/** * @file TalentsComp.ts * @description 天赋加点页组件(UI 视图层) * * 职责: * 1. 三阶页签(Ⅰ 基础 / Ⅱ 专精 / Ⅲ 超强)状态机:单屏聚焦当前阶位的迷你天赋卡。 * 2. 页签常显解锁进度(前阶投入 x/10),点击天赋卡弹出 CommonPrompt 确认加点(smc.upgradeTalent)。 * 3. 监听 GameEvent.TALENT_UPDATE 全量重渲染(23 条卡片,无需虚拟列表)。 * 4. 看广告重置入口:CommonPrompt 二次确认后调 smc.resetTalents() 退还全部点数。 * * 依赖: * - TalentSet(TalentSet/TalentTier/isTalentTierUnlocked/getTalentTierInvestedPoints)—— 配置与阶位校验 * - TalentItemComp —— 单张迷你升级卡 * - smc —— 天赋等级表/点数/升级/重置 */ import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, ProgressBar, UITransform } 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 { TalentSet, TalentTier, TALENT_TIER_UNLOCK_THRESHOLD, getTalentDisplayText, getTalentLevelExp, getTalentTierInvestedPoints, getTalentUpgradeCost, isTalentTierUnlocked, } from "../common/config/TalentSet"; import { GameEvent } from "../common/config/GameEvent"; import { UIID } from "../common/config/GameUIConfig"; import { TalentItemComp } from "./TalentItemComp"; import { smc } from "../common/SingletonModuleComp"; import { oops } from "db://oops-framework/core/Oops"; const { ccclass, property } = _decorator; /** 阶位页签展示文案(锁定态追加投入进度) */ const TIER_TAB_TEXT: Record = { [TalentTier.Basic]: { title: "Ⅰ 基础", lockName: "一阶" }, [TalentTier.Specialized]: { title: "Ⅱ 专精", lockName: "一阶" }, [TalentTier.Super]: { title: "Ⅲ 超强", lockName: "二阶" }, }; /** 阶位页签选中高亮子节点名(可选,编辑器侧搭建) */ const TAB_SELECTED_CHILD = "sp_on"; /** 阶位页签锁定图标子节点名(可选;阶位未解锁时显示) */ 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"; /** TalentsComp —— 天赋加点页组件(阶位 Tab 单屏聚焦) */ @ccclass('TalentsComp') @ecs.register('Talents', false) export class TalentsComp extends CCComp { @property({ type: Node, tooltip: "当前阶位卡片列表容器(ScrollView content,Grid 三列)" }) talents_content: Node = null!; @property({ type: Prefab, tooltip: "迷你天赋卡预制(TalentItemComp)" }) prefab_talent_item: Prefab = null!; @property({ type: Label, tooltip: "页头可用天赋点" }) lbl_points: Label = null!; @property({ type: Label, tooltip: "天赋等级文案(Lv.x 样式)" }) lbl_lv: Label = null!; @property({ type: ProgressBar, tooltip: "当前等级经验进度条" }) progress_exp: ProgressBar = null!; @property({ type: Node, tooltip: "一阶页签节点" }) tab_basic: Node = null!; @property({ type: Node, tooltip: "二阶页签节点" }) tab_special: Node = null!; @property({ type: Node, tooltip: "三阶页签节点" }) tab_super: Node = null!; @property({ type: Label, tooltip: "一阶页签文案" }) lbl_tab_basic: Label = null!; @property({ type: Label, tooltip: "二阶页签文案" }) lbl_tab_special: Label = null!; @property({ type: Label, tooltip: "三阶页签文案" }) lbl_tab_super: Label = null!; @property({ type: Node, tooltip: "看广告重置按钮" }) btn_reset: Node = null!; /** 当前选中的阶位(首次进入默认为已解锁的最高阶,之后由玩家切换) */ private curTier: TalentTier = TalentTier.Basic; /** 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 = 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 }); for (const [tier, tab] of this.tabNodes) { tab.node?.on(NodeEventType.TOUCH_END, () => this.selectTier(tier), this); } this.btn_reset?.on(NodeEventType.TOUCH_END, this.onResetTap, this); } protected onEnable(): void { // 升级/重置/加点变动统一走 TALENT_UPDATE 事件驱动全量刷新 oops.message.on(GameEvent.TALENT_UPDATE, this.refreshUI, this); this.refreshUI(); } protected onDisable(): void { oops.message.off(GameEvent.TALENT_UPDATE, this.refreshUI, this); } protected onDestroy(): void { for (const [, tab] of this.tabNodes) { tab.node?.targetOff(this); } 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 */ 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(); } /** 全量刷新:页头点数 + 页签解锁进度 + 当前阶位卡片列表 */ public refreshUI(): void { if (!this.talents_content || !this.prefab_talent_item) return; const levels = smc.getTalentLevels(); if (this.lbl_points) this.lbl_points.string = `${smc.getTalentPoints()}`; // 天赋等级(Lv.x)与当前等级经验进度 const talentLv = smc.getTalentLevel(); if (this.lbl_lv) this.lbl_lv.string = `Lv.