冻强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.freeze_chance, info: "全体友方冰冻概率提升10%持续1次",
},
6406:{
uuid:6406,name:"击退强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_blue",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Support,ap:1,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.knockback_chance,info:"全体友方击退概率提升10%持续1次",
6406: {
uuid: 6406, name: "击退强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_chance, info: "全体友方击退概率提升10%持续1次",
},
6407:{
uuid:6407,name:"距推强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_blue",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Support,ap:1,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.knockback_distance,info:"全体友方击退距离提升20点持续1次",
6407: {
uuid: 6407, name: "距推强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_blue", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.knockback_distance, info: "全体友方击退距离提升20点持续1次",
},
6408:{
uuid:6408,name:"穿刺强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Support,ap:20,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.puncture_chance,info:"全体友方穿透概率提升20%持续1次",
6408: {
uuid: 6408, name: "穿刺强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 20, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.puncture_chance, info: "全体友方穿透概率提升20%持续1次",
},
6409:{
uuid:6409,name:"风怒强化",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Support,ap:1,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,buff_type:Attrs.wfuny,info:"全体友方风怒次数提升1次持续1次",
6409: {
uuid: 6409, name: "风怒强化", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Team, readyAnm: "up_ap", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 1, hit_count: 1, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, buff_type: Attrs.wfuny, info: "全体友方风怒次数提升1次持续1次",
},
6501:{
uuid:6501,name:"复活",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,readyAnm:"up_ap",endAnm:"",act:"atk",
DTType:DTType.single,kind:SkillKind.Support,ap:50,hit_count:3,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
RType:RType.fixed,EType:EType.animationEnd,info:"ap 代表复活的生命值百分比",
6501: {
uuid: 6501, name: "复活", sp_name: "buff_wind", icon: "1255", TGroup: TGroup.Self, readyAnm: "up_ap", endAnm: "", act: "atk",
DTType: DTType.single, kind: SkillKind.Support, ap: 50, hit_count: 3, hitcd: 0.2, speed: 720, with: 0, ready: 0.2, EAnm: 0, DAnm: "", IType: IType.support,
RType: RType.fixed, EType: EType.animationEnd, info: "ap 代表复活的生命值百分比",
}
};
//***************驻场技能配置***************
export enum FieldSkillType {
@@ -367,6 +367,13 @@ export enum FieldSkillType {
HeroCrit = 10, // 英雄暴击加成
HeroCritDamage = 11, // 英雄暴击伤害加成
HeroSpeed = 12, // 英雄攻击速度加成
// ---- 13~18 由 TalentSet 迁移而来,统一为驻场口径 ----
// 备注SellGold 已原生覆盖"出售返还"语义,故 TalentSet 中的 SellBonus 不再单独保留
BuyDiscount = 13, // 购买卡牌费用减免(金币)
RefreshDiscount = 14, // 刷新卡牌费用减免(金币)
HeroHp = 16, // 英雄最大生命加成
HeroWindFury = 17, // 英雄风怒概率加成
HeroPuncture = 18, // 英雄穿刺概率加成
}
export interface FieldSkillConfig {
@@ -390,4 +397,11 @@ export const FieldSkillSet: Record<number, FieldSkillConfig> = {
7010: { uuid: 7010, name: "暴击加成", type: FieldSkillType.HeroCrit, value: 0.1, info: "英雄暴击率+10%" },
7011: { uuid: 7011, name: "暴伤加成", type: FieldSkillType.HeroCritDamage, value: 0.5, info: "英雄暴击伤害+50%" },
7012: { uuid: 7012, name: "攻速加成", type: FieldSkillType.HeroSpeed, value: 0.2, info: "英雄攻击速度+20%" },
// ---- 13~18 来自原 TalentSet统一为驻场百分比 / 绝对值口径 ----
// 出售返还由原生 SellGold 承担SellBonus 不再单独配置
7013: { uuid: 7013, name: "购买优惠", type: FieldSkillType.BuyDiscount, value: 1, info: "购买卡牌费用-1金币" },
7014: { uuid: 7014, name: "刷新优惠", type: FieldSkillType.RefreshDiscount, value: 1, info: "刷新卡牌费用-1金币" },
7016: { uuid: 7016, name: "生命加成", type: FieldSkillType.HeroHp, value: 0.1, info: "英雄最大生命+10%" },
7017: { uuid: 7017, name: "风怒加成", type: FieldSkillType.HeroWindFury, value: 0.1, info: "英雄风怒概率+10%" },
7018: { uuid: 7018, name: "穿刺加成", type: FieldSkillType.HeroPuncture, value: 0.1, info: "英雄穿刺概率+10%" },
};

