2 Commits

Author SHA1 Message Date
panw
58ac41feb0 refactor(heroSkill): 重构英雄技能描述生成逻辑
1. 新增完整的文件注释和职责说明
2. 拆分出buildEffectDesc函数生成技能效果描述
3. 替换硬编码的触发名称为模板化的SkillTriggerDesc
4. 支持覆盖技能参数mergeSkillParams
5. 优化三种类型技能的处理流程,输出标准格式描述
2026-05-25 17:01:16 +08:00
panw
e846e6408c feat(hero-info): 实现自动生成英雄技能描述文本
新增HeroSkillDesc工具类动态生成技能描述字符串
修正heroSet.ts中的技能触发器描述文本
优化HInfoComp组件替换硬编码的英雄信息
完善hnode预制体的info标签配置与样式
2026-05-25 17:01:04 +08:00
5 changed files with 261 additions and 25 deletions

View File

@@ -54,18 +54,18 @@
],
"_active": true,
"_components": [
{
"__id__": 444
},
{
"__id__": 446
},
{
"__id__": 448
},
{
"__id__": 450
}
],
"_prefab": {
"__id__": 450
"__id__": 452
},
"_lpos": {
"__type__": "cc.Vec3",
@@ -9594,18 +9594,18 @@
],
"_active": true,
"_components": [
{
"__id__": 437
},
{
"__id__": 439
},
{
"__id__": 441
},
{
"__id__": 443
}
],
"_prefab": {
"__id__": 443
"__id__": 445
},
"_lpos": {
"__type__": "cc.Vec3",
@@ -9827,10 +9827,13 @@
"_components": [
{
"__id__": 434
},
{
"__id__": 436
}
],
"_prefab": {
"__id__": 436
"__id__": 438
},
"_lpos": {
"__type__": "cc.Vec3",
@@ -9889,6 +9892,74 @@
"__type__": "cc.CompPrefabInfo",
"fileId": "e5AR/R3blDqZJioB55xQMd"
},
{
"__type__": "cc.Label",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 433
},
"_enabled": true,
"__prefab": {
"__id__": 437
},
"_customMaterial": null,
"_srcBlendFactor": 2,
"_dstBlendFactor": 4,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_string": "label",
"_horizontalAlign": 0,
"_verticalAlign": 1,
"_actualFontSize": 21,
"_fontSize": 20,
"_fontFamily": "Arial",
"_lineHeight": 40,
"_overflow": 2,
"_enableWrapText": true,
"_font": null,
"_isSystemFontUsed": true,
"_spacingX": 0,
"_isItalic": false,
"_isBold": true,
"_isUnderline": false,
"_underlineHeight": 2,
"_cacheMode": 0,
"_enableOutline": true,
"_outlineColor": {
"__type__": "cc.Color",
"r": 0,
"g": 0,
"b": 0,
"a": 255
},
"_outlineWidth": 2,
"_enableShadow": false,
"_shadowColor": {
"__type__": "cc.Color",
"r": 0,
"g": 0,
"b": 0,
"a": 255
},
"_shadowOffset": {
"__type__": "cc.Vec2",
"x": 2,
"y": 2
},
"_shadowBlur": 2,
"_id": ""
},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "a4aoaDD+FBU6Rtemm9p9yx"
},
{
"__type__": "cc.PrefabInfo",
"root": {
@@ -9912,7 +9983,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 438
"__id__": 440
},
"_contentSize": {
"__type__": "cc.Size",
@@ -9940,7 +10011,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 440
"__id__": 442
},
"_alignFlags": 0,
"_target": null,
@@ -9976,7 +10047,7 @@
},
"_enabled": false,
"__prefab": {
"__id__": 442
"__id__": 444
},
"_resizeMode": 1,
"_layoutType": 3,
@@ -10027,7 +10098,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 445
"__id__": 447
},
"_contentSize": {
"__type__": "cc.Size",
@@ -10055,7 +10126,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 447
"__id__": 449
},
"icon_node": {
"__id__": 105
@@ -10100,7 +10171,7 @@
},
"_enabled": true,
"__prefab": {
"__id__": 449
"__id__": 451
},
"_alignFlags": 44,
"_target": null,