${talentLv}`; if (this.progress_exp) { const needExp = getTalentLevelExp(talentLv); // 满级后进度条显示为满 this.progress_exp.progress = needExp > 0 ? Math.min(1, smc.getTalentExp() / needExp) : 1; } // 仅首次进入时默认选中已解锁的最高阶,后续刷新保持玩家当前选择 if (!this.inited) { this.inited = true; if (isTalentTierUnlocked(levels, TalentTier.Super)) this.curTier = TalentTier.Super; else if (isTalentTierUnlocked(levels, TalentTier.Specialized)) this.curTier = TalentTier.Specialized; } this.refreshTabs(levels); this.refreshGrid(levels); } /** 页签文案 + 解锁进度 + 选中高亮(sp_on)+ 锁定图标(locked)+ 未选中态(noactive) */ private refreshTabs(levels: Record): void { for (const [tier, tab] of this.tabNodes) { const text = TIER_TAB_TEXT[tier]; const unlocked = isTalentTierUnlocked(levels, tier); if (tab.label) { if (unlocked) { tab.label.string = text.title; } else { const invested = getTalentTierInvestedPoints(levels, (tier - 1) as TalentTier); tab.label.string = `${text.title} ${invested}/${TALENT_TIER_UNLOCK_THRESHOLD}`; } } // 锁定图标:该阶未解锁时显示,解锁后隐藏(一阶恒解锁,节点可缺省) const locked = tab.node?.getChildByName(TAB_LOCKED_CHILD); if (locked) locked.active = !unlocked; const selected = tier === this.curTier; // 未选中态节点:非当前激活页签时显示(与 sp_on 选中高亮互斥) const inactive = tab.node?.getChildByName(TAB_INACTIVE_CHILD); if (inactive) inactive.active = !selected; tab.node?.getChildByName(TAB_SELECTED_CHILD)?.setPosition(0, 0); tab.node?.getChildByName(TAB_SELECTED_CHILD) && (tab.node.getChildByName(TAB_SELECTED_CHILD)!.active = selected); } } /** 重建当前阶位的卡片列表(每阶 ≤10 条,直接全量实例化) */ private refreshGrid(levels: Record): void { this.talents_content.removeAllChildren(); const unlocked = isTalentTierUnlocked(levels, this.curTier); const cfgs = Object.values(TalentSet) .filter(cfg => cfg.tier === this.curTier) .sort((a, b) => a.uuid - b.uuid); let cardHeight = 0; for (const cfg of cfgs) { const lv = levels[cfg.uuid] ?? 0; const itemNode = instantiate(this.prefab_talent_item); this.talents_content.addChild(itemNode); const comp = itemNode.getComponent(TalentItemComp); if (!comp) continue; comp.updateItem(cfg, lv, unlocked); comp.onTalentTap = (uuid: number) => this.onTalentTap(uuid); if (!cardHeight) cardHeight = itemNode.getComponent(UITransform)?.height ?? 0; } // Grid 三列手算容器高度(与旧版图鉴页口径一致,spacing 15 / 上下 padding 15) const rows = Math.ceil(cfgs.length / 3); if (cardHeight > 0 && rows > 0) { const contentHeight = rows * cardHeight + (rows - 1) * 15 + 30; const uiTransform = this.talents_content.getComponent(UITransform); if (uiTransform) uiTransform.height = contentHeight; } } /** 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 */ private onTalentTap(uuid: number): void { const cfg = TalentSet[uuid]; if (!cfg) return; const levels = smc.getTalentLevels(); 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`); return; } const lv = smc.getTalentLv(uuid); if (lv >= cfg.max_lv) { oops.gui.toast("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"); return; } // CommonPrompt 确认加点(UIID.Window) oops.gui.open(UIID.Window, { title: "天赋加点", content: `${cfg.name} Lv.${lv} → Lv.${lv + 1}\n消耗 ${cost} 点天赋点,获得 ${getTalentDisplayText(cfg, 1)}。是否加点?`, okWord: "加点", cancelWord: "取消", needCancel: true, maskClose: true, okFunc: () => { if (!smc.upgradeTalent(uuid)) { oops.gui.toast("天赋点不足"); } }, }); } /** 看广告重置入口:CommonPrompt 二次确认(广告接入前先直接确认重置) */ private onResetTap(): void { oops.gui.open(UIID.Window, { title: "重置天赋", content: "观看广告后重置所有天赋等级,并全额退还已消耗的天赋点。是否继续?", okWord: "重置", cancelWord: "取消", needCancel: true, okFunc: () => smc.resetTalents(), }); } /** ECS 组件移除时销毁节点 */ reset() { this.node.destroy(); } }