View File

@@ -1,70 +0,0 @@
/**
* @file TalentSet.ts
* @description 天赋系统配置数据,包含经验要求、消耗、每个天赋的具体加成数值和描述。
*/
export enum TalentType {
Attack = 1, // 攻击强化
Hp = 2, // 生命强化
Critical = 3, // 暴击强化
WindFury = 4, // 风怒强化
Freeze = 5, // 冰冻强化
Puncture = 6, // 穿刺强化
DeadTrigger = 7,// 亡语强化
Summon = 8, // 召唤强化
BuyDiscount = 9,// 采购优惠
RefreshDiscount = 10, // 刷新优惠
SellBonus = 11 // 出售补贴
}
export interface TalentInfo {
/** 天赋 ID */
id: number;
/** 天赋名称 */
name: string;
/** 天赋图标或标识(可选) */
icon?: string;
/** 描述模板,使用 {value} 替换具体数值 */
desc: string;
/** 最大等级 */
maxLevel: number;
/** 每一级的加成数值从第1级到最大级 */
values: number[];
/** 每一级的金币消耗数量,下标 0 表示升到 1 级 */
costs: number[];
}
export const TalentConfig = {
// 玩家升级所需经验配置
expRequirements: [
{ maxLevel: 10, expPerLevel: 100 },
{ maxLevel: 20, expPerLevel: 150 },
{ maxLevel: 30, expPerLevel: 200 }
],
// 所有天赋定义(使用数组维护)
talents: [
{ id: TalentType.Attack, name: "攻击", icon: "3109", desc: "+{value}%",
maxLevel: 5, values: [3, 6, 9, 12, 15], costs: [1, 1, 2, 2, 3] },
{ id: TalentType.Hp, name: "生命", icon: "3056", desc: "+{value}%",
maxLevel: 5, values: [5, 10, 15, 20, 25], costs: [1, 1, 2, 2, 3] },
{ id: TalentType.Critical, name: "暴击率", icon: "3063", desc: "+{value}%",
maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
{ id: TalentType.WindFury, name: "风怒率", icon: "3138", desc: "+{value}%",
maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
{ id: TalentType.Freeze, name: "冰冻率", icon: "3136", desc: "+{value}%",
maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
{ id: TalentType.Puncture, name: "穿刺", icon: "3105", desc: "+{value}",
maxLevel: 5, values: [0.2, 0.4, 0.6, 0.8, 1.0], costs: [1, 1, 2, 2, 3] },
{ id: TalentType.DeadTrigger, name: "亡语触发", icon: "3062", desc: "+{value}次",
maxLevel: 1, values: [1], costs: [25] },
{ id: TalentType.Summon, name: "召唤触发", icon: "3054", desc: "+{value}次",
maxLevel: 1, values: [1], costs: [25] },
{ id: TalentType.BuyDiscount, name: "购买优惠", icon: "3020", desc: "-{value}金币",
maxLevel: 1, values: [1], costs: [10] },
{ id: TalentType.RefreshDiscount, name: "刷新优惠", icon: "3019", desc: "-{value}金币",
maxLevel: 1, values: [1], costs: [10] },
{ id: TalentType.SellBonus, name: "出售返还", icon: "3151", desc: "+{value}金币",
maxLevel: 1, values: [1], costs: [10] }
] as TalentInfo[]
};

View File

@@ -13,7 +13,6 @@ import { Attrs} from "../common/config/HeroAttrs";
import { MoveComp } from "./MoveComp";
import { mLogger } from "../common/Logger";
import { FieldSkillType } from "../common/config/SkillSet";
import { TalentType } from "../common/config/TalentSet";
/** 英雄实体:负责英雄节点创建、属性初始化、入场动画与销毁流程 */
@ecs.register(`Hero`)
@@ -133,17 +132,10 @@ export class Hero extends ecs.Entity {
model.base_ap = base_ap;
model.base_hp = base_hp;
// 应用天赋加成
// 英雄享受驻场百分比加成,怪物保持基础值
if (model.fac === FacSet.HERO) {
let apBonus = HeroAttrsComp.getTalentValue(TalentType.Attack); // 攻击强化
let hpBonus = HeroAttrsComp.getTalentValue(TalentType.Hp); // 生命强化
model.ap = base_ap * (1 + apBonus / 100);
model.hp = model.hp_max = base_hp * (1 + hpBonus / 100);
model.critical = HeroAttrsComp.getTalentValue(TalentType.Critical); // 暴击强化
model.wfuny = HeroAttrsComp.getTalentValue(TalentType.WindFury); // 风怒强化
model.freeze_chance = HeroAttrsComp.getTalentValue(TalentType.Freeze); // 冰冻强化
model.puncture_chance = HeroAttrsComp.getTalentValue(TalentType.Puncture); // 穿刺强化
// 护盾强化 和 亡语强化 在对应逻辑中应用
model.ap = model.getRuntimeAp(base_ap);
model.hp = model.hp_max = model.getRuntimeHp(base_hp);
} else {
model.ap = base_ap;
model.hp = model.hp_max = base_hp;

