3 Commits

Author SHA1 Message Date
pan
4263997124 fix(hero): 修复大招播放结束后未取消层级置顶的问题
1. 新增isCastingMax标记跟踪大招播放状态,在释放大招时设置该标记
2. 在动画播放结束回调中,当大招动画播放完成时清除置顶标记
3. 调整渲染排序逻辑,将大招播放中的英雄置于渲染层级最下方
4. 在角色死亡和重置时同步重置置顶标记
2026-09-01 16:41:26 +08:00
pan
38cc214bd4 feat(map): 新增小提示组件并替换全局toast为气泡提示
1. 新增SmallTipComp小提示组件与对应预制体
2. 重构天赋页逻辑,将toast提示替换为锚定气泡提示
3. 优化升级按钮的气泡初始化逻辑
4. 调整小提示预制体的尺寸与文案样式
2026-09-01 16:36:12 +08:00
pan
8e1c81adb0 refactor(map): 重构小气泡提示逻辑,统一组件管理
1. 新增SmallTipComp组件封装气泡提示动画逻辑
2. 移除TalentsComp中切换阶位的解锁提示弹窗
3. 重构HerosListComp的小提示逻辑,复用通用组件
4. 修改顶部UI的资源监听路径为钻石数据
2026-09-01 16:26:41 +08:00
11 changed files with 1184 additions and 619 deletions

View File

@@ -26,10 +26,13 @@
"_components": [
{
"__id__": 30
},
{
"__id__": 32
}
],
"_prefab": {
"__id__": 32
"__id__": 34
},
"_lpos": {
"__type__": "cc.Vec3",
@@ -187,8 +190,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 300,
"height": 140
"width": 399.6,
"height": 159.6
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -322,7 +325,7 @@
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": -35.2,
"y": -40.1,
"z": 0
},
"_lrot": {
@@ -534,7 +537,7 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 84,
"width": 149.9,
"height": 54.4
},
"_anchorPoint": {
@@ -570,14 +573,14 @@
"b": 255,
"a": 255
},
"_string": "卡成升级",
"_string": "卡成升级........................",
"_horizontalAlign": 1,
"_verticalAlign": 1,
"_actualFontSize": 20,
"_actualFontSize": 21,
"_fontSize": 20,
"_fontFamily": "Arial",
"_lineHeight": 40,
"_overflow": 0,
"_lineHeight": 23,
"_overflow": 2,
"_enableWrapText": true,
"_font": null,
"_isSystemFontUsed": true,
@@ -643,8 +646,8 @@
},
"_contentSize": {
"__type__": "cc.Size",
"width": 150,
"height": 70
"width": 199.8,
"height": 79.8
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -743,6 +746,24 @@
"__type__": "cc.CompPrefabInfo",
"fileId": "1ctkO0TStCjK1FILIEJzwK"
},
{
"__type__": "366cayIQXtAzJLimznQOpMz",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 1
},
"_enabled": true,
"__prefab": {
"__id__": 33
},
"_id": ""
},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "ffW/hlSrtP1I4iporD0DuU"
},
{
"__type__": "cc.PrefabInfo",
"root": {

File diff suppressed because it is too large Load Diff

View File

@@ -1628,7 +1628,7 @@
"watchPath": "data.data.gold",
"labelType": "cc.Label",
"watchPathArr": [
"data.gold"
"data.diamond"
],
"_id": ""
},

File diff suppressed because it is too large Load Diff

View File

@@ -41,6 +41,13 @@ export default class HeroAnmComp extends Component {
this._hasStop = true;
}
onAnimationFinished(type: Animation.EventType, state: AnimationState) {
if (state.name === "max0" || state.name === "max1") {
// 大招播放结束,清除 HeroViewComp 的置顶标记,恢复 MoveSystem 统一排序
const viewComp = this.node.getComponent(HeroViewComp) || this.node.getComponentInParent(HeroViewComp);
if (viewComp) {
viewComp.isCastingMax = false;
}
}
if (state.name != "idle" && state.name != "move") {
this.anmcon.play(this.default_anim)
}

