1. 新增SSkillBoxComp技能小图标组件,支持技能展示与状态控制 2. 优化CardLiteComp选中态动画,改为缩放高亮效果 3. 为英雄列表、任务主页添加顶部栏显示控制逻辑 4. 调整部分预制件布局与节点配置
149 lines
5.2 KiB
TypeScript
149 lines
5.2 KiB
TypeScript
import { _decorator, Node, Sprite, Label } 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 { CardTriggerType } from "../common/config/CardSet";
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import { EquipPoolList } from "../common/config/EquipSet";
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import { SkillSet, FieldSkillSet } from "../common/config/SkillSet";
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import { FieldEntry } from "../common/config/heroSet";
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import { smc } from "../common/SingletonModuleComp";
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const { ccclass, property } = _decorator;
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/**
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* 技能小图标组件
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*
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* 由 MissSkillsComp.addSkill() 实例化并初始化。
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* 在战场上以图标 + 剩余次数的形式呈现。
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*/
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@ccclass('SSkillBoxComp')
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@ecs.register('SSkillBoxComp', false)
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export class SSkillBoxComp extends CCComp {
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/** 技能图标节点 */
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@property({ type: Node })
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private icon_node: Node = null;
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/** 技能图标节点:下面有 green blue purple red yellow 5个不同颜色节点*/
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@property({ type: Node })
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private bg_node: Node = null;
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/** 技能等级标签 */
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@property(Label)
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private lv_label: Label = null;
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/** 锁定遮罩节点(active 时表示技能未激活) */
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@property({ type: Node })
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private locked: Node = null;
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/** 技能 UUID */
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private s_uuid: number = 0;
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/** 卡牌等级 */
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private card_lv: number = 1;
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/** 卡牌自定义图标ID(优先级最高,未定义则按 trigger_type 自动取) */
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private card_icon?: string;
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/** 触发类型(默认即时,保持向后兼容) */
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private trigger_type: CardTriggerType = CardTriggerType.Instant;
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/** 驻场技能词条列表(uuid 指向 FieldSkillSet 底座,value 为生效数值) */
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public field: FieldEntry[] = [];
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/**
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* 初始化技能卡效果:
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* 1. 从 EquipPoolList 查询装备卡的触发配置(含 trigger_type)。
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* 2. 更新 UI 显示(图标 + 次数)。
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*
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* @param uuid 卡牌 UUID
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* @param card_lv 技能卡等级
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*/
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init(uuid: number, card_lv: number) {
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this.card_lv = card_lv;
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// 装备卡配置已迁移至 EquipPoolList
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const config = EquipPoolList.find(c => c.uuid === uuid);
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if (config) {
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this.s_uuid = config.skill ?? uuid; // 获取实际的技能 UUID
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this.card_icon = config.icon; // 保存卡牌自定义图标(优先级最高)
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this.trigger_type = config.trigger_type ?? CardTriggerType.Instant;
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} else {
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this.s_uuid = uuid;
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}
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this.updateUI();
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}
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/**
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* 设置技能激活状态:
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* - locked = true → 显示锁定遮罩,技能未激活
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* - locked = false → 隐藏锁定遮罩,技能已激活
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*/
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setLocked(locked: boolean) {
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if (this.locked) {
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this.locked.active = locked;
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}
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}
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/**
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* 根据技能等级切换 bg_node 下的颜色子节点显示。
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* 等级与颜色对应关系(技能卡 wave 档位):
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* card_lv 1 (wave 1) → green
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* card_lv 2 (wave 5) → blue
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* card_lv 3 (wave 8) → purple
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*/
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private updateBgNode() {
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if (!this.bg_node) return;
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const lvToColor: Record<number, string> = {
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1: "green",
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2: "blue",
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3: "purple",
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};
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const targetColor = lvToColor[this.card_lv];
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this.bg_node.children.forEach(child => {
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child.active = (child.name === targetColor);
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});
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}
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/**
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* 更新 UI:
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* - 背景:根据技能等级切换对应颜色子节点显示
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* - 图标:从 uicons 图集获取
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* - 等级标签:显示技能卡等级
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*/
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updateUI() {
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// 按技能等级切换背景颜色节点(与 getLvColor 等级配色一致)
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this.updateBgNode();
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// 加载技能图标
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if (this.icon_node) {
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// 优先使用卡牌自定义 icon;未定义则按 trigger_type 自动取
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let iconId: string | undefined = this.card_icon;
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if (!iconId) {
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if (this.trigger_type === CardTriggerType.Interval) {
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iconId = this.s_uuid ? SkillSet[this.s_uuid]?.icon : undefined;
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} else if (this.trigger_type === CardTriggerType.Field) {
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const fieldUuid = this.field?.[0]?.uuid;
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iconId = fieldUuid ? FieldSkillSet[fieldUuid]?.icon : undefined;
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}
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}
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if (this.icon_node && this.icon_node.isValid) {
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let sprite = this.icon_node.getComponent(Sprite) || this.icon_node.addComponent(Sprite);
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if (smc.uiconsAtlas && iconId) {
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const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
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sprite.spriteFrame = frame || null; // 取不到时清空,避免残留
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} else {
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sprite.spriteFrame = null;
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}
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}
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}
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// 显示技能等级
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if (this.lv_label) {
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this.lv_label.string = `${this.card_lv}`;
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}
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}
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/** ECS 组件移除时销毁节点 */
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reset() {
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if (this.node && this.node.isValid) {
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this.node.destroy();
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}
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}
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}
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