diff --git a/assets/bundles/battleHero/prefab/weapon/武器.prefab b/assets/bundles/battleHero/prefab/weapon/武器.prefab index 7aa14b7..173417b 100644 --- a/assets/bundles/battleHero/prefab/weapon/武器.prefab +++ b/assets/bundles/battleHero/prefab/weapon/武器.prefab @@ -25,20 +25,17 @@ "_active": true, "_components": [ { - "__id__": 16 - }, - { - "__id__": 18 + "__id__": 14 }, { - "__id__": 20 + "__id__": 16 }, { - "__id__": 22 + "__id__": 18 } ], "_prefab": { - "__id__": 24 + "__id__": 20 }, "_lpos": { "__type__": "cc.Vec3", @@ -85,14 +82,14 @@ "_active": true, "_components": [ { - "__id__": 11 + "__id__": 9 }, { - "__id__": 13 + "__id__": 11 } ], "_prefab": { - "__id__": 15 + "__id__": 13 }, "_lpos": { "__type__": "cc.Vec3", @@ -109,8 +106,8 @@ }, "_lscale": { "__type__": "cc.Vec3", - "x": 1, - "y": 1, + "x": 0.5, + "y": 0.5, "z": 1 }, "_mobility": 0, @@ -139,18 +136,15 @@ }, { "__id__": 6 - }, - { - "__id__": 8 } ], "_prefab": { - "__id__": 10 + "__id__": 8 }, "_lpos": { "__type__": "cc.Vec3", - "x": 35.092, - "y": 14.945, + "x": 75.092, + "y": 76.945, "z": 0 }, "_lrot": { @@ -249,42 +243,6 @@ "__type__": "cc.CompPrefabInfo", "fileId": "a1SideMarkSp01" }, - { - "__type__": "cc.Widget", - "_name": "", - "_objFlags": 0, - "__editorExtras__": {}, - "node": { - "__id__": 3 - }, - "_enabled": true, - "__prefab": { - "__id__": 9 - }, - "_alignFlags": 33, - "_target": null, - "_left": 0, - "_right": -19.092, - "_top": -6.9449999999999985, - "_bottom": 0, - "_horizontalCenter": 0, - "_verticalCenter": 0, - "_isAbsLeft": true, - "_isAbsRight": true, - "_isAbsTop": true, - "_isAbsBottom": true, - "_isAbsHorizontalCenter": true, - "_isAbsVerticalCenter": true, - "_originalWidth": 0, - "_originalHeight": 0, - "_alignMode": 1, - "_lockFlags": 0, - "_id": "" - }, - { - "__type__": "cc.CompPrefabInfo", - "fileId": "13cuE53/9Oa7G3WvpiiwQJ" - }, { "__type__": "cc.PrefabInfo", "root": { @@ -308,12 +266,12 @@ }, "_enabled": true, "__prefab": { - "__id__": 12 + "__id__": 10 }, "_contentSize": { "__type__": "cc.Size", - "width": 68, - "height": 35 + "width": 148, + "height": 159 }, "_anchorPoint": { "__type__": "cc.Vec2", @@ -336,7 +294,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 14 + "__id__": 12 }, "_customMaterial": null, "_srcBlendFactor": 2, @@ -391,12 +349,12 @@ }, "_enabled": true, "__prefab": { - "__id__": 17 + "__id__": 15 }, "_contentSize": { "__type__": "cc.Size", - "width": 88, - "height": 48 + "width": 101, + "height": 101 }, "_anchorPoint": { "__type__": "cc.Vec2", @@ -419,7 +377,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 19 + "__id__": 17 }, "_customMaterial": null, "_srcBlendFactor": 2, @@ -434,7 +392,7 @@ "_spriteFrame": null, "_type": 0, "_fillType": 0, - "_sizeMode": 0, + "_sizeMode": 1, "_fillCenter": { "__type__": "cc.Vec2", "x": 0, @@ -461,7 +419,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 21 + "__id__": 19 }, "bundleName": "icons", "SpriteNode": null, @@ -472,44 +430,6 @@ "__type__": "cc.CompPrefabInfo", "fileId": "fdG72hvtxL5KIJS0cLCD+q" }, - { - "__type__": "cc.Layout", - "_name": "", - "_objFlags": 0, - "__editorExtras__": {}, - "node": { - "__id__": 1 - }, - "_enabled": true, - "__prefab": { - "__id__": 23 - }, - "_resizeMode": 1, - "_layoutType": 1, - "_cellSize": { - "__type__": "cc.Size", - "width": 40, - "height": 40 - }, - "_startAxis": 0, - "_paddingLeft": 10, - "_paddingRight": 10, - "_paddingTop": 0, - "_paddingBottom": 0, - "_spacingX": 0, - "_spacingY": 0, - "_verticalDirection": 1, - "_horizontalDirection": 0, - "_constraint": 0, - "_constraintNum": 2, - "_affectedByScale": false, - "_isAlign": false, - "_id": "" - }, - { - "__type__": "cc.CompPrefabInfo", - "fileId": "ddC68KlNdDXb6cUApjvONA" - }, { "__type__": "cc.PrefabInfo", "root": { diff --git a/assets/bundles/first/config/Battlebuff.json b/assets/bundles/first/config/Battlebuff.json index 9e2a09b..1391298 100644 --- a/assets/bundles/first/config/Battlebuff.json +++ b/assets/bundles/first/config/Battlebuff.json @@ -1,117 +1,117 @@ [ { "id": 1, - "name": "人参果", - "desc": "获得后体力+10", - "icon": "人参果", - "quality": 1, - "type": 3, + "name": "灾厄盒", + "desc": "对方Boss出现几率翻倍", + "icon": "灾厄盒", + "quality": 2, + "type": 2, "functiontype": 1, - "functionpar": 10, + "functionpar": 10000, "weight": 1, - "price": 40 + "price": 90 }, { "id": 2, - "name": "封神榜", - "desc": "拖到我方单位后,升一级。", - "icon": "封神榜", + "name": "倍率卡", + "desc": "一定几率召唤出倍率卡,拖到数字上升1级或2级", + "icon": "倍率卡", "quality": 4, "type": 1, "functiontype": 2, - "functionpar": "65,1", + "functionpar": "1000,80,20", "weight": 1, "price": 150 }, { "id": 3, - "name": "蟠桃树", - "desc": "每20秒产生1个蟠桃,升级翻倍。", - "icon": "蟠桃树", + "name": "攻速符", + "desc": "我方所有数字攻速+40%", + "icon": "攻速符", "quality": 3, "type": 2, "functiontype": 3, - "functionpar": "30,102", + "functionpar": 4000, "weight": 1, "price": 120 }, { "id": 4, - "name": "缚仙网", - "desc": "拖到道路上,敌人接触后无法挣脱", - "icon": "缚仙网", - "quality": 1, - "type": 1, + "name": "赏金令", + "desc": "击杀怪物后,20%概率多获得一个金币", + "icon": "赏金令", + "quality": 2, + "type": 2, "functiontype": 4, - "functionpar": "60,5", + "functionpar": 2000, "weight": 1, - "price": 40 + "price": 90 }, { "id": 5, - "name": "乾坤袋", - "desc": "拖到要回收的字上,回收换成蟠桃", - "icon": "乾坤袋", - "quality": 4, - "type": 1, + "name": "倍增卡", + "desc": "召唤出的数字,一定几率*2", + "icon": "倍增卡", + "quality": 2, + "type": 2, "functiontype": 5, - "functionpar": "0,1", + "functionpar": 1000, "weight": 1, - "price": 150 + "price": 90 }, { "id": 6, - "name": "镇宅牌", - "desc": "我方出兵点血量+3", - "icon": "镇宅牌", - "quality": 1, + "name": "幸运石", + "desc": "宝石掉落几率+50%", + "icon": "幸运石", + "quality": 3, "type": 2, "functiontype": 6, - "functionpar": "3", + "functionpar": 5000, "weight": 1, - "price": 40 + "price": 120 }, { "id": 7, - "name": "授仙箓", - "desc": "拖到我方单位后,有概率升1级或降1级", - "icon": "授仙箓", + "name": "鏖战册", + "desc": "我方攻速+50%,对方攻速+30%", + "icon": "鏖战册", "quality": 3, - "type": 1, + "type": 2, "functiontype": 7, - "functionpar": "60,10000,9000,7500,6500", + "functionpar": 50003000, "weight": 1, "price": 120 }, { "id": 8, - "name": "召神令", - "desc": "召唤出神将的概率提升2倍", - "icon": "召神令", - "quality": 