Files
pixelheros/assets/script/game/skill/TooltipCom.ts
panw abcbeff9ab feat: 为工具提示添加阵营区分显示
扩展 Tooltip 系统以支持根据伤害来源的阵营(英雄或怪物)显示不同的文本标签。修改 HeroViewComp 调用时传递阵营信息,TooltipCom 根据阵营选择对应的本地化键名。同时调整了工具提示预制件的默认激活状态和文本颜色。
2026-03-24 10:16:31 +08:00

181 lines
7.4 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { _decorator, Collider2D, Contact2DType, v3, IPhysics2DContact, Vec3, tween, Label, resources, SpriteFrame, Sprite, UIOpacity, Color, math, Tween } 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;
// 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) {
this.stype = type;
this.value = value;
this.s_uuid = uuid;
this.fac = fac;
// 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
let currentY = this.node.position.y;
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);
scaleMax = 1.5;
break;
case TooltipTypes.health: // 治疗
this.node.setSiblingIndex(topSiblingIndex);
this.setupLabel("add_life", "hp", this.value);
isHeal = true;
break;
case TooltipTypes.addmp: // 回蓝
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.node.setPosition(v3(this.node.position.x, currentY));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.uskill:
this.setupLabel("uskill", "name", this.value);
this.node.setPosition(v3(this.node.position.x, this.node.position.y + 30));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.lvup:
this.node.getChildByName("lvup").active = true;
this.node.setPosition(v3(this.node.position.x, this.node.position.y - 30));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.apup:
this.setupLabel("apup", "num", "+" + this.value);
this.node.setPosition(v3(this.node.position.x, this.node.position.y - 60));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.hpup:
this.setupLabel("hpup", "num", "+" + this.value);
this.node.setPosition(v3(this.node.position.x, this.node.position.y - 60));
this.node.setSiblingIndex(topSiblingIndex);
break;
case TooltipTypes.shield:
this.node.setSiblingIndex(topSiblingIndex);
this.setupLabel("add_life", "hp", this.value);
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;
}
}
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' });
// 2. 漂移阶段 (Drift) & 3. 淡出 (Fade)
// 并行执行:恢复缩放 + 位移 + 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);
}
}