导入资源

master
humingxing 2 days ago
parent 9014e86c4b
commit 83b007226b
  1. 24
      assets/bundles/battleHero/prefab/buff/双倍符.prefab
  2. 20
      assets/bundles/battleHero/prefab/buff/四倍符.prefab
  3. 20
      assets/bundles/battleHero/prefab/buff/衰弱符.prefab
  4. 20
      assets/bundles/battleHero/prefab/buff/随机牌.prefab
  5. BIN
      assets/bundles/battleHero/texture/双倍符.png
  6. 134
      assets/bundles/battleHero/texture/双倍符.png.meta
  7. BIN
      assets/bundles/battleHero/texture/四倍符.png
  8. 134
      assets/bundles/battleHero/texture/四倍符.png.meta
  9. BIN
      assets/bundles/battleHero/texture/衰弱符.png
  10. 134
      assets/bundles/battleHero/texture/衰弱符.png.meta
  11. BIN
      assets/bundles/battleHero/texture/随机牌.png
  12. 134
      assets/bundles/battleHero/texture/随机牌.png.meta
  13. BIN
      assets/bundles/icons/shopSkill/双倍符.png
  14. 134
      assets/bundles/icons/shopSkill/双倍符.png.meta
  15. BIN
      assets/bundles/icons/shopSkill/四倍符.png
  16. 134
      assets/bundles/icons/shopSkill/四倍符.png.meta
  17. BIN
      assets/bundles/icons/shopSkill/衰弱符.png
  18. 134
      assets/bundles/icons/shopSkill/衰弱符.png.meta
  19. BIN
      assets/bundles/icons/shopSkill/随机牌.png
  20. 134
      assets/bundles/icons/shopSkill/随机牌.png.meta
  21. 18
      assets/script/battle/view/CocosBagBoardView.ts
  22. 139
      assets/script/ui/BattleWeaponDesc1/UIBattleWeaponDesc1.ts

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@ -6443,9 +6443,10 @@ if (weapon2Id === GRID_WEAPON2_ID) return true;
const data = this._resolveTextGridData(grid);
const isPeachTree = grid.isPeachTreeTile();
const isBagItem = this._isBagItemEntity(data);
// 五行数字与旧 Single=1 编号重叠,数字格子一律 Hero,勿再开 Desc1
const opensDesc1 = isPeachTree;
const hasHeroDesc = !isPeachTree && !!(data.tower && data.weapon1Id > 0);
const opensDesc1 = isPeachTree || isBagItem;
const hasHeroDesc = !isPeachTree && !isBagItem && !!(data.tower && data.weapon1Id > 0);
const canRange = this._canShowType1Range(grid);
if (
@ -6485,6 +6486,7 @@ if (weapon2Id === GRID_WEAPON2_ID) return true;
entity,
runtime: data.runtime ?? null,
isPeachTree: isPeachTree,
isBagItem: isBagItem,
enemyCamp: this._isEnemyTextGrid(grid),
weaponWorldPos: layout
? { x: layout.weaponWorldPos.x, y: layout.weaponWorldPos.y, z: layout.weaponWorldPos.z }
@ -6652,9 +6654,21 @@ if (weapon2Id === GRID_WEAPON2_ID) return true;
private _gridCanShowWeaponDesc(grid: TextGrid): boolean {
const data = this._resolveTextGridData(grid);
if (grid.isPeachTreeTile()) return !!data.tile;
if (this._isBagItemEntity(data)) return !!data.tile;
return !!(data.tower && data.weapon1Id > 0);
}
/**
* 背包功能符 / 倍率卡 / 属性卡(走 Desc1 名称+描述,非 Hero 数值面板)。
* @param data 字块快照
*/
private _isBagItemEntity(data: TextGridData | TextGridEntityData | null | undefined): boolean {
if (!data) return false;
if (Math.floor(Number(data.battleCardKind) || 0) > 0) return true;
const tileType = Math.floor(Number(data.tileType) || Number(data.tile?.type) || 0);
return isBagToolTextType(tileType);
}
private _onMapGridTouchEnd(event: EventTouch): void {
if (this._activeDrag) return;
const mapIndex = this._resolveMapGridAt(event.getUILocation());

@ -26,13 +26,16 @@ import type { TileEntitySnapshot, TowerRuntimeSnapshot } from '../../battle/comb
import { TowerQueryService } from '../../battle/combat/TowerQueryService';
import { getBattleBuffDigitStatHost } from '../../battle/combat/BattleBuffDigitStatHost';
import { deriveTowerSetupStats, TowerStatDisplay } from '../../battle/combat/TowerStatResolver';