3, + "name": "气血丸", + "desc": "我方π的血量+3", + "icon": "气血丸", + "quality": 2, "type": 2, "functiontype": 8, - "functionpar": "10", + "functionpar": 3, "weight": 1, - "price": 120 + "price": 90 }, { "id": 9, - "name": "化龙铲", - "desc": "每60秒自动产生一把铲子", - "icon": "化龙铲", - "quality": 4, + "name": "双生盾", + "desc": "我方π血量+5,对方+3", + "icon": "双生盾", + "quality": 3, "type": 2, "functiontype": 9, - "functionpar": "60", + "functionpar": "5,3", "weight": 1, - "price": 150 + "price": 120 }, { "id": 10, - "name": "掘宝仙铲", - "desc": "所有铲子变成掘宝铲,可以挖出蟠桃", - "icon": "掘宝仙铲", + "name": "寻金尺", + "desc": "解锁地块时额外产生金币", + "icon": "寻金尺", "quality": 4, "type": 2, "functiontype": 10, @@ -121,206 +121,74 @@ }, { "id": 11, - "name": "文昌笔", - "desc": "指定改写我方一个字,随机变成别的字", - "icon": "文昌笔", - "quality": 3, - "type": 1, + "name": "御雷珠", + "desc": "怪物接近我方π时降下雷电消灭怪物", + "icon": "御雷珠", + "quality": 4, + "type": 2, "functiontype": 11, - "functionpar": "60", + "functionpar": "1,10000,10000,3,10", "weight": 1, - "price": 120 + "price": 150 }, { "id": 12, - "name": "云麾号角", - "desc": "提振士气,行军速度+15%", - "icon": "云麾号角", + "name": "省金契", + "desc": "召唤数字消耗的金币-10%", + "icon": "省金契", "quality": 2, "type": 2, "functiontype": 12, - "functionpar": "1500", + "functionpar": 1000, "weight": 1, "price": 90 }, { "id": 13, - "name": "万神幡", - "desc": "拖到我方出兵点,额外征兆一名出兵将领", - "icon": "万神幡", - "quality": 3, - "type": 1, + "name": "滞行牌", + "desc": "我方怪物行进速度-10%", + "icon": "滞行牌", + "quality": 1, + "type": 2, "functiontype": 13, - "functionpar": "120", + "functionpar": 1000, "weight": 1, - "price": 120 + "price": 40 }, { "id": 14, - "name": "还魂丹", - "desc": "我方出征兵将死亡后,20%概率原地复活", - "icon": "还魂丹", - "quality": 2, + "name": "金矿", + "desc": "每10S生产一枚金币", + "icon": "金矿", + "quality": 3, "type": 2, "functiontype": 14, - "functionpar": "2000", + "functionpar": 10, "weight": 1, "price": 90 }, { "id": 15, - "name": "补元丹", - "desc": "我方出征兵将血量提升10%", - "icon": "补元丹", - "quality": 2, - "type": 2, + "name": "能量石", + "desc": "体力+15", + "icon": "能量石", + "quality": 1, + "type": 3, "functiontype": 15, - "functionpar": "1000", + "functionpar": 15, "weight": 1, - "price": 90 + "price": 40 }, { "id": 16, - "name": "妙手神偷", - "desc": "指定偷取敌方一个未合成的字", - "icon": "妙手神偷", - "quality": 4, - "type": 1, - "functiontype": 16, - "functionpar": "180", - "weight": 1, - "price": 150 - }, - { - "id": 17, - "name": "攻速符", - "desc": "指定我方单位攻速+40%", - "icon": "攻速符", + "name": "属性卡", + "desc": "一定几率召唤出属性卡,拖到数字上随机变换一个属性", + "icon": "属性卡", "quality": 3, "type": 1, - "functiontype": 17, - "functionpar": "60,4000", - "weight": 1, - "price": 120 - }, - { - "id": 18, - "name": "九天天鼓", - "desc": "我方所有单位攻速+10%", - "icon": "九天天鼓", - "quality": 2, - "type": 2, - "functiontype": 27, - "functionpar": "1000", - "weight": 1, - "price": 90 - }, - { - "id": 19, - "name": "千里眼", - "desc": "拖到我方远程单位使用,攻击距离翻倍", - "icon": "千里眼", - "quality": 1, - "type": 1, - "functiontype": 18, - "functionpar": "60", - "weight": 1, - "price": 40 - }, - { - "id": 20, - "name": "七十二变", - "desc": "每使用一次会随机变成任意一种主动道具", - "icon": "七十二变", - "quality": 4, - "type": 1, - "functiontype": 19, - "functionpar": "60", - "weight": 1, - "price": 150 - }, - { - "id": 21, - "name": "九霄神雷", - "desc": "敌人接近我方出兵点时降下雷电消灭敌人", - "icon": "九霄神雷", - "quality": 4, - "type": 2, - "functiontype": 20, - "functionpar": "1,10000,5000,3,10", - "weight": 1, - "price": 150 - }, - { - "id": 22, - "name": "碎法帝钟", - "desc": "50%概率打断boss施法,并反噬boss血量", - "icon": "碎法帝钟", - "quality": 3, - "type": 2, - "functiontype": 21, - "functionpar": "5000,3300", + "functiontype": 16, + "functionpar": 1000, "weight": 1, "price": 120 - }, - { - "id": 23, - "name": "幻魂镜", - "desc": "指定迷惑敌方1名神将,使其暂停攻击3秒", - "icon": "幻魂镜", - "quality": 2, - "type": 1, - "functiontype": 22, - "functionpar": "60,3", - "weight": 1, - "price": 90 - }, - { - "id": 24, - "name": "弱水", - "desc": "弱水沉重,敌方士兵移动速度-20%", - "icon": "弱水", - "quality": 1, - "type": 2, - "functiontype": 23, - "functionpar": "2000", - "weight": 1, - "price": 40 - }, - { - "id": 25, - "name": "三昧真火", - "desc": "拖到道路上,触碰敌人爆发伤害", - "icon": "三昧真火", - "quality": 1, - "type": 1, - "functiontype": 24, - "functionpar": "60,200000,300", - "weight": 1, - "price": 40 - }, - { - "id": 26, - "name": "武财神", - "desc": "杀敌后,20%概率多获得一个蟠桃", - "icon": "武财神", - "quality": 2, - "type": 2, - "functiontype": 25, - "functionpar": "2000,1", - "weight": 1, - "price": 90 - }, - { - "id": 27, - "name": "文财神", - "desc": "召唤消耗蟠桃数量-10%", - "icon": "文财神", - "quality": 2, - "type": 2, - "functiontype": 26, - "functionpar": "1000", - "weight": 1, - "price": 90 } ] \ No newline at end of file diff --git a/assets/bundles/gemstone/prefab/PanelGemstone.prefab b/assets/bundles/gemstone/prefab/PanelGemstone.prefab index 14daeaf..5c2b83d 100644 --- a/assets/bundles/gemstone/prefab/PanelGemstone.prefab +++ b/assets/bundles/gemstone/prefab/PanelGemstone.prefab @@ 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"__editorExtras__": {}, + "node": { + "__id__": 1 + }, + "_enabled": true, + "__prefab": { + "__id__": 76 + }, + "_id": "" + }, + { + "__type__": "cc.CompPrefabInfo", + "fileId": "b8KpGetGemUiSc01abCdEf" } ] \ No newline at end of file diff --git a/assets/mx/module/redDot/RedDotComp.ts b/assets/mx/module/redDot/RedDotComp.ts index 35f770b..d00c9c4 100644 --- a/assets/mx/module/redDot/RedDotComp.ts +++ b/assets/mx/module/redDot/RedDotComp.ts @@ -141,7 +141,8 @@ export const checkRedDotShow = (id: RedDotID) => { } if (id == RedDotID.主界面_武器) { - return gg.equip.hasNewWeaponBadgeRedDot() ? 1 : 0; + // 宝石库:有可合成宝石时显示 + return gg.gem.canFuseAny() ? 1 : 0; } if (id == RedDotID.