Files
pixelheros/assets/script/game/hero/hit-flash-white/scripts/FlashSprite.ts
panFD b31d870d90 feat(boss): tint boss outline green in phase 2 and red in phase 3
Add FlashSprite.setPhaseOutline (P1 default / P2 green / P3 red) and drive it from BossPhaseSystem.onPhaseEnter; reset outline on pooled boss reuse so stale tint never leaks to the next owner. Red outline material asset must be created in editor (copy green, tint red) and bound to FlashSprite.outlineMatRed.
2026-10-10 00:25:23 +08:00

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import { _decorator, color, Component, Material, Node, Sprite } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('FlashSprite')
export class FlashSprite extends Component {
@property(Material)
hitFlashMaterial: Material | null = null;
@property({ type: Material, tooltip: '绿色描边材质(2级)' })
outlineMatGreen: Material | null = null;
@property({ type: Material, tooltip: '蓝色描边材质(3级)' })
outlineMatBlue: Material | null = null;
@property({ type: Material, tooltip: '紫色描边材质(4级)' })
outlineMatPurple: Material | null = null;
@property({ type: Material, tooltip: '黄色描边材质(5级)' })
outlineMatYellow: Material | null = null;
@property({ type: Material, tooltip: '红色描边材质(Boss阶段3)' })
outlineMatRed: Material | null = null;
orginalFlashMaterial: Material | null = null;
defaultMaterial: Material | null = null; // 缓存最原始的无描边材质
sprite: Sprite | null = null;
start() {
this.sprite = this.node.getComponent(Sprite);
// 记录最初的默认材质(无描边)
if (this.sprite) {
this.defaultMaterial = this.sprite.getRenderMaterial(0);
if (!this.orginalFlashMaterial) {
this.orginalFlashMaterial = this.defaultMaterial;
}
}
}
/**
* 根据英雄等级设置描边材质
* @param level 英雄等级 (1=无描边, 2=绿, 3=蓝, 4=紫, 5=黄)
*/
public setOutlineByLevel(level: number) {
if (!this.sprite) {
this.sprite = this.node.getComponent(Sprite);
}
let targetMat: Material | null = null;
if (level === 2) {
targetMat = this.outlineMatGreen;
} else if (level === 3) {
targetMat = this.outlineMatBlue;
} else if (level === 4) {
targetMat = this.outlineMatPurple;
} else if (level >= 5) {
targetMat = this.outlineMatYellow;
} else {
// 1级或异常情况,使用最原始的无描边材质
targetMat = this.defaultMaterial;
}
if (targetMat && this.sprite) {
// 更新基础材质,确保闪白结束后恢复到这个描边材质
this.orginalFlashMaterial = targetMat;
this.sprite.setSharedMaterial(targetMat, 0);
}
}
/**
* 设置 Boss 阶段描边(与等级描边互斥,阶段优先)
* @param phase 阶段索引 0=P1(无描边/恢复默认) 1=P2(绿) 2=P3(红)
*/
public setPhaseOutline(phase: number) {
if (!this.sprite) {
this.sprite = this.node.getComponent(Sprite);
}
let targetMat: Material | null = null;
if (phase === 1) {
targetMat = this.outlineMatGreen;
} else if (phase >= 2) {
targetMat = this.outlineMatRed;
} else {
// P1 / 复位:恢复最原始的无描边材质
targetMat = this.defaultMaterial;
}
if (targetMat && this.sprite) {
this.orginalFlashMaterial = targetMat;
this.sprite.setSharedMaterial(targetMat, 0);
}
}
public clickFlash() {
if (!this.sprite || !this.hitFlashMaterial) return;
this.sprite.setSharedMaterial(this.hitFlashMaterial, 0);
this.scheduleOnce(() => {
if (this.sprite && this.orginalFlashMaterial) {
this.sprite.setSharedMaterial(this.orginalFlashMaterial, 0);
}
}, 0.1);
}
}