import { bagToolPrefabName, isBagToolTextType } from 'db://assets/mx/module/merge';
import { heroNormalSkillId, textIconName } from '../../battle/config/BattleHeroTable';
import { applyGlyphSpineSkin } from '../../battle/view/GlyphSpineSkin';
import { TextGrid } from '../../battle/view/TextGrid';
import { PEACH_TREE_WEAPON2_ID } from '../../battle/bag/BagPrepConfig';
import { WeaponComposeConfigProvider } from '../../battle/bag/WeaponComposeConfigProvider';
import { BATTLE_HERO_BUFF_PATH } from '../../battle/res/BattleHeroResCollector';
import { GBundle, GPath } from '../../game/ConfigRes';
import { TableNames } from '../../game/ConfigTableData';
import { BattleBuffFunctionType } from '../../manager/battleBuff/BattleBuffTypes';
import { ensureSpineSkeletonDataRuntime } from 'db://assets/mx/module/lang/spineRuntimePatch';
const { ccclass } = _decorator;
@ -42,6 +45,8 @@ export interface BattleWeaponDesc1PanelData {
runtime?: TowerRuntimeSnapshot | null;
/** 蟠桃树(weapon2Id=102) */
isPeachTree?: boolean;
/** 功能符 / 倍率卡 / 属性卡(名称+描述,无攻击数值) */
isBagItem?: boolean;
/** 敌方阵营(预留;单字详情暂与己方同形) */
enemyCamp?: boolean;
weaponWorldPos?: { x: number; y: number; z?: number };
@ -49,6 +54,14 @@ export interface BattleWeaponDesc1PanelData {
trySwitchAtUiPos?: (uiPos: { x: number; y: number }) => boolean;
}
/** 功能符 type → 详情描述(Text 表无 desc 字段) */
const BAG_TOOL_DESC: { [type: number]: string } = {
10: '拖到己方数字上,数字等级+1(最高14级)。可丢进垃圾桶回收。',
11: '拖到己方数字上,数字等级+2(最高14级)。可丢进垃圾桶回收。',
12: '拖到己方数字上,随机转换五行属性(不会保持当前属性)。可丢进垃圾桶回收。',
13: '拖到敌方大于1级的数字上,等级-1。可丢进垃圾桶回收。',
};
const LOG = '[UIBattleWeaponDesc1]';
/** 图鉴内隐藏 textGrid 子节点 */
const GLYPH_HIDE_CHILDREN = ['select', 'redSelect', 'canUpEff', 'trail1', 'trail2', 'trail3'];
@ -64,6 +77,8 @@ export class UIBattleWeaponDesc1 extends Auto_BattleWeaponDesc1 {
private _panelLifeGen = 0;
/** ui_node 下挂的字形节点 */
private _glyphNode: Node | null = null;
/** 字形是否来自 res 对象池(功能符/产卡) */
private _glyphFromPool = false;
/** 普通字攻击数值区 */
private _uiAtkNode: Node | null = null;
/** 蟠桃树信息区 */
@ -151,6 +166,7 @@ export class UIBattleWeaponDesc1 extends Auto_BattleWeaponDesc1 {
const data = this.prema as BattleWeaponDesc1PanelData | null;
if (!data?.entity?.tile) return;
const tile = data.entity.tile;
if (data.isBagItem || this._isBagItemEntity(data.entity)) return;
if (data.isPeachTree || this._isPeachText(tile)) return;
const w1 = this._resolveHero(data.entity);
const runtime = this._resolveLiveRuntime(data.runtime ?? null, data.entity);
@ -176,6 +192,13 @@ export class UIBattleWeaponDesc1 extends Auto_BattleWeaponDesc1 {
const { entity } = data;
const tile = entity.tile;
const isBagItem = !!data.isBagItem || this._isBagItemEntity(entity);
if (isBagItem) {
this._refreshBagItemPanel(entity);
this._applyPanelPosition(data);
return;
}
const isPeachText = !!data.isPeachTree || this._isPeachText(tile);
const w1 = this._resolveHero(entity);
const runtime = this._resolveLiveRuntime(data.runtime ?? null, entity);
@ -282,10 +305,16 @@ export class UIBattleWeaponDesc1 extends Auto_BattleWeaponDesc1 {
}
private _clearGlyphNode(): void {
if (this._glyphNode?.isValid) {
this._glyphNode.destroy();
}
const held = this._glyphNode;
this._glyphNode = null;
if (held?.isValid) {
if (this._glyphFromPool) {
gg.res.putNode(held);
} else {
held.destroy();
}
}
this._glyphFromPool = false;
if (this.ui_node?.isValid) {
this.ui_node.removeAllChildren();
}
@ -296,6 +325,110 @@ export class UIBattleWeaponDesc1 extends Auto_BattleWeaponDesc1 {
return Math.floor(Number(tile.id) || 0) === PEACH_TREE_WEAPON2_ID;