View File

@@ -0,0 +1,142 @@
/**
* @file HeroSkillDesc.ts
* @description 英雄技能描述生成器
*
* 职责:
* 将英雄配置heroInfo中的特殊触发技能转换为可读的描述文本
* 供 HInfoComp 的 info_node 显示。每行一个技能,用换行符连接。
*
* 生成格式:
* {触发条件} → {技能名} {效果描述}
* 例: "受击2次 → 护盾 护盾2次"
* 例: "攻击1次 → 攻击强化 全体友方攻击力提升5点持续1次"
* 例: "场上存活 → 攻击加成 英雄攻击力+20%"
*
* 依赖:
* - heroSet → SkillTriggerDesc触发条件模板、SkillTriggerType触发类型枚举、heroInfo
* - SkillSet → SkillSet技能基础配置、mergeSkillParams合并覆盖参数、SkillKind技能类型枚举
* - FieldSkillSet驻场技能配置
*/
import { heroInfo, SkillTriggerDesc, SkillTriggerType } from "./heroSet";
import { FieldSkillSet, mergeSkillParams, SkillKind, SkillOverrides, SkillSet } from "./SkillSet";
/**
* 需要遍历的触发技能类型列表(不含 Field 和 Revive这两者结构不同需单独处理
* Field → number[](驻场技能 uuid 列表)
* Revive → { s_uuid, r_num, upr }(单个对象)
*/
const TRIGGER_KEYS: SkillTriggerType[] = [
SkillTriggerType.Call, // 召唤时触发
SkillTriggerType.Dead, // 死亡时触发
SkillTriggerType.FStart, // 战斗开始时触发
SkillTriggerType.FEnd, // 战斗结束时触发
SkillTriggerType.Atking, // 攻击后触发
SkillTriggerType.Atked, // 受击后触发
];
/**
* 根据合并后的技能配置生成效果描述文本
*
* 按 SkillKind 分类输出:
* - Heal → "治疗伙伴{ap}"
* - Shield → "护盾{ap}次"ap 表示可抵挡次数)
* - Gold → "金币+{gold}"
* - Support → 直接使用技能自身的 info 字段(如"全体友方攻击力提升5点持续1次"
* - Damage → "伤害{ap}%" + 可选的暴击/冰冻/击退/多段附加描述
*
* @param skill 经过 mergeSkillParams 合并 overrides 后的完整技能配置
* @returns 效果描述字符串,各部分用空格连接
*/
function buildEffectDesc(skill: ReturnType<typeof mergeSkillParams>): string {
const parts: string[] = [];
const kind = skill.kind;
if (kind === SkillKind.Heal) {
// 治疗类ap 为治疗量
parts.push(`治疗伙伴${skill.ap}`);
} else if (kind === SkillKind.Shield) {
// 护盾类ap 为可抵挡的攻击次数
parts.push(`护盾${skill.ap}`);
} else if (kind === SkillKind.Gold) {
// 金币类gold 为获取金币数
parts.push(`金币+${skill.gold ?? 0}`);
} else if (kind === SkillKind.Support) {
// 辅助类buff直接使用技能的 info 描述文案
parts.push(String(skill.info));
} else if (kind === SkillKind.Damage || kind === undefined) {
// 伤害类(含无 kind 的默认技能ap 为攻击力百分比
parts.push(`伤害${skill.ap}%`);
// 多段伤害
if (skill.hit_count > 1) parts.push(`${skill.hit_count}`);
// 附加暴击率
if (skill.crt) parts.push(`暴击+${skill.crt}%`);
// 附加冰冻概率
if (skill.frz) parts.push(`冰冻+${skill.frz}%`);
// 附加击退概率
if (skill.bck) parts.push(`击退+${skill.bck}%`);
}
return parts.join(" ");
}
/**
* 将英雄的特殊触发技能配置转换为可读描述文本
*
* 处理流程:
* 1. 遍历 6 种触发类型call/dead/fstart/fend/atking/atked从 hero[key] 取出
* {s_uuid, t_num, overrides?}[],通过 s_uuid 查 SkillSet 获取技能基础配置,
* 用 mergeSkillParams 合并 overrides 得到实际参数,再拼成一行描述。
* 2. 单独处理 field驻场技能从 FieldSkillSet 查找配置,输出光环效果。
* 3. 单独处理 revive复活技能结构与上述不同是单个对象而非数组。
*
* 输出示例5006 疾风刺客):
* "攻击1次 → 攻击强化 全体友方攻击力提升5点持续1次
* 死亡时 → 攻击强化 全体友方攻击力提升8点持续1次"
*
* @param hero 英雄静态配置HeroInfo 中的条目)
* @returns 多行技能描述文本,每行一个技能,用 \n 分隔
*/
export function buildSkillDesc(hero: heroInfo): string {
const lines: string[] = [];
// ---- 第一步:处理 6 种标准触发技能(结构均为 {s_uuid, t_num, overrides?}[] ----
for (const key of TRIGGER_KEYS) {
const arr = hero[key] as { s_uuid: number; t_num: number; overrides?: SkillOverrides }[] | undefined;
if (!arr?.length) continue;
// 从 SkillTriggerDesc 取模板,如 "攻击n次"、"受击n次"、"召唤时" 等
const tpl = SkillTriggerDesc[key] ?? key;
for (const item of arr) {
// 通过 s_uuid 查找技能基础配置
const base = SkillSet[item.s_uuid];
if (!base) continue;
// 合并 overrides 得到实际技能参数ap/hit_count/crt/frz/bck 等可能被覆盖)
const skill = mergeSkillParams(base, item.overrides);
// 将模板中的 "n" 替换为实际触发次数
const trigger = tpl.replace("n", String(item.t_num));
lines.push(`${trigger}${base.name} ${buildEffectDesc(skill)}`);
}
}
// ---- 第二步处理驻场技能field—— 结构为 number[]uuid 指向 FieldSkillSet ----
const fieldUuids = hero[SkillTriggerType.Field] as number[] | undefined;
if (fieldUuids?.length) {
const tpl = SkillTriggerDesc[SkillTriggerType.Field] ?? "场上存活";
for (const uuid of fieldUuids) {
const fs = FieldSkillSet[uuid];
if (fs) lines.push(`${tpl}${fs.name} ${fs.info}`);
}
}
// ---- 第三步处理复活技能revive—— 结构为 {s_uuid, r_num, upr} 单个对象 ----
const revive = hero[SkillTriggerType.Revive] as { s_uuid: number; r_num: number; upr: number } | undefined;
if (revive) {
const base = SkillSet[revive.s_uuid];
if (base) {
const skill = mergeSkillParams(base);
const tpl = SkillTriggerDesc[SkillTriggerType.Revive] ?? "复活时";
lines.push(`${tpl} : ${base.name} ${buildEffectDesc(skill)}`);
}
}
return lines.join("\n");
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "de462338-a674-4ccf-b621-bb67d0d9b901",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -100,14 +100,14 @@ export const SkillTriggerName = {
}
export const SkillTriggerDesc = {
[SkillTriggerType.Call]: "召唤时:",
[SkillTriggerType.Dead]: "死亡时:",
[SkillTriggerType.FStart]: "战斗开始时:",
[SkillTriggerType.FEnd]: "战斗结束时:",
[SkillTriggerType.Field]: "驻场时:",
[SkillTriggerType.Atking]: "攻击后时:",
[SkillTriggerType.Atked]: "受击后时:",
[SkillTriggerType.Revive]: "复活时:",
[SkillTriggerType.Call]: "召唤时",
[SkillTriggerType.Dead]: "死亡时",
[SkillTriggerType.FStart]: "战斗开始时",
[SkillTriggerType.FEnd]: "战斗结束时",
[SkillTriggerType.Field]: "场上存活",
[SkillTriggerType.Atking]: "攻击n次",
[SkillTriggerType.Atked]: "受击n次",
[SkillTriggerType.Revive]: "复活时",
}
/**