View File

@@ -5,7 +5,6 @@ import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { FacSet, FightSet } from "../common/config/GameSet";
import { FieldSkillSet, FieldSkillType, SkillOverrides } from "../common/config/SkillSet";
import { smc } from "../common/SingletonModuleComp";
import { TalentConfig, TalentType } from "../common/config/TalentSet";
import { Attrs } from "../common/config/HeroAttrs";
import { FieldSkillHelper } from "./FieldSkillHelper";
@ecs.register('HeroAttrs')
@@ -226,7 +225,7 @@ export class HeroAttrsComp extends ecs.Comp {
}
/** 将驻场配置值统一换算成百分比数值,兼容 0.2 和 20 两种写法。 */
private getFieldPercentValue(type: FieldSkillType): number {
public static getFieldPercentValue(type: FieldSkillType): number {
const rawValue = FieldSkillHelper.getFieldSkillTotalValue(type);
if (Math.abs(rawValue) <= HeroAttrsComp.percentRateThreshold) {
return rawValue * 100;
@@ -237,30 +236,49 @@ export class HeroAttrsComp extends ecs.Comp {
/** 英雄实时暴击率 = 基础暴击率 + 驻场暴击率。 */
public getRuntimeCritical(): number {
if (this.fac !== FacSet.HERO) return this.critical;
return this.critical + this.getFieldPercentValue(FieldSkillType.HeroCrit);
return this.critical + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroCrit);
}
/** 英雄实时冰冻率 = 基础冰冻率 + 驻场冰冻率。 */
public getRuntimeFreezeChance(): number {
if (this.fac !== FacSet.HERO) return this.freeze_chance;
return this.freeze_chance + this.getFieldPercentValue(FieldSkillType.HeroFrost);
return this.freeze_chance + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroFrost);
}
/** 英雄实时穿透概率 = 基础穿透概率。 */
/** 英雄实时风怒概率 = 基础风怒 + 驻场风怒。 */
public getRuntimeWindFury(): number {
if (this.fac !== FacSet.HERO) return this.wfuny;
return this.wfuny + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroWindFury);
}
/** 英雄实时穿透概率 = 基础穿透 + 驻场穿透。 */
public getRuntimePunctureChance(): number {
return this.puncture_chance;
if (this.fac !== FacSet.HERO) return this.puncture_chance;
return this.puncture_chance + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroPuncture);
}
/** 英雄实时暴击伤害 = 基础额外暴伤 + 驻场暴伤。 */
public getRuntimeCritDamageBonus(): number {
if (this.fac !== FacSet.HERO) return this.crit_damage;
return this.crit_damage + this.getFieldPercentValue(FieldSkillType.HeroCritDamage);
return this.crit_damage + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroCritDamage);
}
/** 攻速加成通过缩短普通攻击技能 CD 生效,正值越高,攻击越快。 */
public getRuntimeAttackSpeedBonus(): number {
if (this.fac !== FacSet.HERO) return 0;
return this.getFieldPercentValue(FieldSkillType.HeroSpeed);
return HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroSpeed);
}
/** 英雄实时攻击力 = 基础攻击 × (1 + 驻场攻击百分比)。 */
public getRuntimeAp(baseAp: number): number {
if (this.fac !== FacSet.HERO) return baseAp;
return baseAp * (1 + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroAtk) / 100);
}
/** 英雄实时最大生命 = 基础生命 × (1 + 驻场生命百分比)。 */
public getRuntimeHp(baseHp: number): number {
if (this.fac !== FacSet.HERO) return baseHp;
return baseHp * (1 + HeroAttrsComp.getFieldPercentValue(FieldSkillType.HeroHp) / 100);
}
/** 根据攻速加成换算实际攻击间隔,避免直接改写配置里的基础 CD。 */
@@ -370,18 +388,6 @@ export class HeroAttrsComp extends ecs.Comp {
this.dirty_hp = false;
this.dirty_shield = false;
}
/** 获取指定天赋的加成数值 */
public static getTalentValue(talentId: TalentType): number {
if (!smc || !smc.collection || !smc.collection.talents) return 0;
let level = smc.collection.talents[talentId] || 0;
if (level <= 0) return 0;
let talentInfo = TalentConfig.talents.find(t => t.id === talentId);
if (!talentInfo || !talentInfo.values || level > talentInfo.values.length) return 0;
return talentInfo.values[level - 1];
}
}
@ecs.register('HeroBuffSystem')

