import { _decorator, Node, Sprite, 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 { CardTriggerType } from "../common/config/CardSet"; import { EquipPoolList } from "../common/config/EquipSet"; import { SkillSet, FieldSkillSet } from "../common/config/SkillSet"; import { FieldEntry } from "../common/config/heroSet"; import { smc } from "../common/SingletonModuleComp"; const { ccclass, property } = _decorator; /** * 技能小图标组件 * * 由 MissSkillsComp.addSkill() 实例化并初始化。 * 在战场上以图标 + 剩余次数的形式呈现。 */ @ccclass('SSkillBoxComp') @ecs.register('SSkillBoxComp', false) export class SSkillBoxComp extends CCComp { /** 技能图标节点 */ @property({ type: Node }) private icon_node: Node = null; /** 技能图标节点:下面有 green blue purple red yellow 5个不同颜色节点*/ @property({ type: Node }) private bg_node: Node = null; /** 技能等级标签 */ @property(Label) private lv_label: Label = null; /** 锁定遮罩节点(active 时表示技能未激活) */ @property({ type: Node }) private locked: Node = null; /** 技能 UUID */ private s_uuid: number = 0; /** 卡牌等级 */ private card_lv: number = 1; /** 卡牌自定义图标ID(优先级最高,未定义则按 trigger_type 自动取) */ private card_icon?: string; /** 触发类型(默认即时,保持向后兼容) */ private trigger_type: CardTriggerType = CardTriggerType.Instant; /** 驻场技能词条列表(uuid 指向 FieldSkillSet 底座,value 为生效数值) */ public field: FieldEntry[] = []; /** * 初始化技能卡效果: * 1. 从 EquipPoolList 查询装备卡的触发配置(含 trigger_type)。 * 2. 更新 UI 显示(图标 + 次数)。 * * @param uuid 卡牌 UUID * @param card_lv 技能卡等级 */ init(uuid: number, card_lv: number) { this.card_lv = card_lv; // 装备卡配置已迁移至 EquipPoolList const config = EquipPoolList.find(c => c.uuid === uuid); if (config) { this.s_uuid = config.skill ?? uuid; // 获取实际的技能 UUID this.card_icon = config.icon; // 保存卡牌自定义图标(优先级最高) this.trigger_type = config.trigger_type ?? CardTriggerType.Instant; } else { this.s_uuid = uuid; } this.updateUI(); } /** * 设置技能激活状态: * - locked = true → 显示锁定遮罩,技能未激活 * - locked = false → 隐藏锁定遮罩,技能已激活 */ setLocked(locked: boolean) { if (this.locked) { this.locked.active = locked; } } /** * 根据技能等级切换 bg_node 下的颜色子节点显示。 * 等级与颜色对应关系(技能卡 wave 档位): * card_lv 1 (wave 1) → green * card_lv 2 (wave 5) → blue * card_lv 3 (wave 8) → purple */ private updateBgNode() { if (!this.bg_node) return; const lvToColor: Record = { 1: "green", 2: "blue", 3: "purple", }; const targetColor = lvToColor[this.card_lv]; this.bg_node.children.forEach(child => { child.active = (child.name === targetColor); }); } /** * 更新 UI: * - 背景:根据技能等级切换对应颜色子节点显示 * - 图标:从 uicons 图集获取 * - 等级标签:显示技能卡等级 */ updateUI() { // 按技能等级切换背景颜色节点(与 getLvColor 等级配色一致) this.updateBgNode(); // 加载技能图标 if (this.icon_node) { // 优先使用卡牌自定义 icon;未定义则按 trigger_type 自动取 let iconId: string | undefined = this.card_icon; if (!iconId) { if (this.trigger_type === CardTriggerType.Interval) { iconId = this.s_uuid ? SkillSet[this.s_uuid]?.icon : undefined; } else if (this.trigger_type === CardTriggerType.Field) { const fieldUuid = this.field?.[0]?.uuid; iconId = fieldUuid ? FieldSkillSet[fieldUuid]?.icon : undefined; } } if (this.icon_node && this.icon_node.isValid) { let sprite = this.icon_node.getComponent(Sprite) || this.icon_node.addComponent(Sprite); if (smc.uiconsAtlas && iconId) { const frame = smc.uiconsAtlas.getSpriteFrame(iconId); sprite.spriteFrame = frame || null; // 取不到时清空,避免残留 } else { sprite.spriteFrame = null; } } } // 显示技能等级 if (this.lv_label) { this.lv_label.string = `${this.card_lv}`; } } /** ECS 组件移除时销毁节点 */ reset() { if (this.node && this.node.isValid) { this.node.destroy(); } } }