Files
pixelheros/assets/script/game/map/TalentItemComp.ts
panFD 084187f924 refactor(ui): 统一技能图标图集缓存逻辑
将技能图标加载从通用uiconsAtlas拆分到专属skillIconsAtlas,
在SinfoComp、SSkillBoxComp、TalentItemComp中替换图集引用,
并添加对应注释明确图集使用范围。
2026-09-06 21:46:59 +08:00

135 lines
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TypeScript
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/**
* @file TalentItemComp.ts
* @description 天赋迷你升级卡组件(UI 视图层)
*
* 职责:
* 1. 接收 TalentsComp 下发的天赋配置 + 当前等级 + 阶位解锁态,渲染迷你点选卡。
* 2. 卡面自包含:图标 / 名称 / 当前已生效数值(Lv0 显示每级数值引导)/ 右下「当前/满级」角标。
* 3. 阶位背景:普通背景节点下挂 blue / red / yellow 三个颜色子节点,按阶位激活其一(Ⅰ蓝 / Ⅱ红 / Ⅲ金)。
* 4. 状态机:满级(MAX 金角标)/ 未激活(左上锁角标 + 背景与图标灰阶 Grayscale)。
* 5. 点击回调上抛卡体点击,加点确认弹窗与升级校验统一由 TalentsComp 处理(单一决策点)。
*
* 依赖:
* - TalentSet.TalentConfig / TalentTier / getTalentDisplayText —— 配置与卡面文案
* - 背景三颜色子节点(blue / red / yellow,编辑器侧搭建)
* - smc.uiconsAtlas —— 图标解析(缺省回退资源目录)
*/
import { _decorator, Label, Node, NodeEventType, Sprite, SpriteFrame } 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 { TalentConfig, TalentTier, getTalentDisplayText } from "../common/config/TalentSet";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "db://oops-framework/core/Oops";
const { ccclass, property } = _decorator;
/** 阶位 → 背景节点下的颜色子节点名(Ⅰ蓝 / Ⅱ红 / Ⅲ金) */
const TIER_BG_CHILD_NAMES: Record<number, string> = {
[TalentTier.Basic]: "blue",
[TalentTier.Specialized]: "red",
[TalentTier.Super]: "yellow",
};
/** TalentItemComp —— 天赋迷你升级卡组件 */
@ccclass('TalentItemComp')
@ecs.register('TalentItem', false)
export class TalentItemComp extends CCComp {
@property({ type: Label, tooltip: "天赋名称" })
lbl_name: Label = null!;
@property({ type: Label, tooltip: "当前已生效数值(Lv0 显示每级引导)" })
lbl_info: Label = null!;
@property({ type: Label, tooltip: "等级角标(当前/满级)" })
lbl_lv: Label = null!;
@property({ type: Sprite, tooltip: "天赋图标" })
icon: Sprite = null!;
@property({ type: Node, tooltip: "卡牌背景节点(下挂 blue / red / yellow 三颜色子节点,按阶位激活其一)" })
bg: Node = null!;
@property({ type: Node, tooltip: "MAX 满级角标" })
node_max: Node = null!;
@property({ type: Node, tooltip: "未激活锁遮罩/锁图标(未加点或阶位未解锁)" })
node_lock: Node = null!;
/** 点击回调(卡体与 + 徽标同源上抛),由父级统一校验升级 */
public onTalentTap: ((uuid: number) => void) | null = null;
/** 当前展示的天赋 uuid(回调携带) */
private curUuid: number = 0;
protected onLoad(): void {
this.node.on(NodeEventType.TOUCH_END, this.onTap, this);
}
protected onDestroy(): void {
this.node.off(NodeEventType.TOUCH_END, this.onTap, this);
}
/**
* 刷新迷你卡展示
* @param cfg 天赋配置(TalentSet 条目)
* @param lv 当前等级
* @param tierUnlocked 所属阶位是否已解锁
*/
public updateItem(cfg: TalentConfig, lv: number, tierUnlocked: boolean): void {
if (!cfg) return;
this.curUuid = cfg.uuid;
if (this.lbl_name) this.lbl_name.string = cfg.name;
// 卡面自包含:已加点显示当前生效数值,未加点显示每级数值引导
if (this.lbl_info) this.lbl_info.string = getTalentDisplayText(cfg, lv);
if (this.lbl_lv) this.lbl_lv.string = `${lv}/${cfg.max_lv}`;
// 未激活(Lv0 或阶位未解锁):背景与图标灰阶
const inactive = lv <= 0 || !tierUnlocked;
// 阶位背景:激活对应颜色子节点(Ⅰ蓝 / Ⅱ红 / Ⅲ金)
if (this.bg) this.applyTierBg(cfg.tier, inactive);
// 图标:技能图标图集(gui/ui7)优先,资源目录回退(与 SCardComp 口径一致)
if (this.icon && cfg.icon) {
let frame: SpriteFrame | null = null;
if (smc.skillIconsAtlas) {
frame = smc.skillIconsAtlas.getSpriteFrame(cfg.icon);
}
if (!frame) {
frame = oops.res.get("game/heros/cards/" + cfg.icon, SpriteFrame) as SpriteFrame;
}
if (frame) this.icon.spriteFrame = frame;
this.icon.grayscale = inactive;
}
// 状态角标:满级 MAX / 未激活锁角标(未加点或阶位未解锁,置于左上角)
if (this.node_max) this.node_max.active = lv >= cfg.max_lv;
if (this.node_lock) this.node_lock.active = inactive;
}
/** 按阶位激活 bg 下对应颜色子节点,其余隐藏;未激活时全部开启灰阶 */
private applyTierBg(tier: TalentTier, inactive: boolean): void {
const curName = TIER_BG_CHILD_NAMES[tier];
for (const [, name] of Object.entries(TIER_BG_CHILD_NAMES)) {
const child = this.bg.getChildByName(name);
if (!child) continue;
child.active = name === curName;
// Sprite 内置灰阶材质,未激活天赋的背景置灰
const render = child.getComponent(Sprite);
if (render) render.grayscale = inactive;
}
}
/** 卡体点击上抛 uuid,加点确认与升级校验由 TalentsComp 处理 */
private onTap(): void {
this.onTalentTap?.(this.curUuid);
}
/** ECS 组件移除时销毁节点(CCComp 抽象方法实现) */
reset() {
this.node.destroy();
}
}