View File

@@ -5,7 +5,6 @@ import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { FacSet } from "../common/config/GameSet";
import { FieldSkillType, SkillOverrides } from "../common/config/SkillSet";
import { TalentType } from "../common/config/TalentSet";
import { smc } from "../common/SingletonModuleComp";
import { FieldSkillHelper } from "./FieldSkillHelper";
@@ -59,7 +58,7 @@ export class SkillTriggerHelper {
/**
* 处理召唤(落地)触发技能
* 支持受【召唤强化羁绊 (SummonCount)】和【召唤强化天赋 (TalentType.Summon)】的多次触发加成。
* 支持受【召唤强化羁绊 (SummonCount)】的多次触发加成。
*/
private static handleCall(model: HeroAttrsComp, view: HeroViewComp) {
if (!model.call || model.call.length === 0) return;
@@ -68,7 +67,6 @@ export class SkillTriggerHelper {
// 仅英雄享受加成,怪物始终只触发 1 次
if (model.fac === FacSet.HERO) {
triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SummonCount);
triggerCount += HeroAttrsComp.getTalentValue(TalentType.Summon);
}
triggerCount = Math.max(1, Math.floor(triggerCount)); // 确保最少触发 1 次

View File

@@ -33,7 +33,8 @@ import { smc } from "../common/SingletonModuleComp";
import { UIID } from "../common/config/GameUIConfig";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { TalentType } from "../common/config/TalentSet";
import { FieldSkillType } from "../common/config/SkillSet";
import { FieldSkillHelper } from "../hero/FieldSkillHelper";
import { getLvColor } from "../common/config/GameSet";
import { MissionEconomy } from "./MissionEconomy";
@@ -251,7 +252,8 @@ export class CardComp extends CCComp {
let baseCost = data.cost ?? 0;
if (this.card_type === CardType.Hero) {
const discount = HeroAttrsComp.getTalentValue(TalentType.BuyDiscount);
// 驻场英雄带来的"购买优惠"折扣
const discount = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.BuyDiscount);
baseCost = Math.max(0, baseCost - discount);
}
this.card_cost = Math.floor(baseCost);

View File

@@ -25,7 +25,6 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
import { HeroInfo } from "../common/config/heroSet";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { smc } from "../common/SingletonModuleComp";
import { TalentType } from "../common/config/TalentSet";
import { Hero } from "../hero/Hero";
import { FieldSkillType } from "../common/config/SkillSet";
import { buildSkillDesc } from "../common/config/HeroSkillDesc";

View File

@@ -47,7 +47,6 @@ import { HeroViewComp } from "../hero/HeroViewComp";
import { FacSet, FightSet } from "../common/config/GameSet";
import { MoveComp } from "../hero/MoveComp";
import { MissionHeroComp } from "./MissionHeroComp";
import { TalentType } from "../common/config/TalentSet";
import { MissionEconomy } from "./MissionEconomy";
const { ccclass, property } = _decorator;