View File

@@ -43,6 +43,8 @@ export class HeroViewComp extends CCComp {
lastBarUpdateTime: number = 0; // 最后一次血条/蓝条/护盾更新时间
// ==================== UI 节点引用 ====================
private topBar: HeroTopBarComp = null!;
/** 是否正在播放大招动画(用于渲染层级置顶,由 HeroAnmComp 播放结束时清除) */
public isCastingMax: boolean = false;
// ==================== 直接访问 HeroAttrsComp ====================
get model() {
@@ -356,6 +358,8 @@ export class HeroViewComp extends CCComp {
// 添加安全检查
if (!this.model) return;
this.isCastingMax = false;
// 防止重复触发
if (this.model.is_count_dead) return;
this.model.is_count_dead = true; // 防止重复触发,必须存在防止重复调用
@@ -438,6 +442,7 @@ export class HeroViewComp extends CCComp {
if (act === "") return;
switch (act) {
case "max":
this.isCastingMax = true;
this.as.max()
break
case "atk":
@@ -487,6 +492,7 @@ export class HeroViewComp extends CCComp {
}
}
reset() {
this.isCastingMax = false;
// 清理残留的定时器和缓动
this.unscheduleAllCallbacks();
Tween.stopAllByTarget(this.node);

View File

@@ -49,7 +49,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
private readonly renderSortInterval = 0.05;
private lastRenderSortAt = 0;
private heroViewMatcher: ecs.IMatcher | null = null;
private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number; laneScore: number }[] = [];
private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number; laneScore: number; isCastingMax: boolean }[] = [];
private renderEntryCount = 0;
// ======================== 英雄编队排队 ========================
@@ -407,7 +407,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
const entryIndex = this.renderEntryCount;
let entry = this.renderEntries[entryIndex];
if (!entry) {
entry = { node: actorView.node, bossPriority: 0, frontScore: 0, spawnOrder: 0, eid: 0, laneScore: 0 };
entry = { node: actorView.node, bossPriority: 0, frontScore: 0, spawnOrder: 0, eid: 0, laneScore: 0, isCastingMax: false };
this.renderEntries.push(entry);
}
entry.node = actorView.node;
@@ -415,11 +415,14 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
entry.frontScore = frontScore;
entry.spawnOrder = spawnOrder;
entry.eid = e.eid;
entry.isCastingMax = actorView.isCastingMax;
this.renderEntryCount += 1;
});
this.renderEntries.length = this.renderEntryCount;
this.renderEntries.sort((a, b) => {
// 正在播放大招的英雄排在最后,siblingIndex 越大渲染层级越靠上
if (a.isCastingMax !== b.isCastingMax) return a.isCastingMax ? 1 : -1;
// Y轴靠下的(laneScore 较大)应该在后面,从而渲染在上面
if (Math.abs(a.laneScore - b.laneScore) > 10) return a.laneScore - b.laneScore;
if (a.frontScore !== b.frontScore) return a.frontScore - b.frontScore;

View File

@@ -28,6 +28,7 @@ import { GameEvent } from "../common/config/GameEvent";
import { HERO_UPGRADE_NEED_FRAGMENTS, CARD_LV_BG_COLORS } from "../common/config/GameSet";
import { CardLiteComp } from "./CardLiteComp";
import { ChipComp } from "./ChipComp";
import { SmallTipComp } from "./SmallTipComp";
import { SSkillBoxComp } from "./SSkillBoxComp";
import { smc } from "../common/SingletonModuleComp";
@@ -142,9 +143,12 @@ export class HerosListComp extends CCComp {
return
}
// 确保 smalltip 气泡初始隐藏,避免遮挡按钮触摸
// 确保 smalltip 气泡初始隐藏,避免遮挡按钮触摸(组件缺失时兜底补挂)
const tipNode = this.upgrade_btn.getChildByName("smalltip")
if (tipNode) tipNode.active = false
if (tipNode) {
tipNode.getComponent(SmallTipComp) ?? tipNode.addComponent(SmallTipComp)
tipNode.active = false
}
let btn = this.upgrade_btn.getComponent(Button)
if (!btn) btn = this.upgrade_btn.addComponent(Button)
@@ -276,33 +280,14 @@ export class HerosListComp extends CCComp {
* @param text 提示文案
*/
private showSmallTip(text: string) {
// smalltip 作为 upgrade_btn 的子节点挂在下面
// smalltip 作为 upgrade_btn 的子节点挂在下面,统一走 SmallTipComp 播动画
const tipNode = this.upgrade_btn?.getChildByName("smalltip")
if (!tipNode || !tipNode.isValid) {
mLogger.log(this.debugMode, "HerosListComp", `未在 upgrade_btn 下找到 smalltip 节点,无法提示:${text}`)
return
}
// 覆盖气泡文字
const label = tipNode.getComponentInChildren(Label)
if (label) label.string = text
tipNode.active = true
Tween.stopAllByTarget(tipNode)
tipNode.setScale(0, 0, 1)
tween(tipNode)
// 弹出动画(微放大再回弹)
.to(0.15, { scale: new Vec3(1.1, 1.1, 1) }, { easing: 'quadOut' })
.to(0.05, { scale: new Vec3(1, 1, 1) })
// 停留 1 秒
.delay(1)
// 缩小消失
.to(0.15, { scale: new Vec3(0, 0, 1) }, { easing: 'quadIn' })
.call(() => {
if (tipNode && tipNode.isValid) tipNode.active = false
})
.start()
const tip = tipNode.getComponent(SmallTipComp) ?? tipNode.addComponent(SmallTipComp)
tip.show(text)
}
// ======================== 卡片列表 ========================

