1. 重构天赋系统架构:将天赋加成与触发修正统一收敛到 HeroAttrsComp.applyTalent 2. 新增天赋触发修正字段:talent_t_num_reduce 与 talent_extra_trigger_chance 3. 重构天赋加点逻辑:统一 1 点/级,新增软前置校验 4. 优化天赋UI组件:改为编辑器静态配置驱动,重构层位展示逻辑 5. 修复技能触发判定:在 SkillTriggerHelper 中应用天赋触发修正 6. 调整天赋配置结构:改为 5 层递进解锁,新增 L4/L5 专属触发修正配置
132 lines
5.9 KiB
TypeScript
132 lines
5.9 KiB
TypeScript
/**
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* @file TalentItemComp.ts
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* @description 天赋迷你升级卡组件(UI 视图层,编辑器静态摆放)
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*
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* 职责:
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* 1. 通过编辑器配置的 uuid 自查询天赋配置 + 当前等级 + 层位解锁态,渲染迷你点选卡。
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* 2. 卡面自包含:图标 / 名称 / 当前已生效数值(Lv0 显示每级数值引导)/ 右下「当前/满级」角标。
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* 3. 层位背景:普通背景节点下挂 blue / red / yellow 三个颜色子节点,按层位映射激活其一(L1蓝 / L2红 / L3金,L4/L5 复用金)。
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* 4. 状态机:满级(MAX 金角标)/ 未激活(左上锁角标:未加点 / 层位未解锁 / 前置未满足,不做灰阶处理)。
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* 5. 点击回调上抛卡体点击,加点确认弹窗与升级校验统一由 TalentsComp 处理(单一决策点)。
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*
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* 依赖:
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* - TalentSet(TalentConfig/TalentTier/getTalentDisplayText/isTalentTierUnlocked/isTalentPrereqMet)—— 配置与校验
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* - 背景三颜色子节点(blue / red / yellow,编辑器侧搭建)
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* - smc —— 天赋等级表与图标图集(缺省回退资源目录)
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*/
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import { _decorator, CCInteger, Label, Node, NodeEventType, Sprite, SpriteFrame } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { TalentSet, TalentTier, getTalentDisplayText, isTalentPrereqMet, isTalentTierUnlocked } from "../common/config/TalentSet";
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "db://oops-framework/core/Oops";
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const { ccclass, property } = _decorator;
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/** 层位 → 背景节点下的颜色子节点名(L1蓝 / L2红 / L3金;L4/L5 复用金) */
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const TIER_BG_CHILD_NAMES: Record<number, string> = {
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[TalentTier.L1]: "blue",
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[TalentTier.L2]: "red",
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[TalentTier.L3]: "yellow",
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[TalentTier.L4]: "yellow",
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[TalentTier.L5]: "yellow",
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};
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/** TalentItemComp —— 天赋迷你升级卡组件(编辑器静态摆放,按 uuid 自驱动渲染) */
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@ccclass('TalentItemComp')
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@ecs.register('TalentItem', false)
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export class TalentItemComp extends CCComp {
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@property({ type: CCInteger, tooltip: "天赋 uuid(TalentSet key,编辑器侧配置)" })
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talent_uuid: number = 0;
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@property({ type: Label, tooltip: "天赋名称" })
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lbl_name: Label = null!;
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@property({ type: Label, tooltip: "当前已生效数值(Lv0 显示每级引导)" })
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lbl_info: Label = null!;
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@property({ type: Label, tooltip: "等级角标(当前/满级)" })
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lbl_lv: Label = null!;
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@property({ type: Sprite, tooltip: "天赋图标" })
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icon: Sprite = null!;
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@property({ type: Node, tooltip: "卡牌背景节点(下挂 blue / red / yellow 三颜色子节点,按层位激活其一)" })
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bg: Node = null!;
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@property({ type: Node, tooltip: "MAX 满级角标" })
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node_max: Node = null!;
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@property({ type: Node, tooltip: "未激活锁遮罩/锁图标(未加点、层位未解锁或前置未满足)" })
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node_lock: Node = null!;
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/** 点击回调(卡体点击上抛),由 TalentsComp 统一校验升级 */
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public onTalentTap: ((uuid: number) => void) | null = null;
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protected onLoad(): void {
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this.node.on(NodeEventType.TOUCH_END, this.onTap, this);
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}
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protected onDestroy(): void {
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this.node.off(NodeEventType.TOUCH_END, this.onTap, this);
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}
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/** 刷新迷你卡展示:按编辑器配置的 uuid 自查询配置与等级,层位/前置校验内部完成 */
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public updateItem(): void {
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const cfg = TalentSet[this.talent_uuid];
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if (!cfg) return;
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const levels = smc.getTalentLevels();
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const lv = levels[this.talent_uuid] ?? 0;
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const tierUnlocked = isTalentTierUnlocked(levels, cfg.tier);
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const prereqMet = isTalentPrereqMet(levels, cfg);
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if (this.lbl_name) this.lbl_name.string = cfg.name;
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// 卡面自包含:已加点显示当前生效数值,未加点显示每级数值引导
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if (this.lbl_info) this.lbl_info.string = getTalentDisplayText(cfg, lv);
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if (this.lbl_lv) this.lbl_lv.string = `${lv}/${cfg.max_lv}`;
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// 未激活(Lv0 / 层位未解锁 / 前置未满足):仅显示 node_lock 锁遮罩,不做灰阶处理
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const inactive = lv <= 0 || !tierUnlocked || !prereqMet;
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// 层位背景:激活对应颜色子节点(L1蓝 / L2红 / L3金)
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if (this.bg) this.applyTierBg(cfg.tier);
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// 图标:技能图标图集(gui/ui7)优先,资源目录回退(与 SCardComp 口径一致)
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if (this.icon && cfg.icon) {
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let frame: SpriteFrame | null = null;
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if (smc.skillIconsAtlas) {
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frame = smc.skillIconsAtlas.getSpriteFrame(cfg.icon);
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}
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if (!frame) {
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frame = oops.res.get("game/heros/cards/" + cfg.icon, SpriteFrame) as SpriteFrame;
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}
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if (frame) this.icon.spriteFrame = frame;
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}
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// 状态角标:满级 MAX / 未激活锁角标(置于左上角)
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if (this.node_max) this.node_max.active = lv >= cfg.max_lv;
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if (this.node_lock) this.node_lock.active = inactive;
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}
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/** 按层位激活 bg 下对应颜色子节点,其余隐藏 */
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private applyTierBg(tier: TalentTier): void {
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const curName = TIER_BG_CHILD_NAMES[tier];
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for (const [, name] of Object.entries(TIER_BG_CHILD_NAMES)) {
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const child = this.bg.getChildByName(name);
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if (!child) continue;
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child.active = name === curName;
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}
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}
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/** 卡体点击上抛 uuid,加点确认与升级校验由 TalentsComp 处理 */
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private onTap(): void {
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this.onTalentTap?.(this.talent_uuid);
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}
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/** ECS 组件移除时销毁节点(CCComp 抽象方法实现) */
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reset() {
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this.node.destroy();
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}
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}
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