Files
pixelheros/assets/script/game/skill/TooltipCom.ts
panFD 95a8c0e1d6 refactor(skill tooltip): 移除技能提示的触发类型相关参数
1.  移除TooltipCom中triggerType相关属性和setupTriggerBg方法
2.  简化各层调用时的triggerType参数传递
3.  删除未使用的SkillTriggerType导入
2026-09-07 21:05:01 +08:00

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TypeScript
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import { _decorator, Collider2D, Contact2DType, v3, IPhysics2DContact, Vec3, tween, Label, resources, SpriteFrame, Sprite, UIOpacity, Color, math, Tween, Node } 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 { SkillSet } from "../common/config/SkillSet";
import { FacSet, TooltipTypes } from "../common/config/GameSet";
import { Tooltip } from "./Tooltip";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('TooltipCom')
@ecs.register('TooltipView', false)
export class TooltipCom extends CCComp {
stype: number = 1; // 1:减少生命值,2:增加生命值,3:技能图标
value: string = "";
s_uuid: number = 1001;
fac: number = FacSet.MON;
/** DoT 飘字需激活的 debuff 图标节点名(loss_life/hp/debuff 下的子节点,如 FireDamage);空串=普通伤害 */
debuffIcon: string = "";
// 动画参数配置
private readonly popDuration = 0.15;
private readonly driftDuration = 0.5;
private readonly fadeDuration = 0.2;
private _uiOpacity: UIOpacity | null = null;
start() {
// 首次加载时如果未手动调用 init,则自动初始化(防止直接挂载场景的情况)
// 但在当前架构下,Tooltip 都是通过 Tooltip.load 创建的,所以 start 可以留空或仅做基本检查
}
/** 初始化并播放动画 */
init(type: number, value: string, uuid: number, fac: number = FacSet.MON, debuffIcon: string = "") {
this.stype = type;
this.value = value;
this.s_uuid = uuid;
this.fac = fac;
this.debuffIcon = debuffIcon;
// 初始化或获取 UIOpacity 组件
this._uiOpacity = this.node.getComponent(UIOpacity);
if (!this._uiOpacity) {
this._uiOpacity = this.node.addComponent(UIOpacity);
}
this._uiOpacity.opacity = 255;
// 检测父节点翻转
let sx = 1;
if (this.node.parent && this.node.parent.scale.x < 0) {
sx = -1;
}
// 🔥 关键修复:停止当前节点和 UIOpacity 上的所有缓动
Tween.stopAllByTarget(this.node);
if (this._uiOpacity) {
Tween.stopAllByTarget(this._uiOpacity);
this._uiOpacity.opacity = 255;
}
this.node.setScale(v3(0, 0, 1)); // 初始缩放为0
this.node.active = true; // 确保节点激活
// 重置所有子节点状态
this.node.children.forEach(child => child.active = false);
let scaleMax = 1.5;
let isCrit = false;
let isHeal = false;
// 初始随机偏移,防止完全重叠
const offsetX = (Math.random() - 0.5) * 40;
// 设置极高的渲染层级,防止被怪物遮挡
const topSiblingIndex = 9999;
// 临时变量,存储当前Y坐标,方便统一处理。增加60的Y轴基础偏移,防止伤害飘字等遮挡血条
let currentY = this.node.position.y + 60;
switch (this.stype) {
case TooltipTypes.life: // 普通伤害
this.node.setPosition(v3(this.node.position.x + offsetX, currentY));
this.node.setSiblingIndex(topSiblingIndex);
this.setupLabel(this.fac === FacSet.HERO ? "hloss" : "loss_life", "hp", this.value);
this.setupDebuffIcon(); // DoT 伤害时点亮 loss_life/hp/debuff 下的对应图标
scaleMax = 1.5;
break;
case TooltipTypes.health: // 治疗
this.node.setPosition(v3(this.node.position.x + offsetX, currentY));
this.node.setSiblingIndex(topSiblingIndex);
this.setupLabel("add_life", "hp", this.value);
isHeal = true;
break;
case TooltipTypes.addmp: // 回蓝
this.node.setPosition(v3(this.node.position.x + offsetX, currentY));
this.node.setSiblingIndex(topSiblingIndex);
this.setupLabel("add_mp", "mp", this.value);
isHeal = true;
break;
case TooltipTypes.crit: // 暴击
this.node.setPosition(v3(this.node.position.x + offsetX, currentY));
this.node.setSiblingIndex(topSiblingIndex + 100); // 暴击层级更高
this.setupLabel("bloss", "hp", this.value);
