1. 将天赋升级消耗从按等级索引改为按阶位统一配置 2. 调整getTalentUpgradeCost入参和计算逻辑 3. 更新天赋已投入点数的统计方式,优化计算效率 4. 修正天赋升级消耗判断的参数传递错误
303 lines
13 KiB
TypeScript
303 lines
13 KiB
TypeScript
/**
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* @file TalentsComp.ts
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* @description 天赋加点页组件(UI 视图层)
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*
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* 职责:
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* 1. 三阶页签(Ⅰ 基础 / Ⅱ 专精 / Ⅲ 超强)状态机:单屏聚焦当前阶位的迷你天赋卡。
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* 2. 页签常显解锁进度(前阶投入 x/10),点击天赋卡弹出 CommonPrompt 确认加点(smc.upgradeTalent)。
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* 3. 监听 GameEvent.TALENT_UPDATE 全量重渲染(23 条卡片,无需虚拟列表)。
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* 4. 看广告重置入口:CommonPrompt 二次确认后调 smc.resetTalents() 退还全部点数。
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*
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* 依赖:
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* - TalentSet(TalentSet/TalentTier/isTalentTierUnlocked/getTalentTierInvestedPoints)—— 配置与阶位校验
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* - TalentItemComp —— 单张迷你升级卡
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* - smc —— 天赋等级表/点数/升级/重置
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*/
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import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, ProgressBar, UITransform } 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 {
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TalentSet, TalentTier,
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TALENT_TIER_UNLOCK_THRESHOLD,
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getTalentDisplayText, getTalentLevelExp, getTalentTierInvestedPoints, getTalentUpgradeCost, isTalentTierUnlocked,
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} from "../common/config/TalentSet";
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import { GameEvent } from "../common/config/GameEvent";
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import { UIID } from "../common/config/GameUIConfig";
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import { SmallTipComp } from "./SmallTipComp";
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import { TalentItemComp } from "./TalentItemComp";
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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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/** 阶位页签展示文案(lockName 用于未解锁提示) */
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const TIER_TAB_TEXT: Record<number, { title: string; lockName: string }> = {
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[TalentTier.Basic]: { title: "基础天赋", lockName: "基础天赋" },
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[TalentTier.Specialized]: { title: "专精天赋", lockName: "基础天赋" },
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[TalentTier.Super]: { title: "传说天赋", lockName: "专精天赋" },
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};
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/** 阶位页签选中高亮子节点名(可选,编辑器侧搭建) */
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const TAB_SELECTED_CHILD = "sp_on";
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/** 阶位页签锁定图标子节点名(可选;阶位未解锁时显示) */
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const TAB_LOCKED_CHILD = "locked";
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/** 阶位页签未选中态子节点名(可选;非当前选中页签时显示) */
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const TAB_INACTIVE_CHILD = "noactive";
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/** 页签/卡片上的 smalltip 气泡节点名 */
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const SMALL_TIP_CHILD = "smalltip";
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/** TalentsComp —— 天赋加点页组件(阶位 Tab 单屏聚焦) */
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@ccclass('TalentsComp')
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@ecs.register('Talents', false)
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export class TalentsComp extends CCComp {
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@property({ type: Node, tooltip: "当前阶位卡片列表容器(ScrollView content,Grid 三列)" })
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talents_content: Node = null!;
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@property({ type: Prefab, tooltip: "迷你天赋卡预制(TalentItemComp)" })
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prefab_talent_item: Prefab = null!;
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@property({ type: Label, tooltip: "页头可用天赋点" })
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lbl_points: Label = null!;
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@property({ type: Label, tooltip: "天赋等级文案(Lv.x 样式)" })
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lbl_lv: Label = null!;
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@property({ type: ProgressBar, tooltip: "当前等级经验进度条" })
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progress_exp: ProgressBar = null!;
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@property({ type: Node, tooltip: "一阶页签节点" })
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tab_basic: Node = null!;
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@property({ type: Node, tooltip: "二阶页签节点" })
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tab_special: Node = null!;
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@property({ type: Node, tooltip: "三阶页签节点" })
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tab_super: Node = null!;
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@property({ type: Label, tooltip: "一阶页签文案" })
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lbl_tab_basic: Label = null!;
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@property({ type: Label, tooltip: "二阶页签文案" })
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lbl_tab_special: Label = null!;
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@property({ type: Label, tooltip: "三阶页签文案" })
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lbl_tab_super: Label = null!;
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@property({ type: Label, tooltip: "一阶已投入点数" })
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lbl_invest_basic: Label = null!;
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@property({ type: Label, tooltip: "二阶已投入点数" })
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lbl_invest_special: Label = null!;
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@property({ type: Label, tooltip: "三阶已投入点数" })
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lbl_invest_super: Label = null!;
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@property({ type: Node, tooltip: "看广告重置按钮" })
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btn_reset: Node = null!;
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/** 当前选中的阶位(首次进入默认为已解锁的最高阶,之后由玩家切换) */
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private curTier: TalentTier = TalentTier.Basic;
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/** 是否已完成首次默认阶位选择 */
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private inited: boolean = false;
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/** 阶位 → 页签节点/文案/投入点数/气泡 映射(onLoad 时装配) */
