1. 天赋总览页新增各层已投入点数展示
2. 天赋详情弹窗重构前置与层位校验UI:
- 拆分层位需求与软前置展示模块
- 优化进度显示逻辑,避免数值歧义
- 修正前置等级展示为当前/需求格式
3. 更新相关注释与文档说明
248 lines
11 KiB
TypeScript
248 lines
11 KiB
TypeScript
/**
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* @file TIBoxComp.ts
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* @description 天赋详情弹窗组件(UI 视图层,TIBox.prefab 载体)
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*
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* 职责:
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* 1. 展示天赋图标 / 名称 / 当前等级 / 条幅说明(getTalentDisplayText)。
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* 2. 展示层位需求行:前置层位名称(如:1 级天赋)、投入进度(如:5/5)、解锁勾图标(解锁亮 On,未解锁亮 Off)。
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* 3. 展示软前置行:前置天赋名称、等级进度(当前/需求,如:0/5)、前置已达成勾图标(达成亮 On,未达成亮 Off)。
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* 4. 加点按钮:仅在可加点(层位已解锁 + 前置满足 + 未满级 + 点数足够)时显示;
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* 不满足条件或已满级时隐藏,弹窗仍可正常打开查看。
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* 5. 加点成功后通过 TALENT_UPDATE 事件驱动 TalentsComp 全量刷新,并同步刷新本弹窗。
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*
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* 使用(oops.gui 模块):
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* oops.gui.open(UIID.TIBox, { uuid: 9001 });
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*
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* 依赖:
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* - TalentSet(TalentConfig 配置与校验:isTalentTierUnlocked/isTalentPrereqMet/getTalentUpgradeCost)
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* - smc —— 天赋等级表 / 点数 / upgradeTalent / 图标图集
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* - outlineRich —— RichText 条幅描边
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*/
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import { _decorator, EventTouch, Label, Node, NodeEventType, RichText, Sprite, SpriteFrame } 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 { TalentSet, TalentConfig, TalentTier, TALENT_TIER_UNLOCK_THRESHOLD, getTalentTierInvestedPoints, getTalentUpgradeCost, isTalentPrereqMet, isTalentTierUnlocked } from "../common/config/TalentSet";
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import { GameEvent } from "../common/config/GameEvent";
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import { HRoleName } from "../common/config/heroSet";
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import { outlineRich } from "../common/RichOutline";
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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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/** TIBox 弹窗初始化参数 */
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export interface TIBoxParams {
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/** 天赋 uuid(TalentSet key) */
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uuid: number;
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}
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/** TIBoxComp —— 天赋详情弹窗(任何状态均可点开,不可加点时隐藏加点按钮) */
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@ccclass('TIBoxComp')
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@ecs.register('TIBoxComp', false)
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export class TIBoxComp extends CCComp {
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@property({ type: Sprite, tooltip: "天赋图标" })
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icon: Sprite = null!;
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@property({ type: Label, tooltip: "天赋名称" })
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lbl_name: Label = null!;
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@property({ type: Label, tooltip: "当前天赋等级(当前/满级)" })
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lbl_level: Label = null!;
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@property({ type: Label, tooltip: "前置天赋名称(无前置时隐藏前置行)" })
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lbl_prereq_name: Label = null!;
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@property({ type: Label, tooltip: "前置天赋等级进度(当前/需求,如:0/5)" })
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lbl_prereq_lv: Label = null!;
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@property({ type: Node, tooltip: "前置已达成勾图标(On)" })
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node_prereq_check_on: Node = null!;
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@property({ type: Node, tooltip: "前置未达成勾图标(Off)" })
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node_prereq_check_off: Node = null!;
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@property({ type: Node, tooltip: "前置行容器(无前置天赋时整体隐藏)" })
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node_prereq: Node = null!;
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@property({ type: Node, tooltip: "层位需求行容器(第 1 层天赋无层位需求,整体隐藏)" })
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node_tier: Node = null!;
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@property({ type: Label, tooltip: "前置层位名称(如:1 级天赋)" })
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lbl_tier_name: Label = null!;
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@property({ type: Label, tooltip: "前一层投入进度(已投入/门槛,如:5/5)" })
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lbl_tier_progress: Label = null!;
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@property({ type: Node, tooltip: "层位已解锁勾图标(On)" })
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node_tier_check_on: Node = null!;
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@property({ type: Node, tooltip: "层位未解锁勾图标(Off)" })
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node_tier_check_off: Node = null!;
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@property({ type: RichText, tooltip: "条幅说明(当前已生效数值 / 每级引导)" })
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richtext_info: RichText = null!;
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@property({ type: Node, tooltip: "加点按钮(不可加点或满级时隐藏)" })
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node_add: Node = null!;