View File

@@ -1,10 +1,7 @@
import { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { FieldSkillType } from "../common/config/SkillSet";
import { TalentType } from "../common/config/TalentSet";
import { FightSet } from "../common/config/GameSet";
import { FieldSkillHelper } from "../hero/FieldSkillHelper";
/**
@@ -23,7 +20,7 @@ export class MissionEconomy {
amount = Math.floor(amount);
smc.vmdata.mission_data.coin = this.getCoin() + amount;
smc.vmdata.scores.gold_earned += amount;
// 发送 UI 更新事件,这里我们统一使用 syncOnly 通知 UI 刷新即可
oops.message.dispatchEvent(GameEvent.CoinAdd, { delta: amount, syncOnly: true });
}
@@ -34,10 +31,10 @@ export class MissionEconomy {
amount = Math.floor(amount);
const current = this.getCoin();
if (current < amount) return false;
smc.vmdata.mission_data.coin = current - amount;
smc.vmdata.scores.gold_spent += amount;
// 发送 UI 更新事件
oops.message.dispatchEvent(GameEvent.CoinAdd, { delta: -amount, syncOnly: true });
return true;
@@ -49,7 +46,8 @@ export class MissionEconomy {
*/
static getRefreshCost(baseCost: number = 1): number {
let cost = baseCost;
const discount = HeroAttrsComp.getTalentValue(TalentType.RefreshDiscount);
// 驻场英雄带来的"刷新优惠"折扣
const discount = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.RefreshDiscount);
cost = Math.max(0, cost - discount);
return Math.floor(cost);
}
@@ -72,13 +70,9 @@ export class MissionEconomy {
static getSellGold(heroLevel: number = 1): number {
const sellByLevel: Record<number, number> = { 1: 3, 2: 10, 3: 25 };
const baseSellGold = sellByLevel[heroLevel] || 3;
// 驻场英雄带来的"出售金币"加成(包含原 SellBonus 语义,统一在 SellGold 中)
const goldBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SellGold);
let totalSellGold = baseSellGold + goldBoost;
// 应用天赋 SellBonus (增加数值)
const bonusGold = HeroAttrsComp.getTalentValue(TalentType.SellBonus);
if (bonusGold > 0) {
totalSellGold += bonusGold;
}
const totalSellGold = baseSellGold + goldBoost;
return Math.floor(totalSellGold);
}