主界面_挂机) { diff --git a/assets/res/comm/texture/bg/英雄信息框.png b/assets/res/comm/texture/bg/英雄信息框.png new file mode 100644 index 0000000..487de5b Binary files /dev/null and b/assets/res/comm/texture/bg/英雄信息框.png differ diff --git a/assets/res/gemstone/texture/矩形 798 拷贝 2-1.png.meta b/assets/res/comm/texture/bg/英雄信息框.png.meta similarity index 70% rename from assets/res/gemstone/texture/矩形 798 拷贝 2-1.png.meta rename to assets/res/comm/texture/bg/英雄信息框.png.meta index c2a206c..e84a539 100644 --- a/assets/res/gemstone/texture/矩形 798 拷贝 2-1.png.meta +++ b/assets/res/comm/texture/bg/英雄信息框.png.meta @@ -2,7 +2,7 @@ "ver": "1.0.27", "importer": "image", "imported": true, - "uuid": "abf7f345-5a6f-4efe-ace1-5cb998f610d8", + "uuid": "b9319e63-3d94-4217-86cf-e3716fab5f2e", "files": [ ".json", ".png" @@ -10,14 +10,14 @@ "subMetas": { "6c48a": { "importer": "texture", - "uuid": "abf7f345-5a6f-4efe-ace1-5cb998f610d8@6c48a", - "displayName": "矩形 798 拷贝 2-1", + "uuid": "b9319e63-3d94-4217-86cf-e3716fab5f2e@6c48a", + "displayName": "英雄信息框", "id": "6c48a", "name": "texture", "userData": { "wrapModeS": "clamp-to-edge", "wrapModeT": "clamp-to-edge", - "imageUuidOrDatabaseUri": "abf7f345-5a6f-4efe-ace1-5cb998f610d8", + "imageUuidOrDatabaseUri": "b9319e63-3d94-4217-86cf-e3716fab5f2e", "isUuid": true, "visible": false, "minfilter": "linear", @@ -34,8 +34,8 @@ }, "f9941": { "importer": "sprite-frame", - "uuid": "abf7f345-5a6f-4efe-ace1-5cb998f610d8@f9941", - "displayName": "矩形 798 拷贝 2-1", + "uuid": "b9319e63-3d94-4217-86cf-e3716fab5f2e@f9941", + "displayName": "英雄信息框", "id": "f9941", "name": "spriteFrame", "userData": { @@ -45,10 +45,10 @@ "offsetY": 0, "trimX": 0, "trimY": 0, - "width": 62, - "height": 62, - "rawWidth": 62, - "rawHeight": 62, + "width": 517, + "height": 822, + "rawWidth": 517, + "rawHeight": 822, "borderTop": 0, "borderBottom": 0, "borderLeft": 0, @@ -60,17 +60,17 @@ "meshType": 0, "vertices": { "rawPosition": [ - -31, - -31, + -258.5, + -411, 0, - 31, - -31, + 258.5, + -411, 0, - -31, - 31, + -258.5, + 411, 0, - 31, - 31, + 258.5, + 411, 0 ], "indexes": [ @@ -83,12 +83,12 @@ ], "uv": [ 0, - 62, - 62, - 62, + 822, + 517, + 822, 0, 0, - 62, + 517, 0 ], "nuv": [ @@ -102,18 +102,18 @@ 1 ], "minPos": [ - -31, - -31, + -258.5, + -411, 0 ], "maxPos": [ - 31, - 31, + 258.5, + 411, 0 ] }, "isUuid": true, - "imageUuidOrDatabaseUri": "abf7f345-5a6f-4efe-ace1-5cb998f610d8@6c48a", + "imageUuidOrDatabaseUri": "b9319e63-3d94-4217-86cf-e3716fab5f2e@6c48a", "atlasUuid": "", "trimType": "auto" }, @@ -129,6 +129,6 @@ "type": "sprite-frame", "fixAlphaTransparencyArtifacts": false, "hasAlpha": true, - "redirect": "abf7f345-5a6f-4efe-ace1-5cb998f610d8@6c48a" + "redirect": "b9319e63-3d94-4217-86cf-e3716fab5f2e@6c48a" } } diff --git a/assets/res/font/str.txt b/assets/res/font/str.txt index b7d183e..e867ae3 100644 --- a/assets/res/font/str.txt +++ b/assets/res/font/str.txt @@ -1,2 +1,2 @@ [ - 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interface IGemBattleResolve { + /** 提供技能的宝石 id(0=无) */ + skillGemId: number; + /** Skill.id(0=无) */ + skillId: number; + /** 各槽属性条目(含来源槽,便于 source 去重) */ + attrs: IGemBattleAttr[]; +} + +/** 单条宝石属性 */ +export interface IGemBattleAttr { + /** Weapon.attritubes 类型 1~5 */ + type: number; + /** 万分比值 */ + value: number; + /** 宝石 id */ + gemId: number; + /** 槽位 0~3 */ + slot: number; +} + +/** + * 局内宝石生效:读镶嵌 → 属性 modifier → 技能宝石 id。 + * 仅本机玩家;AI 返回空。 + */ +export class GemBattleEffect { + /** + * 解析某五行已镶嵌宝石。 + * @param element Hero.herotype / 镶嵌 element(1~5) + * @param player 部署所属玩家 + */ + static resolve(element: number, player: Player | null | undefined): IGemBattleResolve { + const empty: IGemBattleResolve = { skillGemId: 0, skillId: 0, attrs: [] }; + if (!player || !player.isLocal) return empty; + const e = Math.floor(Number(element) || 0); + if (e < 1 || e > 5) return empty; + + let slots: number[]; + try { + slots = gg.gem.getElementSlots(e); + } catch (err) { + console.warn(LOG, 'getElementSlots 失败', e, err); + return empty; + } + + const attrs: IGemBattleAttr[] = []; + let skillGemId = 0; + let skillId = 0; + let skillQuality = -1; + + for (let slot = 0; slot < slots.length; slot++) { + const gemId = Math.floor(Number(slots[slot]) || 0); + if (gemId <= 0) continue; + const row = gg.data.table.getTableData(TableNames.Weapon, gemId); + if (!row) { + console.warn(LOG, '宝石配表缺失', gemId, 'element', e, 'slot', slot); + continue; + } + const parsed = parseEntryBaseAttr(String(row.attritubes ?? '')); + for (let i = 0; i < parsed.length; i++) { + const p = parsed[i]; + if (p.type < 1 || p.type > 5) { + console.warn(LOG, 'attritubes 类型非法', gemId, p.type, row.attritubes); + continue; + } + if (!(p.value > 0)) { + console.warn(LOG, 'attritubes 参数非法', gemId, row.attritubes); + continue; + } + attrs.push({ type: p.type, value: p.value, gemId, slot }); + } + const sid = Math.floor(Number(row.act_skill) || 0); + if (sid <= 0) continue; + const q = Math.floor(Number(row.quality) || 0); + if (skillId > 0) { + console.warn(LOG, '同五行多颗技能宝石,取品质更高者', e, 'prev', skillGemId, 'next', gemId); + } + if (skillId <= 0 || q > skillQuality || (q === skillQuality && gemId > skillGemId)) { + skillGemId = gemId; + skillId = sid; + skillQuality = q; + } + } + return { skillGemId, skillId, attrs }; + } + + /** + * 清除实体上全部宝石属性 modifier。 + * @param session 战斗会话 + * @param entityId 塔实体 + */ + static clear(session: BattleSession, entityId: EntityId): void { + const attr = session.world.getComponent(entityId, AttributeComp); + if (!attr) return; + attr.modifiers = attr.modifiers.filter(m => !String(m.source ?? '').startsWith(SOURCE_PREFIX)); + } + + /** + * 将解析结果写入属性(先 clear 再挂)。 + * @param session 战斗会话 + * @param entityId 塔实体 + * @param resolved 镶嵌解析 + */ + static apply(session: BattleSession, entityId: EntityId, resolved: IGemBattleResolve): void { + this.clear(session, entityId); + if (!resolved.attrs.length) return; + if (!session.world.isAlive(entityId)) return; + if (!session.world.getComponent(entityId, AttributeComp)) { + session.world.addComponent(entityId, new AttributeComp()); + } + const attrSvc = session.attributes; + for (let i = 0; i < resolved.attrs.length; i++) { + const a = resolved.attrs[i]; + const source = `${SOURCE_PREFIX}${a.gemId}_s${a.slot}_${i}`; + const wan = a.value; + switch (a.type) { + case 1: + attrSvc.addModifier(entityId, { + attr: AttrId.Attack, op: 'Mul', value: 1 + wan / 10000, source, + }); + break; + case 2: + attrSvc.addModifier(entityId, { + attr: AttrId.CritRate, op: 'Add', value: wan / 10000, source, + }); + break; + case 3: + attrSvc.addModifier(entityId, { + attr: AttrId.CritDamage, op: 'Add', value: wan / 10000, source, + }); + break; + case 4: + attrSvc.addModifier(entityId, { + attr: 'aspd_add', op: 'Add', value: wan, source, + }); + break; + case 5: + attrSvc.addModifier(entityId, { + attr: 'dmg_mul', op: 'Add', value: wan / 10000, source, + }); + break; + default: + console.warn(LOG, '未处理属性类型', a.type, a.gemId); + break; + } + } + } +} diff --git a/assets/script/battle/combat/GemBattleEffect.ts.meta b/assets/script/battle/combat/GemBattleEffect.ts.meta new file mode 100644 index 0000000..d3c9a72 --- /dev/null +++ b/assets/script/battle/combat/GemBattleEffect.