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@property({ type: Node, tooltip: "关闭遮罩/关闭按钮(点击关闭弹窗)" })
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node_close: Node = null!;
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/** 当前展示的天赋 uuid */
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private talent_uuid: number = 0;
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protected onLoad(): void {
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this.node_add?.on(NodeEventType.TOUCH_END, this.onAddTap, this);
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this.node_close?.on(NodeEventType.TOUCH_END, this.onCloseTap, this);
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}
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protected onDestroy(): void {
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this.node_add?.targetOff(this);
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this.node_close?.targetOff(this);
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oops.message.off(GameEvent.TALENT_UPDATE, this.refresh, this);
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}
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/**
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* oops.gui 添加到舞台回调(框架约定入口)
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* @param params 见 TIBoxParams
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*/
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onAdded(params: TIBoxParams): void {
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this.talent_uuid = params?.uuid ?? 0;
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// 加点成功后同步刷新本弹窗(等级/按钮状态),与 TalentsComp 同一事件源
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oops.message.on(GameEvent.TALENT_UPDATE, this.refresh, this);
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this.refresh();
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}
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/** 全量刷新弹窗内容 */
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private refresh(): void {
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const cfg = TalentSet[this.talent_uuid];
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if (!cfg) return;
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const levels = smc.getTalentLevels();
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const lv = levels[this.talent_uuid] ?? 0;
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// 图标:技能图标图集(gui/ui7)优先,资源目录回退(与 TalentItemComp 口径一致)
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if (this.icon && cfg.icon) {
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let frame: SpriteFrame | null = null;
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if (smc.skillIconsAtlas) {
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frame = smc.skillIconsAtlas.getSpriteFrame(cfg.icon);
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}
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if (!frame) {
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frame = oops.res.get("game/heros/cards/" + cfg.icon, SpriteFrame) as SpriteFrame;
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}
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if (frame) this.icon.spriteFrame = frame;
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}
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if (this.lbl_name) this.lbl_name.string = cfg.name;
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if (this.lbl_level) this.lbl_level.string = `${lv}/${cfg.max_lv}`;
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// 条幅说明:已加点显示当前生效数值,未加点显示每级引导
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if (this.richtext_info) this.richtext_info.string = outlineRich(this.buildDetailText(cfg, lv));
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// 层位需求行:第 1 层恒解锁无需求,整体隐藏;其余层展示前一层名称与投入进度(如:1 级天赋 5/5)
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const hasTierNeed = cfg.tier > TalentTier.L1;
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if (this.node_tier) this.node_tier.active = hasTierNeed;
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if (hasTierNeed) {
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const prevTier = (cfg.tier - 1) as TalentTier;
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const invested = getTalentTierInvestedPoints(levels, prevTier);
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const tierMet = isTalentTierUnlocked(levels, cfg.tier);
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if (this.lbl_tier_name) this.lbl_tier_name.string = `${prevTier} 级天赋`;
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// 进度超门槛时截断显示(如已投入 7 点仍显示 5/5,避免 7/5 的歧义观感)
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const shown = Math.min(invested, TALENT_TIER_UNLOCK_THRESHOLD);
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if (this.lbl_tier_progress) this.lbl_tier_progress.string = `${shown}/${TALENT_TIER_UNLOCK_THRESHOLD}`;
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if (this.node_tier_check_on) this.node_tier_check_on.active = tierMet;
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if (this.node_tier_check_off) this.node_tier_check_off.active = !tierMet;
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}
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// 软前置行:无前置整体隐藏;有前置展示名称/需求等级/达成勾
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const hasPrereq = !!(cfg.prereq_uuid && cfg.prereq_lv);
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if (this.node_prereq) this.node_prereq.active = hasPrereq;
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if (hasPrereq) {
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const preCfg = TalentSet[cfg.prereq_uuid!];
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const preMet = isTalentPrereqMet(levels, cfg);
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if (this.lbl_prereq_name) this.lbl_prereq_name.string = preCfg ? preCfg.name : `天赋${cfg.prereq_uuid}`;
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// 前置等级进度(当前/需求,如:0/5);超需求时截断显示,避免 7/5 的歧义观感
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const preLv = Math.min(levels?.[cfg.prereq_uuid!] ?? 0, cfg.prereq_lv!);