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private tabNodes: Map<TalentTier, { node: Node | null; label: Label | null; invest: Label | null; tip: SmallTipComp | null }> = new Map();
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protected onLoad(): void {
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this.tabNodes.set(TalentTier.Basic, { node: this.tab_basic, label: this.lbl_tab_basic, invest: this.lbl_invest_basic, tip: this.getSmallTip(this.tab_basic) });
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this.tabNodes.set(TalentTier.Specialized, { node: this.tab_special, label: this.lbl_tab_special, invest: this.lbl_invest_special, tip: this.getSmallTip(this.tab_special) });
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this.tabNodes.set(TalentTier.Super, { node: this.tab_super, label: this.lbl_tab_super, invest: this.lbl_invest_super, tip: this.getSmallTip(this.tab_super) });
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for (const [tier, tab] of this.tabNodes) {
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tab.node?.on(NodeEventType.TOUCH_END, () => this.selectTier(tier), this);
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}
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this.btn_reset?.on(NodeEventType.TOUCH_END, this.onResetTap, this);
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}
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protected onEnable(): void {
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// 升级/重置/加点变动统一走 TALENT_UPDATE 事件驱动全量刷新
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oops.message.on(GameEvent.TALENT_UPDATE, this.refreshUI, this);
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this.refreshUI();
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}
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protected onDisable(): void {
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oops.message.off(GameEvent.TALENT_UPDATE, this.refreshUI, this);
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}
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protected onDestroy(): void {
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for (const [, tab] of this.tabNodes) {
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tab.node?.targetOff(this);
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}
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this.btn_reset?.targetOff(this);
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}
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/** 切换阶位页签:锁定阶允许查看(卡片呈锁定态),不弹解锁提示 */
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private selectTier(tier: TalentTier): void {
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if (tier === this.curTier) return;
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this.curTier = tier;
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this.refreshUI();
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}
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/** 全量刷新:页头点数 + 页签解锁进度 + 当前阶位卡片列表 */
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public refreshUI(): void {
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if (!this.talents_content || !this.prefab_talent_item) return;
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const levels = smc.getTalentLevels();
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if (this.lbl_points) this.lbl_points.string = `${smc.getTalentPoints()}`;
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// 天赋等级(Lv.x)与当前等级经验进度
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const talentLv = smc.getTalentLevel();
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if (this.lbl_lv) this.lbl_lv.string = `Lv.${talentLv}`;
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if (this.progress_exp) {
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const needExp = getTalentLevelExp(talentLv);
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// 满级后进度条显示为满
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this.progress_exp.progress = needExp > 0
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? Math.min(1, smc.getTalentExp() / needExp)
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: 1;
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}
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// 仅首次进入时默认选中已解锁的最高阶,后续刷新保持玩家当前选择
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if (!this.inited) {
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this.inited = true;
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if (isTalentTierUnlocked(levels, TalentTier.Super)) this.curTier = TalentTier.Super;
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else if (isTalentTierUnlocked(levels, TalentTier.Specialized)) this.curTier = TalentTier.Specialized;
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}
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this.refreshTabs(levels);
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this.refreshGrid(levels);
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}
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/** 页签文案 + 各阶已投入点数 + 选中高亮(sp_on)+ 锁定图标(locked)+ 未选中态(noactive) */
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private refreshTabs(levels: Record<number, number>): void {
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for (const [tier, tab] of this.tabNodes) {
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const text = TIER_TAB_TEXT[tier];
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const unlocked = isTalentTierUnlocked(levels, tier);
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if (tab.label) tab.label.string = text.title;
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// 各阶已投入点数(该阶所有天赋等级之和)
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if (tab.invest) tab.invest.string = `${getTalentTierInvestedPoints(levels, tier)}`;
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// 锁定图标:该阶未解锁时显示,解锁后隐藏(一阶恒解锁,节点可缺省)
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const locked = tab.node?.getChildByName(TAB_LOCKED_CHILD);
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if (locked) locked.active = !unlocked;
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const selected = tier === this.curTier;
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// 未选中态节点:非当前激活页签时显示(与 sp_on 选中高亮互斥)
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const inactive = tab.node?.getChildByName(TAB_INACTIVE_CHILD);
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if (inactive) inactive.active = !selected;
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tab.node?.getChildByName(TAB_SELECTED_CHILD)?.setPosition(0, 0);
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tab.node?.getChildByName(TAB_SELECTED_CHILD) && (tab.node.getChildByName(TAB_SELECTED_CHILD)!.active = selected);
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}
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}
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/** 重建当前阶位的卡片列表(每阶 ≤10 条,直接全量实例化) */
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private refreshGrid(levels: Record<number, number>): void {
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this.talents_content.removeAllChildren();
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const unlocked = isTalentTierUnlocked(levels, this.curTier);
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const cfgs = Object.values(TalentSet)
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.filter(cfg => cfg.tier === this.curTier)