View File

@@ -1,125 +1,64 @@
/**
* @file TalentItemComp.ts
* @description 单个天赋项组件
* @description 驻场技能项组件UI 视图层)
*
* 职责:
* 1. 接收 TalentsComp 下发的 FieldSkillConfig 与当前场上总加成值。
* 2. 渲染名称 / 基础值 / 当前值 / 描述四段信息。
* 3. 兼容旧的 `@ecs.register('TalentItem')` 资源引用。
*
* 依赖:
* - SkillSet.FieldSkillConfig —— 单条驻场技能配置
*/
import { _decorator, Node, Label, Button, resources, SpriteAtlas, Sprite } from "cc";
import { _decorator, Label } 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 { TalentInfo, TalentType } from "../common/config/TalentSet";
import { smc } from "../common/SingletonModuleComp";
import { FieldSkillConfig } from "../common/config/SkillSet";
const { ccclass, property } = _decorator;
/**
* 将驻场配置值统一格式化为可读字符串。
* 兼容"小数"0.1 表示 10%)与"整数百分点"10 表示 10%)两种口径。
*/
function formatBuffValue(value: number): string {
if (Math.abs(value) < 1) {
return `${(value * 100).toFixed(0)}%`;
}
return value.toString();
}
/** TalentItemComp —— 驻场技能项组件 */
@ccclass('TalentItemComp')
@ecs.register('TalentItem', false)
export class TalentItemComp extends CCComp {
@property({ type: Label, tooltip: "天赋名称" })
@property({ type: Label, tooltip: "驻场技能名称" })
lbl_name: Label = null!;
@property({ type: Node, tooltip: "图标节点" })
icon_node: Node = null!;
@property({ type: Label, tooltip: "基础值(来自配置)" })
lbl_base: Label = null!;
@property({ type: Label, tooltip: "描述" })
lbl_desc: Label = null!;
@property({ type: Label, tooltip: "当前场上总加成(实时聚合)" })
lbl_current: Label = null!;
@property({ type: Label, tooltip: "等级进度" })
lbl_level: Label = null!;
@property({ type: Label, tooltip: "升级消耗" })
lbl_cost: Label = null!;
@property({ type: Button, tooltip: "升级按钮" })
btn_upgrade: Button = null!;
@property({ type: Node, tooltip: "背景" })
item_bg: Node = null!;
@property({ type: Node, tooltip: "图标背景" })
icon_bg: Node = null!;
private _talentId: TalentType = TalentType.Attack;
private _onClickCallback: ((talentId: TalentType, currentLevel: number) => void) | null = null;
private _currentLevel: number = 0;
private _talentInfo: TalentInfo | null = null;
protected onLoad(): void {
if (this.btn_upgrade && this.btn_upgrade.node) {
this.btn_upgrade.node.on(Button.EventType.CLICK, this.onUpgradeClicked, this);
}
}
@property({ type: Label, tooltip: "驻场技能描述" })
lbl_info: Label = null!;
/**
* 更新天赋项显
* @param talentInfo 天赋配置数据
* @param currentLevel 当前等级
* @param onClickCallback 点击升级按钮的回调
* 刷新单条驻场技能展
* @param config FieldSkillSet 中的单条配置
* @param currentTotal 当前场上同 type 累加值(实时聚合)
*/
public updateItem(talentInfo: TalentInfo, currentLevel: number, onClickCallback: (talentId: TalentType, currentLevel: number) => void) {
this._talentInfo = talentInfo;
this._talentId = talentInfo.id;
this._currentLevel = currentLevel;
this._onClickCallback = onClickCallback;
if (this.lbl_name) {
this.lbl_name.string = talentInfo.name;
}
// 同步尝试刷新一次图标(如果图集已经缓存过,比如重新打开界面时)
this.refreshIcon();
if (this.lbl_desc) {
let currentVal = currentLevel === 0 ? 0 : talentInfo.values[currentLevel - 1];
this.lbl_desc.string = talentInfo.desc.replace('{value}', currentVal.toString());
}
if (this.lbl_level) {
this.lbl_level.string = `${currentLevel}/${talentInfo.maxLevel}`;
}
let isMax = currentLevel >= talentInfo.maxLevel;
let cost = isMax ? 0 : (talentInfo.costs[currentLevel] ?? 0);
let canUpgrade = !isMax && smc.vmdata.gold >= cost;
if (this.lbl_cost) {
this.lbl_cost.string = isMax ? "已满级" : `${cost}`;
}
if (this.btn_upgrade) {
this.btn_upgrade.interactable = canUpgrade;
}
public updateItem(config: FieldSkillConfig, currentTotal: number): void {
if (!config) return;
if (this.lbl_name) this.lbl_name.string = config.name ?? "";
if (this.lbl_base) this.lbl_base.string = `基础 +${formatBuffValue(config.value)}`;
if (this.lbl_current) this.lbl_current.string = `当前 +${formatBuffValue(currentTotal)}`;
if (this.lbl_info) this.lbl_info.string = config.info ?? "";
}
/** 单独更新图标,供父节点加载完图集后回调或自身更新时调用 */
public refreshIcon() {
if (!this._talentInfo || !this.icon_node || !this._talentInfo.icon) return;
if (smc.uiconsAtlas && smc.uiconsAtlas.spriteFrames) {
// 确保 icon 是字符串类型,防止配置写成纯数字导致底层 getSpriteFrame 报错
const iconStr = String(this._talentInfo.icon);
const frame = smc.uiconsAtlas.getSpriteFrame(iconStr);
if (frame && this.icon_node.isValid) {
const sprite = this.icon_node.getComponent(Sprite) || this.icon_node.addComponent(Sprite);
sprite.spriteFrame = frame;
}
}
}
private onUpgradeClicked() {
if (this._onClickCallback) {
this._onClickCallback(this._talentId, this._currentLevel);
}
}
protected onDestroy(): void {
super.onDestroy();
if (this.btn_upgrade && this.btn_upgrade.node && this.btn_upgrade.node.isValid) {
this.btn_upgrade.node.off(Button.EventType.CLICK, this.onUpgradeClicked, this);
}
}
/** ECS 组件移除时销毁节点 */
/** ECS 组件移除时销毁节点CCComp 抽象方法实现) */
reset() {
this.node.destroy();
}