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if (this.lbl_prereq_lv) this.lbl_prereq_lv.string = `${preLv}/${cfg.prereq_lv}`;
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if (this.node_prereq_check_on) this.node_prereq_check_on.active = preMet;
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if (this.node_prereq_check_off) this.node_prereq_check_off.active = !preMet;
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}
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// 加点按钮:层位解锁 + 前置满足 + 未满级 + 点数足够时才显示
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if (this.node_add) this.node_add.active = this.canUpgrade(lv, cfg.tier, levels);
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}
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/**
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* 按等级精准渲染天赋 info 模板({value}/{value2} 占位替换为实际数值)。
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* Lv0 时按 1 级数值预览(引导加点)。
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* @param cfg 天赋配置
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* @param lv 当前等级
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* @returns 替换占位后的完整描述文本
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*/
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private buildPreciseText(cfg: TalentConfig, lv: number): string {
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const mult = lv > 0 ? lv : 1;
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const v1 = cfg.bonuses[0]?.per_lv ?? cfg.t_num_reduce_per_lv ?? cfg.extra_trigger_chance_per_lv ?? 0;
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const v2 = cfg.bonuses[1]?.per_lv ?? 0;
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return cfg.info
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.replace("{value}", `${v1 * mult}`)
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.replace("{value2}", `${v2 * mult}`);
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}
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/**
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* 构建天赋详情条幅文本:精准描述 + 下一级预览 + 满级提示
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* @param cfg 天赋配置
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* @param lv 当前等级
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*/
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private buildDetailText(cfg: TalentConfig, lv: number): string {
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const lines: string[] = [];
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// 精准效果描述:使用 cfg.info 模板按当前等级替换数值占位
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lines.push(this.buildPreciseText(cfg, lv));
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// 未满级:追加下一级预览
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if (lv < cfg.max_lv) {
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lines.push(`<color=#E0A93D>下一级:${this.buildPreciseText(cfg, lv + 1)}</color>`);
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} else {
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lines.push(`<color=#FFD700>已满级</color>`);
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}
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// 职业限定提示
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if (cfg.role !== undefined) {
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lines.push(`<color=#AAAAAA>仅${HRoleName[cfg.role]}生效</color>`);
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}
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return lines.join("\n");
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}
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/**
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* 当前是否可加点(与 smc.upgradeTalent 校验口径一致,仅做 UI 预判定)
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* @param lv 当前等级
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* @param tier 所属层位
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* @param levels 天赋等级表
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*/
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private canUpgrade(lv: number, tier: number, levels: Record<number, number>): boolean {
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const cfg = TalentSet[this.talent_uuid];
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if (!cfg) return false;
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if (lv >= cfg.max_lv) return false;
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if (!isTalentTierUnlocked(levels, tier)) return false;
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if (!isTalentPrereqMet(levels, cfg)) return false;
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return smc.getTalentPoints() >= getTalentUpgradeCost(tier);
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}
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/** 加点按钮点击:升级成功后由 TALENT_UPDATE 事件驱动刷新(含本弹窗) */
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private onAddTap(event?: EventTouch): void {
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if (event) event.propagationStopped = true;
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oops.audio.playEffect("music/button");
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smc.upgradeTalent(this.talent_uuid);
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}
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/** 点击关闭 */
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private onCloseTap(event?: EventTouch): void {
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if (event) event.propagationStopped = true;
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oops.audio.playEffect("music/button");
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oops.gui.removeByNode(this.node);
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}
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/** ECS 组件移除时销毁节点(CCComp 抽象方法实现) */
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reset(): void {
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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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