View File

@@ -0,0 +1,61 @@
/**
* @file SmallTipComp.ts
* @description smalltip 气泡提示组件(UI 通用层)
*
* 职责:
* 封装 smalltip.prefab 气泡的弹出/消失动画与文案填充,供各页面复用。
* 调用方通过 getComponent(SmallTipComp) 获取实例后调 show(text) 即可,
* 无需关心节点显隐与 Tween 生命周期。
*
* 用法:
* 1. 编辑器侧将本组件挂在 smalltip 节点上(或运行时 addComponent 兜底)。
* 2. 默认隐藏节点(active = false),调用 show() 自动弹出并在停留后缩小隐藏。
*/
import { _decorator, Component, Label, Tween, Vec3, tween } from "cc";
const { ccclass } = _decorator;
/** 气泡停留时长(秒) */
const STAY_DURATION = 1;
/** SmallTipComp —— smalltip 气泡提示(弹出 → 停留 → 缩小隐藏) */
@ccclass('SmallTipComp')
export class SmallTipComp extends Component {
protected onLoad(): void {
// 初始隐藏,避免遮挡挂载点的触摸事件
this.node.active = false;
}
/**
* 弹出气泡提示(重复调用时打断当前动画,从头播放)
* @param text 提示文案
* @param stay 停留时长(秒),默认 1 秒
*/
public show(text: string, stay: number = STAY_DURATION): void {
// 覆盖气泡文字
const label = this.getComponentInChildren(Label);
if (label) label.string = text;
this.node.active = true;
Tween.stopAllByTarget(this.node);
this.node.setScale(0, 0, 1);
tween(this.node)
// 弹出动画(微放大再回弹)
.to(0.15, { scale: new Vec3(1.1, 1.1, 1) }, { easing: 'quadOut' })
.to(0.05, { scale: new Vec3(1, 1, 1) })
// 停留
.delay(stay)
// 缩小消失
.to(0.15, { scale: new Vec3(0, 0, 1) }, { easing: 'quadIn' })
.call(() => {
if (this.node && this.node.isValid) this.node.active = false;
})
.start();
}
protected onDestroy(): void {
Tween.stopAllByTarget(this.node);
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "366cac88-417b-40cc-92e2-9b39d03a9333",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -23,6 +23,7 @@ import {
} from "../common/config/TalentSet";
import { GameEvent } from "../common/config/GameEvent";
import { UIID } from "../common/config/GameUIConfig";
import { SmallTipComp } from "./SmallTipComp";
import { TalentItemComp } from "./TalentItemComp";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "db://oops-framework/core/Oops";
@@ -45,6 +46,9 @@ const TAB_LOCKED_CHILD = "locked";
/** 阶位页签未选中态子节点名(可选;非当前选中页签时显示) */
const TAB_INACTIVE_CHILD = "noactive";
/** 页签/卡片上的 smalltip 气泡节点名 */
const SMALL_TIP_CHILD = "smalltip";
/** TalentsComp —— 天赋加点页组件(阶位 Tab 单屏聚焦) */
@ccclass('TalentsComp')
@ecs.register('Talents', false)
@@ -92,13 +96,13 @@ export class TalentsComp extends CCComp {
/** 是否已完成首次默认阶位选择 */
private inited: boolean = false;
/** 阶位 → 页签节点/文案 映射(onLoad 时装配) */
private tabNodes: Map<TalentTier, { node: Node | null; label: Label | null }> = new Map();
/** 阶位 → 页签节点/文案/气泡 映射(onLoad 时装配) */
private tabNodes: Map<TalentTier, { node: Node | null; label: Label | null; tip: SmallTipComp | null }> = new Map();
protected onLoad(): void {
this.tabNodes.set(TalentTier.Basic, { node: this.tab_basic, label: this.lbl_tab_basic });
this.tabNodes.set(TalentTier.Specialized, { node: this.tab_special, label: this.lbl_tab_special });
this.tabNodes.set(TalentTier.Super, { node: this.tab_super, label: this.lbl_tab_super });