View File

@@ -1,268 +1,90 @@
/**
* @file TalentsComp.ts
* @description 天赋系统页面组件UI 视图层)
* @description 驻场技能信息展示页组件UI 视图层)
*
* 职责:
* 1. 展示玩家等级、当前经验、进度条、金币
* 2. 展示天赋列表及每个天赋的当前等级
* 3. 处理天赋升级点击事件,扣除金币并保存
* 4. 处理重置天赋(看广告)功能。
*
* 关键设计:
* - 通过 MissionHomeComp 页面切换显示,节点 active 控制显隐。
* - onAdded(args) 接收参数时刷新界面。
* 1. 展示当前所有 FieldSkillSet 配置项的名称、基础值、当前场上总加成
* 2. 通过 FieldSkillHelper 实时聚合英雄驻场数据并下发给每个 TalentItemComp
* 3. 兼容旧的 `@ecs.register('Talents')` 资源引用
*
* 依赖:
* - MissionHomeComp —— 通过节点 active 显隐控制页面切换
* - smc.collection —— 玩家数据
* - TalentConfigTalentSet—— 天赋配置
* - SkillSetFieldSkillSet / FieldSkillConfig—— 驻场技能配置
* - FieldSkillHelper —— 场上英雄驻场技能聚合
* - TalentItemComp —— 单条驻场技能项视图
*/
import { _decorator, Node, Label, Button, ProgressBar, instantiate, Prefab } from "cc";
import { _decorator, instantiate, Node, Prefab } 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 { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { TalentConfig, TalentInfo, TalentType } from "../common/config/TalentSet";
import { FieldSkillSet, FieldSkillConfig } from "../common/config/SkillSet";
import { FieldSkillHelper } from "../hero/FieldSkillHelper";
import { TalentItemComp } from "./TalentItemComp";
const { ccclass, property } = _decorator;
/**
* TalentsComp —— 天赋系统界面组件
*
* 职责:
* 1. 展示玩家等级、当前经验、进度条、金币。
* 2. 展示天赋列表及每个天赋的当前等级。
* 3. 处理天赋升级点击事件,扣除金币并保存。
* 4. 处理重置天赋(看广告)功能。
*/
/** TalentsComp —— 驻场技能信息页组件 */
@ccclass('TalentsComp')
@ecs.register('Talents', false)
export class TalentsComp extends CCComp {
@property({ type: Node, tooltip: "标题节点" })
title_node: Node = null!;
@property({ type: Label, tooltip: "玩家等级文本,例如 'Lv.12'" })
lbl_level: Label = null!;
@property({ type: Label, tooltip: "经验文本,例如 '150/200'" })
lbl_exp: Label = null!;
@property({ type: ProgressBar, tooltip: "经验进度条" })
pb_exp: ProgressBar = null!;
@property({ type: Label, tooltip: "当前金币文本" })
lbl_points: Label = null!;
@property({ type: Node, tooltip: "天赋列表容器,用于动态添加天赋项" })
@property({ type: Node, tooltip: "驻场技能列表容器" })
talents_content: Node = null!;
@property({ type: Prefab, tooltip: "" })
@property({ type: Prefab, tooltip: "单条驻场技能项预制" })
prefab_talent_item: Prefab = null!;
@property({ type: Button, tooltip: "看广告重置天赋按钮" })
btn_reset: Button = null!;
@property({ type: Button, tooltip: "返回按钮" })
btn_close: Button = null!;
/** 调试日志开关 */
debugMode: boolean = false;
/** 最大玩家等级 */
private readonly MAX_PLAYER_LEVEL = 30;
protected onLoad(): void {
if (this.btn_reset && this.btn_reset.node) {
this.btn_reset.node.on(Button.EventType.CLICK, this.onResetClicked, this);
}
if (this.btn_close && this.btn_close.node) {
this.btn_close.node.on(Button.EventType.CLICK, this.onCloseClicked, this);
}
}
/** 首次实例化缓存 */
private rendered: boolean = false;
/** 缓存的稳定配置顺序,避免重复渲染时列表抖动 */
private cachedConfigs: FieldSkillConfig[] = [];
protected onEnable(): void {
this.refreshUI();
}
/** 刷新整体界面 */
private refreshUI() {
this.updatePlayerInfo();
this.updateTalentList();
}
/** 更新玩家等级、经验、金币信息 */
private updatePlayerInfo() {
const collection = smc.collection;
let level = collection.player_level || 1;
let exp = collection.player_exp || 0;
// 限制最大等级
if (level > this.MAX_PLAYER_LEVEL) {
level = this.MAX_PLAYER_LEVEL;
}
if (this.lbl_level) this.lbl_level.string = `Lv.${level}`;
if (this.lbl_points) this.lbl_points.string = `金币: ${smc.vmdata.gold}`;
// 计算当前等级升级所需经验
let expRequired = this.getExpRequirement(level);
if (level >= this.MAX_PLAYER_LEVEL) {
if (this.lbl_exp) this.lbl_exp.string = "已满级";
if (this.pb_exp) this.pb_exp.progress = 1;
} else {
if (this.lbl_exp) this.lbl_exp.string = `${exp}/${expRequired}`;
if (this.pb_exp) this.pb_exp.progress = exp / expRequired;
}
}
/** 获取对应等级的升级所需经验 */
private getExpRequirement(level: number): number {
for (let config of TalentConfig.expRequirements) {