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "e16eb3f3-e692-45bb-98db-a0bdf813113f", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/script/battle/combat/TowerLoadoutService.ts b/assets/script/battle/combat/TowerLoadoutService.ts index f746274..a2264ef 100644 --- a/assets/script/battle/combat/TowerLoadoutService.ts +++ b/assets/script/battle/combat/TowerLoadoutService.ts @@ -25,6 +25,7 @@ import { isAtkDebugWeapon } from '../debug/AtkDebugConstants'; import { getPassiveSkillHost } from './PassiveSkillRuntime'; import { SkillAtkBuffExecutor } from './SkillAtkBuffExecutor'; import { TableAnomaly } from '../../game/TableAnomaly'; +import { GemBattleEffect } from './GemBattleEffect'; /** AI 侧武将武器解析(由 AiBattleBridge start/stop 注册,避免循环 require) */ let _aiHeroWeaponResolver: ((heroId: number) => number | null) | null = null; @@ -37,10 +38,18 @@ export function setAiHeroWeaponResolver(resolver: ((heroId: number) => number | _aiHeroWeaponResolver = resolver; } -/** 解析英雄当前战斗武器 id(本机走装备;AI 走匹配档案掷骰)。五行数字只用 herotype 预制体,不查 Weapon 表。 */ +/** + * 解析英雄当前战斗武器/技能宝石 id。 + * 五行数字:本机读镶嵌技能宝石;非五行:本机装备 / AI 掷骰。 + */ export function resolveHeroBattleWeaponId(heroId: number, player?: Player | null): number { const hero = gg.data.table.getTableData(TableNames.Hero, heroId); - if (isElementHero(hero)) return 0; + if (isElementHero(hero)) { + if (player?.isLocal) { + return GemBattleEffect.resolve(Math.floor(Number(hero!.herotype)), player).skillGemId; + } + return 0; + } if (player && !player.isLocal) { if (_aiHeroWeaponResolver) { const aiId = _aiHeroWeaponResolver(heroId); @@ -68,11 +77,19 @@ export class TowerLoadoutService { initEntity(entityId: EntityId, heroId: number, level: number, player: Player): void { const hero = gg.data.table.getTableData(TableNames.Hero, heroId); if (!hero) return; - const weaponId = resolveHeroBattleWeaponId(heroId, player); - const weaponRow = weaponId > 0 - ? gg.data.table.getTableData(TableNames.Weapon, weaponId) - : null; - const weaponSkillId = Number(weaponRow?.act_skill) || 0; + let weaponId = 0; + let weaponSkillId = 0; + if (isElementHero(hero)) { + const gem = GemBattleEffect.resolve(Math.floor(Number(hero.herotype)), player); + weaponId = gem.skillGemId; + weaponSkillId = gem.skillId; + } else { + weaponId = resolveHeroBattleWeaponId(heroId, player); + const weaponRow = weaponId > 0 + ? gg.data.table.getTableData(TableNames.Weapon, weaponId) + : null; + weaponSkillId = Number(weaponRow?.act_skill) || 0; + } let weaponSkillActive = false; if (weaponSkillId > 0) { const sk = gg.data.table.getTableData(TableNames.Skill, weaponSkillId); @@ -406,6 +423,12 @@ export class TowerLoadoutService { this.initEntity(entityId, weapon1Id, lv, player); const loadout = this.getLoadout(entityId)!; + if (isElementHero(hero)) { + const gem = GemBattleEffect.resolve(Math.floor(Number(hero.herotype)), player); + GemBattleEffect.apply(session, entityId, gem); + } else { + GemBattleEffect.clear(session, entityId); + } this.applyAbilities(session, entityId, loadout); if (!isRefresh && loadout.weaponSkillId > 0 && !loadout.weaponSkillActive) { diff --git a/assets/script/battle/combat/TowerQueryTypes.ts b/assets/script/battle/combat/TowerQueryTypes.ts index 777dd77..3fac390 100644 --- a/assets/script/battle/combat/TowerQueryTypes.ts +++ b/assets/script/battle/combat/TowerQueryTypes.ts @@ -8,7 +8,7 @@ export interface TowerLoadout { weapon1Id: number; /** 合成等级 */ level: number; - /** 当前装备武器 id(穿戴或 startweapon) */ + /** 武器/技能宝石 id(名将:穿戴或 startweapon;五行:镶嵌技能宝石) */ weaponId: number; /** 普攻 Skill.id */ normalBaseAtkId: number; diff --git a/assets/script/battle/combat/TowerStatResolver.ts b/assets/script/battle/combat/TowerStatResolver.ts index 87c3483..ff679f0 100644 --- a/assets/script/battle/combat/TowerStatResolver.ts +++ b/assets/script/battle/combat/TowerStatResolver.ts @@ -180,6 +180,8 @@ export function deriveTowerSetupStats(w1: ITableHero, composeLevel: number, batt */ function resolveSetupWeaponId(w1: ITableHero, battleWeaponId?: number): number { if (typeof battleWeaponId === 'number' && battleWeaponId > 0) return battleWeaponId; + // 五行数字:技能宝石由调用方传入;无则 0,禁止回落到名将装备 + if (isElementHero(w1)) return 0; const wornId = gg.equip.getHeroEquipId(w1.id); if (wornId > 0) return wornId; return Number(w1.startweapon) || 0; diff --git a/assets/script/battle/view/CocosBagBoardView.ts b/assets/script/battle/view/CocosBagBoardView.ts index 8f0481c..7d058ab 100644 --- a/assets/script/battle/view/CocosBagBoardView.ts +++ b/assets/script/battle/view/CocosBagBoardView.ts @@ -6273,10 +6273,10 @@ if (weapon2Id === GRID_WEAPON2_ID) return true; this._textInteractDedupKey = dedupKey; const data = this._resolveTextGridData(grid); - const isSingleType = data.tileType === Weapon2TileType.Single; const isPeachTree = grid.isPeachTreeTile(); - const opensDesc1 = isSingleType || isPeachTree; - const hasHeroDesc = !!(data.tower && data.weapon1Id > 0 && !isSingleType && !isPeachTree); + // 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 canRange = this._canShowType1Range(grid); if ( @@ -6483,7 +6483,6 @@ if (weapon2Id === GRID_WEAPON2_ID) return true; private _gridCanShowWeaponDesc(grid: TextGrid): boolean { const data = this._resolveTextGridData(grid); if (grid.isPeachTreeTile()) return !!data.tile; - if (data.tileType === Weapon2TileType.Single) return !!data.tile; return !!