scaleMax = 3.0; // 暴击放大
isCrit = true;
break;
case TooltipTypes.skill:
const skillConfig = SkillSet[this.s_uuid];
const skillName = skillConfig ? skillConfig.name : "";
this.setupLabel("skill", "name", skillName + this.value);
// 技能喊话基于 load 传入位置再抬高 50,避免遮挡角色
this.node.setPosition(v3(this.node.position.x, this.node.position.y + 50));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.uskill:
this.setupLabel("uskill", "name", this.value);
this.node.setPosition(v3(this.node.position.x, currentY + 30));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.lvup:
this.node.getChildByName("lvup").active = true;
this.node.setPosition(v3(this.node.position.x, currentY - 30));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.apup:
this.setupLabel("apup", "num", "+" + this.value);
this.node.setPosition(v3(this.node.position.x, currentY - 60));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.hpup:
this.setupLabel("hpup", "num", "+" + this.value);
this.node.setPosition(v3(this.node.position.x, currentY - 60));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.shield: // 护盾减免
this.node.setPosition(v3(this.node.position.x + offsetX, currentY));
this.node.setSiblingIndex(topSiblingIndex);
this.setupLabel("add_life", "hp", "0");
isHeal = true;
break;
case TooltipTypes.miss: // 闪避
this.node.setPosition(v3(this.node.position.x + offsetX, currentY));
this.node.setSiblingIndex(topSiblingIndex);
this.setupLabel("add_life", "hp", "闪避");
isHeal = true;
break;
}
this.playAnimation(scaleMax, isCrit, isHeal, sx);
}
private setupLabel(nodeName: string, labelNodeName: string, text: string) {
const node = this.node.getChildByName(nodeName);
if (node) {
node.active = true;
const label = node.getChildByName(labelNodeName)?.getComponent(Label);
if (label) label.string = text;
}
}
/**
* DoT 伤害飘字:激活 loss_life/hp/debuff 下指定的 debuff 图标子节点。
* 仅怪物普通伤害(loss_life)路径调用;debuffIcon 为空或未找到节点时静默跳过。
*/
private setupDebuffIcon() {
if (!this.debuffIcon) return;
const debuffNode = this.node.getChildByName("loss_life")?.getChildByName("hp")?.getChildByName("debuff");
if (!debuffNode) return;
// 先全部隐藏(对象池复用防残留),再点亮目标图标
for (const child of debuffNode.children) {
child.active = child.name === this.debuffIcon;
}
}
playAnimation(scaleMax: number, isCrit: boolean, isHeal: boolean, sx: number = 1) {
// 随机 X 轴偏移 (防止重叠)
const randomX = (Math.random() - 0.5) * 60;
const moveY = 80;
const t = tween(this.node);
// 1. 爆发阶段 (Pop)
t.to(this.popDuration, { scale: v3(sx * scaleMax, scaleMax, 1) }, { easing: 'backOut' });
const isSkill = this.stype === TooltipTypes.skill;
if (isSkill) {
// 技能类型的提示:回弹后稍作停留,然后原地快速淡出
t.to(this.popDuration, { scale: v3(sx * 1.2, 1.2, 1) });
t.delay(0.2);
t.parallel(
tween(this._uiOpacity).to(this.fadeDuration, { opacity: 0 })
);
} else {
// 2. 漂移阶段 (Drift) & 3. 淡出 (Fade)
// 其他类型提示:并行执行恢复缩放、位移和淡出
t.parallel(
tween(this.node).to(this.popDuration, { scale: v3(sx * 1.2, 1.2, 1) }), // 回弹到正常大小 (稍微放大)
tween(this.node).by(this.driftDuration, { position: v3(isHeal ? 0 : randomX, moveY, 0) }, { easing: 'sineOut' }), // 治疗垂直飘,其他随机飘
tween(this._uiOpacity).delay(this.driftDuration - this.fadeDuration).to(this.fadeDuration, { opacity: 0 }) // 最后阶段淡出
);
}
// 结束销毁
t.call(() => {
// this.ent.destroy(); // 不要销毁实体,而是直接回收节点
Tooltip.put(this.node);
}).start();
}
update(deltaTime: number) {
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
// 使用对象池回收
Tooltip.put(this.node);
}
}