if (level <= config.maxLevel) {
return config.expPerLevel;
}
}
return TalentConfig.expRequirements[TalentConfig.expRequirements.length - 1].expPerLevel;
}
/** 动态生成或更新天赋列表 */
private updateTalentList() {
/** 重新拉取最新数据并刷新所有子项 */
public refreshUI(): void {
if (!this.talents_content || !this.prefab_talent_item) return;
const collection = smc.collection;
// 如果内容为空,则实例化预制体
if (this.talents_content.children.length === 0) {
TalentConfig.talents.forEach(talentInfo => {
let itemNode = instantiate(this.prefab_talent_item);
// 第一次:实例化所有子节点;之后只更新数据
if (!this.rendered) {
this.cachedConfigs = Object.values(FieldSkillSet)
.sort((a, b) => a.uuid - b.uuid);
this.cachedConfigs.forEach((cfg) => {
const itemNode = instantiate(this.prefab_talent_item);
this.talents_content.addChild(itemNode);
let comp = itemNode.getComponent(TalentItemComp);
const comp = itemNode.getComponent(TalentItemComp);
if (comp) {
comp.updateItem(talentInfo, collection.talents[talentInfo.id as TalentType], this.onUpgradeClicked.bind(this));
comp.updateItem(cfg, 0);
}
});
} else {
// 否则直接更新现有节点
TalentConfig.talents.forEach((talentInfo, index) => {
let itemNode = this.talents_content.children[index];
if (itemNode) {
let comp = itemNode.getComponent(TalentItemComp);
if (comp) {
comp.updateItem(talentInfo, collection.talents[talentInfo.id as TalentType], this.onUpgradeClicked.bind(this));
}
}
});
}
}
/** 点击升级按钮 */
private onUpgradeClicked(talentId: TalentType, currentLevel: number) {
const collection = smc.collection;
const talentInfo = TalentConfig.talents.find(t => t.id === talentId);
if (!talentInfo) {
oops.gui.toast("天赋配置不存在");
return;
this.rendered = true;
}
if (currentLevel >= talentInfo.maxLevel) {
oops.gui.toast("该天赋已满级");
return;
}
const cost = talentInfo.costs[currentLevel] ?? 0;
if (smc.vmdata.gold >= cost) {
// 1. 扣除金币消耗
smc.updateGold(-cost);
// 2. 更新等级
collection.talents[talentId] = currentLevel + 1;
// 3. 同步数据(通过 SingletonModuleComp 新增的机制,这里会触发标记脏数据并自动尝试云端同步)
smc.updateCloudData();
// 4. 刷新 UI
this.refreshUI();
oops.gui.toast("天赋升级成功");
} else {
oops.gui.toast("金币不足");
}
}
/** 点击重置按钮 */
private onResetClicked() {
// 看广告回调(预留)
this.watch_ad().then(success => {
if (success) {
const collection = smc.collection;
// 计算已消耗金币并返还
let refundedGold = 0;
for (let id in collection.talents) {
let talentId = Number(id) as TalentType;
let level = collection.talents[talentId];
let talentInfo = TalentConfig.talents.find(t => t.id === talentId);
if (talentInfo) {
for (let i = 0; i < level; i++) {
refundedGold += talentInfo.costs[i] ?? 0;
}
}
}
// 重置天赋等级并返还金币
for (let k in collection.talents) {
collection.talents[k as any as TalentType] = 0;
}
if (refundedGold > 0) {
smc.updateGold(refundedGold);
}
// 同步到云端
smc.updateCloudData();
// 刷新界面
this.refreshUI();
oops.gui.toast("天赋已重置,金币已返还");
} else {
oops.gui.toast("广告观看失败,无法重置");
}
// 按相同顺序回填最新场上聚合值
this.cachedConfigs.forEach((cfg, index) => {
const child = this.talents_content.children[index];
if (!child) return;
const comp = child.getComponent(TalentItemComp);
if (!comp) return;
const total = FieldSkillHelper.getFieldSkillTotalValue(cfg.type);
comp.updateItem(cfg, total);
});
}
/** 模拟看广告回调实际项目中需要替换为真实的广告SDK调用 */
private watch_ad(): Promise<boolean> {
return new Promise((resolve) => {
// 模拟广告播放延迟
setTimeout(() => {
resolve(true);
}, 500);
});
}
/** 点击返回按钮 */
private onCloseClicked() {
this.node.active = false
/** 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");
if (this.btn_reset && this.btn_reset.node && this.btn_reset.node.isValid) {
this.btn_reset.node.off(Button.EventType.CLICK, this.onResetClicked, this);
}
if (this.btn_close && this.btn_close.node && this.btn_close.node.isValid) {
this.btn_close.node.off(Button.EventType.CLICK, this.onCloseClicked, this);
}
}
/** ECS 组件移除时销毁节点 */
reset() {
this.node.destroy();
}
}