}
/**
* 是否功能符 / 产卡。
* @param entity 字块快照
*/
private _isBagItemEntity(entity: TileEntitySnapshot): boolean {
if (Math.floor(Number(entity.battleCardKind) || 0) > 0) return true;
const tileType = Math.floor(Number(entity.tileType) || Number(entity.tile?.type) || 0);
return isBagToolTextType(tileType);
}
/**
* 功能符 / 产卡:图标 + 名称 + 描述(复用蟠桃信息区,隐藏等级与 CD)。
* @param entity 字块快照
*/
private _refreshBagItemPanel(entity: TileEntitySnapshot): void {
const info = this._resolveBagItemInfo(entity);
if (this.lb_name) this.lb_name.string = info.name ? gg.lang.get(info.name) : '';
if (this.lb_level) this.lb_level.string = '';
if (this.lb_lvMax) this.lb_lvMax.string = '';
if (this._uiAtkNode?.isValid) this._uiAtkNode.active = false;
if (this.ui_campNode?.isValid) this.ui_campNode.active = false;
const peachPanel = this._uiPeachNode ?? this.ui_peachNode;
if (peachPanel?.isValid) peachPanel.active = true;
if (this.lb_time) this.lb_time.string = '';
if (this._lbPeachSkillDesc) {
this._lbPeachSkillDesc.string = info.desc ? gg.lang.get(info.desc) : '';
}
this._refreshBagItemGlyph(info.prefabName);
}
/**
* 解析道具展示名、描述、buff 预制体名。
* @param entity 字块快照
*/
private _resolveBagItemInfo(entity: TileEntitySnapshot): { name: string; desc: string; prefabName: string } {
const cardKind = Math.floor(Number(entity.battleCardKind) || 0);
if (cardKind > 0) {
const ft = cardKind === 1 ? BattleBuffFunctionType.MultiplierCard : BattleBuffFunctionType.AttrCard;
const row = this._battleBuffByFunctionType(ft);
const fallbackName = cardKind === 1 ? '倍率卡' : '属性卡';
return {
name: row?.name ? String(row.name) : fallbackName,
desc: row?.desc ? String(row.desc) : '',
prefabName: fallbackName,
};
}
const tileType = Math.floor(Number(entity.tileType) || Number(entity.tile?.type) || 0);
const prefabName = bagToolPrefabName(tileType) ?? '';
const desc = BAG_TOOL_DESC[tileType] ?? '';
if (!prefabName) {
console.log(LOG, '功能符预制体名缺失', tileType, entity.tile?.id);
}
if (!desc) {
console.log(LOG, '功能符描述缺失', tileType, entity.tile?.id);
}
return { name: prefabName, desc, prefabName };
}
/**
* 按 functiontype 取首条 Battlebuff(产卡说明)。
* @param ft Battlebuff.functiontype
*/
private _battleBuffByFunctionType(ft: BattleBuffFunctionType): ITableBattlebuff | null {
const list = gg.data.table.getTableList<ITableBattlebuff>(TableNames.Battlebuff) ?? [];
for (let i = 0; i < list.length; i++) {
if (Number(list[i].functiontype) === ft) return list[i];
}
console.log(LOG, 'Battlebuff 缺失 functiontype=', ft);
return null;
}
/**
* ui_node 挂载 battleHero/prefab/buff 预制体。
* @param prefabName 预制体名
*/
private _refreshBagItemGlyph(prefabName: string): void {
if (!this.ui_node?.isValid) return;
this._clearGlyphNode();
if (!prefabName) {
this.ui_node.active = false;
return;
}
let node: Node | null = null;
try {
node = gg.res.getNode(BATTLE_HERO_BUFF_PATH, prefabName, GBundle.BattleHero);
} catch (e) {
console.log(LOG, '产卡/功能符预制体加载异常', prefabName, String(e));
this.ui_node.active = false;
return;
}
if (!node?.isValid) {
console.log(LOG, '产卡/功能符预制体缺失', prefabName);
this.ui_node.active = false;
return;
}
node.parent = this.ui_node;
node.setPosition(0, 0, 0);
node.setScale(GLYPH_SCALE, GLYPH_SCALE, 1);
node.active = true;
this._glyphNode = node;
this._glyphFromPool = true;
this.ui_node.active = true;
}
/** 解析 Hero 行(部署快照缺失时按 weapon1Id / 蟠桃 id 兜底) */
private _resolveHero(entity: TileEntitySnapshot): ITableHero | null {
const fromTower = entity.tower?.config ?? null;

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