(data.tower && data.weapon1Id > 0); } diff --git a/assets/script/com/GemGrid.ts b/assets/script/com/GemGrid.ts index 8a6c958..6a1335e 100644 --- a/assets/script/com/GemGrid.ts +++ b/assets/script/com/GemGrid.ts @@ -1,17 +1,22 @@ -import { _decorator, Component, Label, Node, Sprite } from 'cc'; +import { _decorator, Component, EventTouch, Label, Node, Sprite, Vec2 } from 'cc'; import { SpriteLoad } from 'db://assets/mx/components/SpriteLoad'; -import { GBundle } from '../game/ConfigRes'; +import { GBundle, UIID } from '../game/ConfigRes'; const { ccclass } = _decorator; const LOG = '[GemGrid]'; +/** 超过此位移视为拖拽,不弹信息 */ +const TAP_THRESHOLD = 18; /** * 宝石格子:仓库 / 获得弹窗共用。 - * bg=宝石框小{quality};icon=Weapon.icon;lbNum=数量。 + * bg=宝石框大{quality};icon=Weapon.icon;lbNum=数量。 + * 轻点打开 PopGemInfo(拖拽不触发)。 */ @ccclass('GemGrid') export class GemGrid extends Component { + /** 是否响应轻点打开信息 */ + canClick = true; /** 品质框 */ bg: Node = null!; /** 宝石图标 */ @@ -21,10 +26,36 @@ export class GemGrid extends Component { /** 当前宝石配表 */ data: ITableWeapon | null = null; + private _pressing = false; + private _pressStart = new Vec2(); + protected onLoad(): void { this._bindNodes(); } + protected onEnable(): void { + this.node.on(Node.EventType.TOUCH_START, this._onTouchStart, this); + this.node.on(Node.EventType.TOUCH_END, this._onTouchEnd, this); + this.node.on(Node.EventType.TOUCH_CANCEL, this._onTouchCancel, this); + } + + protected onDisable(): void { + this.node.off(Node.EventType.TOUCH_START, this._onTouchStart, this); + this.node.off(Node.EventType.TOUCH_END, this._onTouchEnd, this); + this.node.off(Node.EventType.TOUCH_CANCEL, this._onTouchCancel, this); + this._pressing = false; + } + + /** + * 打开宝石信息弹窗。 + * @param gemId Weapon.id + */ + static openInfo(gemId: number): void { + const id = Math.floor(Number(gemId) || 0); + if (id <= 0) return; + void gg.ui.openPanel(UIID.PopGemInfo, { data: id }); + } + /** * 绑定展示数据。 * @param data Weapon 行;null 表示空 @@ -34,12 +65,18 @@ export class GemGrid extends Component { this._bindNodes(); this.data = data; const quality = data ? Math.floor(Number(data.quality) || 0) : 0; - if (quality < 0 || quality > 5) console.warn(LOG, '品质越界', data?.id, quality); - this._setSprite(this.bg, `weapon/宝石框小${Math.max(0, Math.min(5, quality))}`); - const iconName = data ? String(data.icon || '').trim() : ''; - if (data && !iconName) console.warn(LOG, 'icon 缺失', data.id); - this._setSprite(this.icon, iconName ? `weapon/${iconName}` : ''); - if (this.icon?.isValid) this.icon.active = !!iconName; + if (!data) { + this._setSprite(this.bg, '', false); + this._setSprite(this.icon, '', true); + if (this.icon?.isValid) this.icon.active = false; + } else { + if (quality < 1 || quality > 5) console.warn(LOG, '品质无对应宝石框大', data.id, quality); + this._setSprite(this.bg, `weapon/宝石框大${quality}`, false); + const iconName = String(data.icon || '').trim(); + if (!iconName) console.warn(LOG, 'icon 缺失', data.id); + this._setSprite(this.icon, iconName ? `weapon/${iconName}` : '', true); + if (this.icon?.isValid) this.icon.active = !!iconName; + } if (this.lbNum?.isValid) { const showNum = count >= 0; this.lbNum.node.active = showNum; @@ -47,6 +84,29 @@ export class GemGrid extends Component { } } + /** 按下 */ + private _onTouchStart(e: EventTouch): void { + this._pressing = true; + this._pressStart.set(e.getUILocation()); + } + + /** 抬起:位移未超阈值则打开信息 */ + private _onTouchEnd(e: EventTouch): void { + if (!this._pressing) return; + this._pressing = false; + if (!this.canClick || !this.data) return; + const loc = e.getUILocation(); + const dx = loc.x - this._pressStart.x; + const dy = loc.y - this._pressStart.y; + if (dx * dx + dy * dy >= TAP_THRESHOLD * TAP_THRESHOLD) return; + GemGrid.openInfo(Number(this.data.id) || 0); + } + + /** 取消按下 */ + private _onTouchCancel(): void { + this._pressing = false; + } + /** 绑定子节点 */ private _bindNodes(): void { if (!this.bg?.isValid) this.bg = this.node.getChildByName('bg')!; @@ -55,18 +115,31 @@ export class GemGrid extends Component { const n = this.node.getChildByName('lbNum'); this.lbNum = n?.getComponent(Label) ?? null!; } + if (!this.bg) console.warn(LOG, 'bg 节点缺失', this.node?.name); } - /** icons/weapon 下图 */ - private _setSprite(node: Node | null, path: string): void { + /** + * icons/weapon 下图。 + * @param nativeSize true=按贴图原始尺寸(不拉伸);false=铺满节点 UITransform + */ + private _setSprite(node: Node | null, path: string, nativeSize: boolean): void { if (!node?.isValid) return; if (!path) { + node.active = false; node.getComponent(SpriteLoad)?.clear(); const sp = node.getComponent(Sprite); if (sp) sp.spriteFrame = null; return; } + node.active = true; if (!node.getComponent(Sprite)) node.addComponent(Sprite); - node.getOrAddComponent(SpriteLoad).setSprite(path, GBundle.Items); + const sp = node.getComponent(Sprite)!; + sp.type = Sprite.Type.SIMPLE; + // icon 用 TRIMMED 跟贴图尺寸,避免 CUSTOM 拉伸变形 + sp.sizeMode = nativeSize ? Sprite.SizeMode.TRIMMED : Sprite.SizeMode.CUSTOM; + node.getOrAddComponent(SpriteLoad).setSprite(path, GBundle.Items, () => { + if (!node.isValid || !sp.isValid) return; + sp.sizeMode = nativeSize ? Sprite.SizeMode.TRIMMED : Sprite.SizeMode.CUSTOM; + }); } } diff --git a/assets/script/game/ConfigRes.ts b/assets/script/game/ConfigRes.ts index a0ed4a0..d803c64 100644 --- a/assets/script/game/ConfigRes.ts +++ b/assets/script/game/ConfigRes.ts @@ -334,6 +334,8 @@ export enum UIID { PanelGemstone = 691, /** 获得新宝石弹窗 */ PopGetGem = 692, + /** 宝石信息弹窗 */ + PopGemInfo = 693, } @@ -407,6 +409,8 @@ export const UIConfigs: { [key: number]: IUIConfig } = { [UIID.PanelGemstone]: { desc: "宝石仓库页面", layer: UILayer.Page, bundle: GBundle.Gemstone, path: GPath.UIPrefab, name: "PanelGemstone" }, /**获得新宝石弹窗 */ [UIID.PopGetGem]: { desc: "获得新宝石", layer: UILayer.Pop, bundle: GBundle.PopCommon, path: GPath.popPrefab('popGetGem'), name: "PopGetGem", popAnim: POP_ANIM.standard }, + /**宝石信息弹窗 */ + [UIID.PopGemInfo]: { desc: "宝石信息", layer: UILayer.Pop, bundle: GBundle.PopCommon, path: GPath.popPrefab('popGemInfo'), name: "PopGemInfo", popAnim: POP_ANIM.standard }, } /** @deprecated 请从 db://assets/mx/module/res/ResPkgName 导入 */ diff --git a/assets/script/game/GM.ts b/assets/script/game/GM.ts index a46d875..af76ffc 100644 --- a/assets/script/game/GM.ts +++ b/assets/script/game/GM.ts @@ -246,6 +246,7 @@ export class GM extends Component { '今日首次登录(每日重置)', '复制存档', '一键获取所有武器', + '一键添加所有宝石', '设置武器等级', '设置武器和技能', '清除指定背包文字', @@ -349,6 +350,15 @@ export class GM extends Component { })(); break; } + case '一键添加所有宝石': { + void (async () => { + const added = await gg.gem.gmGrantAllGems(); + gg.data.saveToServer(); + gg.ui.showToast(added > 0 ? `已再发宝石 ${added} 种` : 'Weapon 表无宝石'); + GM.show(); + })(); + break; + } case '设置武器和技能': gg.ui.openPanel(UIID.PopGM, { data: 2 }); GM.show(); @@ -753,6 +763,7 @@ export class GM extends Component { · 今日首次登录:触发每日重置逻辑 · 复制存档:复制当前 doc JSON 到剪贴板 · 一键获取所有武器:Weapon 全表成品各发 1 把(含 isshow=1 与新增;新武器保留弹窗/角标) +· 一键添加所有宝石:Weapon 全表每颗再发 1 颗(每次点击叠加一套) · 设置武器等级 / 设置武器和技能:打开 PopGM 面板 · 清除指定背包文字:恢复随机 · 快速胜利 / 关闭快速胜利:调试通关 diff --git a/assets/script/manager/GemDataManager.ts b/assets/script/manager/GemDataManager.ts index 9f4846f..717127b 100644 --- a/assets/script/manager/GemDataManager.ts +++ b/assets/script/manager/GemDataManager.ts @@ -198,6 +198,21 @@ export class GemDataManager extends Singleton { return true; } + /** 是否有可用宝石达到合成门槛(free ≥ synthesisnumber 且有目标) */ + canFuseAny(): boolean { + const all = this.getAllGemList(); + for (let i = 0; i < all.length; i++) { + const conf = all[i]; + const fromId = Math.floor(Number(conf?.id) || 0); + if (fromId <= 0) continue; + const need = Math.floor(Number(conf.synthesisnumber) || 0); + const targets = conf.synthesisitem ?? []; + if (need <= 0 || !targets.length) continue; + if (this.getFreeCount(fromId) >= need) return true; + } + return false; + } + /** * 多轮一键合成;返回净增可用数 >0 的宝石。 */ @@ -248,6 +263,28 @@ export class GemDataManager extends Singleton { return list; } + /** + * GM:Weapon 全表每颗宝石再发 1 颗(Item 库存)。每次点击叠加一套。 + * @returns 本次发放的宝石种数 + */ + async gmGrantAllGems(): Promise { + await this.ensureTable(); + const list = this.getAllGemList(); + if (!list.length) { + console.warn(LOG, 'GM 一键发宝石:Weapon 表为空或未加载'); + return 0; + } + let added = 0; + for (let i = 0; i < list.length; i++) { + const id = Math.floor(Number(list[i]?.id) || 0); + const itemId = Math.floor(Number(list[i]?.itemid) || 0); + if (id <= 0 || itemId <= 0) continue; + gg.data.addItemNum(itemId, 1); + added++; + } + return added; + } + /** 类型 + 专属上限(slot 上原宝石不计入专属占用) */ private _canWearType(element: number, conf: ITableWeapon, slot: number): boolean { const t = Math.floor(Number(conf.type) || 0); diff --git a/assets/script/ui/BattleWeaponDescHero/Auto_BattleWeaponDescHero.ts b/assets/script/ui/BattleWeaponDescHero/Auto_BattleWeaponDescHero.ts index da03e96..d154ee5 100644 --- a/assets/script/ui/BattleWeaponDescHero/Auto_BattleWeaponDescHero.ts +++ b/assets/script/ui/BattleWeaponDescHero/Auto_BattleWeaponDescHero.ts @@ -32,15 +32,7 @@ export class Auto_BattleWeaponDescHero extends UIBase { lb_attckSpeed:Label; lb_skillName:Label; lb_skillDesc:Label; - lb_weaponAtk:Label; - lb_weaponName:Label; - lb_weaponDesc:Label; - ui_progress:Node; - lb_progress:Label; - ui_type1:Node; - ui_type3:Node; - ui_type2:Node; - ui_type4:Node; + ui_gemList:Node; onLoad(){ super.onLoad(); this.ui_bgMask = find("ui_bgMask",this.node); @@ -52,15 +44,7 @@ export class Auto_BattleWeaponDescHero extends UIBase { this.lb_attckSpeed = find("弹窗主体/lb_attckSpeed",this.node)?.getComponent(Label); this.lb_skillName = find("弹窗主体/lb_skillName",this.node)?.getComponent(Label); this.lb_skillDesc = find("弹窗主体/lb_skillDesc",this.node)?.getComponent(Label); - this.lb_weaponAtk = find("弹窗主体/lb_weaponAtk",this.node)?.getComponent(Label); - this.lb_weaponName = find("弹窗主体/lb_weaponName",this.node)?.getComponent(Label); - this.lb_weaponDesc = find("弹窗主体/lb_weaponDesc",this.node)?.getComponent(Label); - this.ui_progress = find("弹窗主体/ui_progress",this.node); - this.lb_progress = find("弹窗主体/lb_progress",this.node)?.getComponent(Label); - this.ui_type1 = find("弹窗主体/ui_type1",this.node); - this.ui_type3 = find("弹窗主体/ui_type3",this.node); - this.ui_type2 = find("弹窗主体/ui_type2",this.node); - this.ui_type4 = find("弹窗主体/ui_type4",this.node); + this.ui_gemList = find("弹窗主体/ui_gemList",this.node); } onEnable() { } diff --git a/assets/script/ui/BattleWeaponDescHero/UIBattleWeaponDescHero.ts b/assets/script/ui/BattleWeaponDescHero/UIBattleWeaponDescHero.ts index a90a023..19197c3 100644 --- a/assets/script/ui/BattleWeaponDescHero/UIBattleWeaponDescHero.ts +++ b/assets/script/ui/BattleWeaponDescHero/UIBattleWeaponDescHero.ts @@ -2,26 +2,26 @@ //********************* // create by 流云 // time: Sat Sep 05 2026 -// desc: 战斗内点击组合字武将 — 详情弹窗 +// desc: 战斗内点击五行数字 — 详情弹窗(数字皮 / 普攻技能 / 镶嵌宝石) //********************* import { _decorator, - Color, EventTouch, instantiate, Label, + Layout, Node, - Prefab, - sp, Sprite, Tween, UITransform, UIOpacity, UIRenderer, Vec3, + sp, } from 'cc'; import { type IPopAnimConfig, type IPopAnimSession } from '../../../mx/module/ui/popAnim'; import { ensureSpineSkeletonDataRuntime } from 'db://assets/mx/module/lang/spineRuntimePatch'; +import { SpriteLoad } from 'db://assets/mx/components/SpriteLoad'; import { BATTLE_EVENT_ALL, BattleEventType, type BattleEvent } from 'db://assets/mx/module/battle'; import type { EntityId } from 'db://assets/mx/module/ecs'; import { GEvent } from '../../../mx/module/event/GEvent'; @@ -29,59 +29,37 @@ import { Auto_BattleWeaponDescHero } from './Auto_BattleWeaponDescHero'; import type { TileEntitySnapshot, TowerRuntimeSnapshot } from '../../battle/combat/TowerQueryTypes'; import { TowerQueryService } from '../../battle/combat/TowerQueryService'; import { deriveTowerSetupStats, TowerStatDisplay } from '../../battle/combat/TowerStatResolver'; -import { getTowerExpHost, needTowerExpForLevel } from '../../battle/combat/TowerExpHost'; -import { resolveHeroBattleWeaponId } from '../../battle/combat/TowerLoadoutService'; -import { HeroSkin } from '../../battle/view/HeroSkin'; -import { Skill } from '../../battle/skill/Skill'; -import { heroUltSkillId } from '../../battle/config/BattleHeroTable'; -import { applyWeaponSpineSkin } from '../../battle/view/GlyphSpineSkin'; -import { BattleSpinePlayback } from '../../battle/presentation/BattleSpinePlayback'; -import { GBundle, GPath } from '../../game/ConfigRes'; +import { heroNormalSkillId, isElementHero } from '../../battle/config/BattleHeroTable'; +import { BATTLE_HERO_NUM_PATH } from '../../battle/res/BattleHeroResCollector'; +import { glyphSpineHasSkin } from '../../battle/view/GlyphSpineSkin'; +import { GBundle } from '../../game/ConfigRes'; import { TableNames } from '../../game/ConfigTableData'; -import type { Player } from '../../game/Player'; const { ccclass } = _decorator; const LOG = '[UIBattleWeaponDescHero]'; -/** 品质 → 武器名字体色 */ -const WEAPON_NAME_FONT_HEX: Record = { - 0: '#D8D8D8', - 1: '#6FA86F', - 2: '#6FA2A8', - 3: '#B390D9', - 4: '#F9C948', -}; -/** 品质 → 武器名描边色 */ -const WEAPON_NAME_OUTLINE_HEX: Record = { - 0: '#4A4A4A', - 1: '#386c42', - 2: '#285c6d', - 3: '#623073', - 4: '#734930', -}; - -/** 组合武将详情弹窗入参 */ +/** 空镶嵌提示文案(与预制体 gtemplate/lb 默认一致) */ +const GEM_EMPTY_TIP = '尚未镶嵌宝石'; +const NUM_IDLE = '待机'; + +/** 五行数字详情弹窗入参 */ export interface BattleWeaponDescHeroPanelData { entity: TileEntitySnapshot; runtime?: TowerRuntimeSnapshot | null; - /** 敌方阵营皮肤(组合字 皮肤字2_*) */ + /** 敌方阵营(敌方不读本机镶嵌) */ enemyCamp?: boolean; - /** 已解析的展示武器 id(敌方优先 AI 档案) */ + /** 已解析的展示武器/技能宝石 id(兼容旧入参) */ weaponId?: number; weaponWorldPos?: { x: number; y: number; z?: number }; gridStep?: number; trySwitchAtUiPos?: (uiPos: { x: number; y: number }) => boolean; - /** 监视中的地图/背包格(切换选中格时随 prema 更新) */ + /** 监视中的地图/背包格 */ watchTarget?: { kind: 'map' | 'bag'; index: number } | null; - /** 已部署 ECS 实体(地图格实时刷新 fallback) */ + /** 已部署 ECS 实体 */ watchEntityId?: EntityId; - /** 从棋盘重新读取 entity/runtime(击杀加经验后刷新数值) */ + /** 从棋盘重新读取 entity/runtime */ resolveLiveData?: () => Pick | null; } -/** 经验条满宽(像素) */ -const PROGRESS_MAX_WIDTH = 225; -const WEAPON_SPINE_IDLE = '待机'; - @ccclass('UIBattleWeaponDescHero') export class UIBattleWeaponDescHero extends Auto_BattleWeaponDescHero { private static readonly PANEL_GAP_GRIDS = 1.7; @@ -89,11 +67,13 @@ export class UIBattleWeaponDescHero extends Auto_BattleWeaponDescHero { private _popupBody: Node | null = null; /** 递增时取消尚未完成的关窗销毁 */ private _panelLifeGen = 0; - /** ui_node 下挂的武将展示节点 */ - private _heroNode: Node | null = null; - /** 当前面板已解析的展示武器(defer 复用,避免二次解析失败把 ui_type 隐藏) */ - private _displayWeaponRow: ITableWeapon | null = null; - /** 静态区(武将/技能/武器名等)缓存键;切换仅刷新数值区时不重建 */ + /** ui_node 下挂的数字预制体节点 */ + private _numNode: Node | null = null; + /** 宝石列表模板 */ + private _gemTpl: Node | null = null; + /** 已克隆的宝石行 */ + private readonly _gemRows: Node[] = []; + /** 静态区缓存键 */ private _staticViewKey = ''; /** 战斗事件监听是否已绑定 */ private _battleEventBound = false; @@ -103,6 +83,7 @@ export class UIBattleWeaponDescHero extends Auto_BattleWeaponDescHero { onLoad(): void { super.onLoad(); this._popupBody = this.node.getChildByName('弹窗主体'); + this._cacheGemTemplate(); } onEnable(): void { @@ -116,10 +97,10 @@ export class UIBattleWeaponDescHero extends Auto_BattleWeaponDescHero { this.ui_bgMask.off(Node.EventType.TOUCH_END, this.click_ui_bgMask, this); } this._unbindLiveRefresh(); - this.unschedule(this._deferRefreshWeaponType); this.unschedule(this._deferredRefreshDynamic); this._staticViewKey = ''; - this._clearHeroNode(); + this._clearNumNode(); + this._clearGemRows(); super.onDisable(); } @@ -173,41 +154,40 @@ export class UIBattleWeaponDescHero extends Auto_BattleWeaponDescHero { this._panelLifeGen++; this._ensurePanelVisible(); this._bindLiveRefresh(); + this._cacheGemTemplate(); const ctx = this._resolveRefreshContext(); if (!ctx) { this._staticViewKey = ''; this._clearLabels(); - this._clearHeroNode(); - this._hideWeaponTypes(); + this._clearNumNode(); + this._clearGemRows(); return; } - const { data, w1, level, levelLimit, stats, weaponRow, runtime, enemyCamp } = ctx; - const staticViewKey = this._buildStaticViewKey(w1.id, weaponRow?.id ?? 0, enemyCamp); - const needStaticRefresh = staticViewKey !== this._staticViewKey || !this._heroNode?.isValid; + const { data, w1, level, levelLimit, stats, runtime, enemyCamp } = ctx; + const element = Math.floor(Number(w1.herotype) || 0); + const staticViewKey = this._buildStaticViewKey(w1.id, level, element, enemyCamp); + const needStaticRefresh = staticViewKey !== this._staticViewKey || !this._numNode?.isValid; if (needStaticRefresh) { this._staticViewKey = staticViewKey; - this._displayWeaponRow = weaponRow; - this._refreshHero(w1, level, enemyCamp); - this._refreshStaticLabels(w1, level, levelLimit, weaponRow); - this._refreshWeaponType(weaponRow); - this._scheduleRefreshWeaponType(weaponRow); + this._refreshNumber(w1); + this._refreshStaticLabels(w1, level, levelLimit); + this._refreshGemList(element, enemyCamp); } - this._refreshDynamicStats(w1, level, levelLimit, stats, weaponRow, runtime); + this._refreshDynamicStats(w1, level, stats); this._applyPanelPosition(data); } - /** 合并 prema 与 resolveLiveData,得到最新等级/属性 */ + /** 合并 prema 与 resolveLiveData */ private _resolveRefreshContext(): { data: BattleWeaponDescHeroPanelData; w1: ITableHero; level: number; levelLimit: number; stats: TowerRuntimeSnapshot['stats'] | undefined; - weaponRow: ITableWeapon | null; runtime: TowerRuntimeSnapshot | null; enemyCamp: boolean; } | null { @@ -228,6 +208,9 @@ export class UIBattleWeaponDescHero extends Auto_BattleWeaponDescHero { const w1 = data.entity.tower?.config ?? null; if (!w1) return null; + if (!isElementHero(w1)) { + console.warn(LOG, '非五行数字,详情仅支持五行', w1.id, w1.herotype); + } let runtime = data.runtime ?? null; const watchEntityId = data.watchEntityId ?? runtime?.entityId ?? 0; @@ -245,30 +228,24 @@ export class UIBattleWeaponDescHero extends Auto_BattleWeaponDescHero { : null; const stats = liveStats ?? runtime?.stats ?? data.entity.tower?.stats; const enemyCamp = !!data.enemyCamp; - const weaponRow = this._resolveWeaponRow(w1.id, runtime, enemyCamp, data.weaponId ?? 0); - return { data, w1, level, levelLimit, stats, weaponRow, runtime, enemyCamp }; + return { data, w1, level, levelLimit, stats, runtime, enemyCamp }; } - /** 击杀/升级后仅刷新 lb_level 等数值区 */ + /** 击杀/升级后仅刷新数值区 */ private _refreshDynamicFromLive(): void { if (!this.node?.isValid || !this.node.active) return; const ctx = this._resolveRefreshContext(); if (!ctx) return; - const { w1, level, levelLimit, stats, weaponRow, runtime, enemyCamp } = ctx; - const staticViewKey = this._buildStaticViewKey(w1.id, weaponRow?.id ?? 