View File

@@ -28,6 +28,7 @@ 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";
import { GameEvent } from "../common/config/GameEvent";
import { oops } from "db://oops-framework/core/Oops";
import { UIID } from "../common/config/GameUIConfig";
@@ -176,6 +177,10 @@ export class HInfoComp extends CCComp {
this.hpLabel.string = `${hp}`;
if (this.hpPlusLabel) this.hpPlusLabel.node.active = false;
}
if (this.infoLabel) {
this.infoLabel.string = buildSkillDesc(hero);
}
}
/** 是否正在关闭中,防止重复调用 remove */
@@ -277,7 +282,7 @@ export class HInfoComp extends CCComp {
// ---- 技能信息标签 ----
if (this.infoLabel) {
const heroData = HeroInfo[heroUuid];
this.infoLabel.string = heroData?.info ?? "";
this.infoLabel.string = heroData ? buildSkillDesc(heroData) : "";
}
// ---- 数值标签 ----
@@ -327,7 +332,16 @@ export class HInfoComp extends CCComp {
this.nameLabel = this.Name_node.getComponent(Label) || this.Name_node.getComponentInChildren(Label);
}
if (!this.infoLabel && this.info_node) {
this.infoLabel = this.info_node.getComponent(Label) || this.info_node.getComponentInChildren(Label);
this.infoLabel = this.info_node.getComponentInChildren(Label);
if (!this.infoLabel) {
const child = this.info_node.children[0] || this.info_node;
this.infoLabel = child.getComponent(Label) || child.addComponent(Label);
this.infoLabel.fontSize = 20;
this.infoLabel.lineHeight = 28;
this.infoLabel.overflow = Label.Overflow.SHRINK;
this.infoLabel.horizontalAlign = Label.HorizontalAlign.LEFT;
this.infoLabel.verticalAlign = Label.VerticalAlign.TOP;
}
}
if (!this.apLabel && this.ap_node) {
this.apLabel = this.ap_node.getChildByName("val")?.getComponent(Label) || null;