this.tabNodes.set(TalentTier.Basic, { node: this.tab_basic, label: this.lbl_tab_basic, tip: this.getSmallTip(this.tab_basic) });
this.tabNodes.set(TalentTier.Specialized, { node: this.tab_special, label: this.lbl_tab_special, tip: this.getSmallTip(this.tab_special) });
this.tabNodes.set(TalentTier.Super, { node: this.tab_super, label: this.lbl_tab_super, tip: this.getSmallTip(this.tab_super) });
for (const [tier, tab] of this.tabNodes) {
tab.node?.on(NodeEventType.TOUCH_END, () => this.selectTier(tier), this);
@@ -123,16 +127,10 @@ export class TalentsComp extends CCComp {
this.btn_reset?.targetOff(this);
}
/** 切换阶位页签:锁定阶允许查看(卡片呈锁定态),并提示解锁条件 */
/** 切换阶位页签:锁定阶允许查看(卡片呈锁定态),不弹解锁提示 */
private selectTier(tier: TalentTier): void {
if (tier === this.curTier) return;
this.curTier = tier;
const levels = smc.getTalentLevels();
if (!isTalentTierUnlocked(levels, tier)) {
const prev = tier - 1;
const invested = getTalentTierInvestedPoints(levels, prev);
oops.gui.toast(`${TIER_TAB_TEXT[tier].lockName}投入 ${invested}/${TALENT_TIER_UNLOCK_THRESHOLD} 点解锁本阶`);
}
this.refreshUI();
}
@@ -222,26 +220,46 @@ export class TalentsComp extends CCComp {
}
}
/** 卡片点击统一入口:未解锁/已满级直接 toast;其余弹出 CommonPrompt 确认加点,成功后事件驱动刷新 */
/**
* 获取挂载点下的 smalltip 气泡组件(节点缺失或组件未挂时返回 null 并静默跳过提示)
* @param parent 气泡挂载的父节点
*/
private getSmallTip(parent: Node | null): SmallTipComp | null {
const tipNode = parent?.getChildByName(SMALL_TIP_CHILD);
return tipNode ? (tipNode.getComponent(SmallTipComp) ?? tipNode.addComponent(SmallTipComp)) : null;
}
/**
* 在指定节点下弹出 smalltip 气泡提示
* @param anchor 气泡挂载的父节点(优先页签,卡片点击时传卡片节点)
* @param text 提示文案
*/
private showSmallTip(anchor: Node | null, text: string): void {
const tip = this.getSmallTip(anchor);
tip?.show(text);
}
/** 卡片点击统一入口:未解锁/已满级/点数不足走 smalltip 气泡;其余弹出 CommonPrompt 确认加点,成功后事件驱动刷新 */
private onTalentTap(uuid: number): void {
const cfg = TalentSet[uuid];
if (!cfg) return;
const levels = smc.getTalentLevels();
const tab = this.tabNodes.get(cfg.tier);
if (!isTalentTierUnlocked(levels, cfg.tier)) {
const invested = getTalentTierInvestedPoints(levels, (cfg.tier - 1) as TalentTier);
oops.gui.toast(`${TIER_TAB_TEXT[cfg.tier].lockName}投入 ${invested}/${TALENT_TIER_UNLOCK_THRESHOLD} 点解锁本阶`);
this.showSmallTip(tab?.node ?? null, `${TIER_TAB_TEXT[cfg.tier].lockName}投入 ${invested}/${TALENT_TIER_UNLOCK_THRESHOLD} 点解锁本阶`);
return;
}
const lv = smc.getTalentLv(uuid);
if (lv >= cfg.max_lv) {
oops.gui.toast("该天赋已满级");
this.showSmallTip(tab?.node ?? null, "该天赋已满级");
return;
}
const cost = getTalentUpgradeCost(lv);
if (cost <= 0) return;
if (smc.getTalentPoints() < cost) {
oops.gui.toast("天赋点不足");
this.showSmallTip(tab?.node ?? null, "天赋点不足");
return;
}
@@ -255,7 +273,7 @@ export class TalentsComp extends CCComp {
maskClose: true,
okFunc: () => {
if (!smc.upgradeTalent(uuid)) {
oops.gui.toast("天赋点不足");
this.showSmallTip(this.tabNodes.get(cfg.tier)?.node ?? null, "天赋点不足");
}
},
});