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.sort((a, b) => a.uuid - b.uuid);
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let cardHeight = 0;
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for (const cfg of cfgs) {
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const lv = levels[cfg.uuid] ?? 0;
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const itemNode = instantiate(this.prefab_talent_item);
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this.talents_content.addChild(itemNode);
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const comp = itemNode.getComponent(TalentItemComp);
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if (!comp) continue;
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comp.updateItem(cfg, lv, unlocked);
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comp.onTalentTap = (uuid: number) => this.onTalentTap(uuid);
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if (!cardHeight) cardHeight = itemNode.getComponent(UITransform)?.height ?? 0;
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}
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// Grid 三列手算容器高度(与旧版图鉴页口径一致,spacing 15 / 上下 padding 15)
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const rows = Math.ceil(cfgs.length / 3);
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if (cardHeight > 0 && rows > 0) {
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const contentHeight = rows * cardHeight + (rows - 1) * 15 + 30;
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const uiTransform = this.talents_content.getComponent(UITransform);
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if (uiTransform) uiTransform.height = contentHeight;
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}
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}
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/**
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* 获取挂载点下的 smalltip 气泡组件(节点缺失或组件未挂时返回 null 并静默跳过提示)
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* @param parent 气泡挂载的父节点
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*/
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private getSmallTip(parent: Node | null): SmallTipComp | null {
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const tipNode = parent?.getChildByName(SMALL_TIP_CHILD);
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return tipNode ? (tipNode.getComponent(SmallTipComp) ?? tipNode.addComponent(SmallTipComp)) : null;
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}
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/**
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* 在指定节点下弹出 smalltip 气泡提示
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* @param anchor 气泡挂载的父节点(优先页签,卡片点击时传卡片节点)
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* @param text 提示文案
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*/
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private showSmallTip(anchor: Node | null, text: string): void {
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const tip = this.getSmallTip(anchor);
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tip?.show(text);
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}
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/** 卡片点击统一入口:未解锁/已满级/点数不足走 smalltip 气泡;其余弹出 CommonPrompt 确认加点,成功后事件驱动刷新 */
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private onTalentTap(uuid: number): void {
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const cfg = TalentSet[uuid];
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if (!cfg) return;
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const levels = smc.getTalentLevels();
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const tab = this.tabNodes.get(cfg.tier);
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if (!isTalentTierUnlocked(levels, cfg.tier)) {
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const invested = getTalentTierInvestedPoints(levels, (cfg.tier - 1) as TalentTier);
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this.showSmallTip(tab?.node ?? null, `${TIER_TAB_TEXT[cfg.tier].lockName}投入${TALENT_TIER_UNLOCK_THRESHOLD} 点解锁`);
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return;
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}
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const lv = smc.getTalentLv(uuid);
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if (lv >= cfg.max_lv) {
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this.showSmallTip(tab?.node ?? null, "该天赋已满级");
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return;
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}
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const cost = getTalentUpgradeCost(cfg.tier);
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if (cost <= 0) return;
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if (smc.getTalentPoints() < cost) {
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this.showSmallTip(tab?.node ?? null, "天赋点不足");
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return;
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}
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// CommonPrompt 确认加点(UIID.Window)
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oops.gui.open(UIID.Window, {
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title: "天赋加点",
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content: `${cfg.name} Lv.${lv} → Lv.${lv + 1}\n消耗 <color=#E0A93D>${cost}</color> 点天赋点,获得 ${getTalentDisplayText(cfg, 1)}。是否加点?`,
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okWord: "加点",
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cancelWord: "取消",
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needCancel: true,
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maskClose: true,
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okFunc: () => {
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if (!smc.upgradeTalent(uuid)) {
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this.showSmallTip(this.tabNodes.get(cfg.tier)?.node ?? null, "天赋点不足");
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}
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},
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});
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}
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/** 看广告重置入口:CommonPrompt 二次确认(广告接入前先直接确认重置) */
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private onResetTap(): void {
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oops.gui.open(UIID.Window, {
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title: "重置天赋",
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content: "观看广告后重置所有天赋等级,并全额退还已消耗的天赋点。是否继续?",
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okWord: "重置",
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cancelWord: "取消",
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needCancel: true,
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okFunc: () => smc.resetTalents(),
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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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this.node.destroy();
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}
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}
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