0, enemyCamp); + const { w1, level, levelLimit, stats, enemyCamp } = ctx; + const element = Math.floor(Number(w1.herotype) || 0); + const staticViewKey = this._buildStaticViewKey(w1.id, level, element, enemyCamp); if (staticViewKey !== this._staticViewKey) { this.onInit(); return; } - this._refreshDynamicStats(w1, level, levelLimit, stats, weaponRow, runtime); - } - - /** 入场动效结束后再刷一次武器 Spine(避免首帧节点未就绪) */ - protected onPopOpenRevealEnd(): void { - if (this._displayWeaponRow) { - this._refreshWeaponType(this._displayWeaponRow); - } + this._refreshDynamicStats(w1, level, stats); + if (this.lb_lvMax) this.lb_lvMax.string = `满级${levelLimit}级`; } destroyPanel(tweenType = 1) { @@ -303,135 +280,117 @@ export class UIBattleWeaponDescHero extends Auto_BattleWeaponDescHero { this.close(2); } - /** ui_node:heroTemplate + HeroSkin 播待机 */ - private _refreshHero(w1: ITableHero, level: number, enemyCamp = false): void { + /** 静态区缓存键 */ + private _buildStaticViewKey(heroId: number, level: number, element: number, enemyCamp: boolean): string { + return `${Math.floor(Number(heroId) || 0)}|${Math.floor(Number(level) || 0)}|${element}|${enemyCamp ? 1 : 0}`; + } + + /** + * ui_node:按 Hero.number 加载数字预制体,并切五行皮肤。 + * @param w1 当前数字对应 Hero + */ + private _refreshNumber(w1: ITableHero): void { if (!this.ui_node?.isValid) return; - this._clearHeroNode(); + this._clearNumNode(); - const prefab = gg.res.getRes('heroTemplate', GPath.Prefab, GBundle.Heros, Prefab); - if (!prefab) { - console.log('[UIBattleWeaponDescHero] heroTemplate 预制体缺失', w1.id); + const num = Math.floor(Number(w1.number) || 0); + if (!(num > 0)) { + console.warn(LOG, 'Hero.number 无效', w1.id, w1.number); + this.ui_node.active = false; + return; + } + const skinName = this._elementSkinName(Math.floor(Number(w1.herotype) || 0)); + if (!skinName) { + console.warn(LOG, '五行皮肤未定义', w1.id, w1.herotype); this.ui_node.active = false; return; } - const heroNode = instantiate(prefab); - heroNode.parent = this.ui_node; - heroNode.setPosition(0, 0, 0); - heroNode.setScale(1, 1, 1); - this._heroNode = heroNode; - this.ui_node.active = true; - - const skill = heroNode.getComponent(Skill); - if (skill) skill.enabled = false; - - const heroSkin = heroNode.getComponent(HeroSkin); - if (!heroSkin) { - console.log('[UIBattleWeaponDescHero] HeroSkin 缺失', w1.id); + let node: Node | null = null; + try { + node = gg.res.getNode(BATTLE_HERO_NUM_PATH, String(num), GBundle.BattleHero); + } catch (e) { + console.warn(LOG, '数字预制体加载失败', num, String(e)); + this.ui_node.active = false; + return; + } + if (!node?.isValid) { + console.warn(LOG, '数字预制体缺失', num); + this.ui_node.active = false; return; } - heroSkin.setQualityFrameVisible(false); - heroSkin.setEnemyCamp(enemyCamp); - heroSkin.setData(w1); - heroSkin.setSkinByLevelAndQuality(level, enemyCamp); - heroSkin.playIdleAnim(); - } - - private _clearHeroNode(): void { - if (this._heroNode?.isValid) { - const heroSkin = this._heroNode.getComponent(HeroSkin); - heroSkin?.releaseDisplay(); - this._heroNode.destroy(); - } - this._heroNode = null; - if (this.ui_node?.isValid) { - this.ui_node.removeAllChildren(); - } - } - - /** 可展示的武器配表行(Weapon 表且 type 1~4) */ - private _tryDisplayWeaponRow(weaponId: number): ITableWeapon | null { - const id = Math.floor(Number(weaponId) || 0); - if (id <= 0) return null; - const row = gg.equip.getEquip(id) - ?? gg.data.table.getTableData(TableNames.Weapon, id); - if (!row) return null; - const type = Number(row.type) | 0; - if (type < 1 || type > 4) return null; - return row; - } - - private _resolveWeaponRow( - heroId: number, - runtime?: TowerRuntimeSnapshot | null, - enemyCamp = false, - presetWeaponId = 0, - ): ITableWeapon | null { - const fromPreset = this._tryDisplayWeaponRow(presetWeaponId); - if (fromPreset) return fromPreset; - - const loadout = runtime?.loadout; - if (loadout && loadout.weapon1Id === heroId) { - const fromRuntime = this._tryDisplayWeaponRow(loadout.weaponId ?? 0); - if (fromRuntime) return fromRuntime; - } - - const fallbackId = enemyCamp - ? resolveHeroBattleWeaponId(heroId, this._resolveEnemyPlayer()) - : gg.equip.getHeroDisplayWeaponId(heroId); - const fromFallback = this._tryDisplayWeaponRow(fallbackId); - if (fromFallback) return fromFallback; - - console.log( - LOG, - enemyCamp ? '敌方武器 id 缺失' : '武器 id 缺失', - heroId, - 'preset=', - presetWeaponId, - 'runtime=', - loadout?.weaponId ?? 0, - 'fallback=', - fallbackId, - ); - return null; - } - /** 弹窗入场后再刷一次武器 Spine(使用 onInit 缓存,避免二次解析失败清空 ui_type) */ - private _deferRefreshWeaponType = (): void => { - if (!this.node?.isValid) return; - const weaponRow = this._displayWeaponRow; - if (!weaponRow) return; - this._refreshWeaponType(weaponRow); - }; + node.parent = this.ui_node; + node.layer = this.ui_node.layer; + node.setPosition(0, 0, 0); + node.setScale(1, 1, 1); + node.active = true; + this._numNode = node; + this.ui_node.active = true; + this._playElementSkin(node, skinName, w1.id); + } - /** 延后刷新武器 Spine(本帧末 + 下一帧各一次) */ - private _scheduleRefreshWeaponType(weaponRow: ITableWeapon | null): void { - this.unschedule(this._deferRefreshWeaponType); - if (!weaponRow) return; - this.scheduleOnce(this._deferRefreshWeaponType, 0); - this.scheduleOnce(this._deferRefreshWeaponType, 0.05); + /** Hero.herotype → 数字 Spine 皮肤名 */ + private _elementSkinName(herotype: number): string { + switch (herotype) { + case 1: return '金'; + case 2: return '木'; + case 3: return '水'; + case 4: return '火'; + case 5: return '土'; + default: return ''; + } } - /** 敌方 Player(与 TowerLoadout 解析同源) */ - private _resolveEnemyPlayer(): Player | null { - const battle = gg.game.CurentBattle; - if (!battle) return null; - const localPid = battle.player?.playerId ?? 0; - return battle.getPlayer(localPid === 0 ? 1 : 0) ?? null; + /** + * 数字节点切五行皮并播待机。 + * @param node 数字预制体 + * @param skinName 金木水火土 + * @param heroId 日志用 + */ + private _playElementSkin(node: Node, skinName: string, heroId: number): void { + const sk = node.getComponent(sp.Skeleton); + if (!sk?.isValid) { + console.warn(LOG, '数字节点缺少 Skeleton', node.name, heroId); + return; + } + const sd = sk.skeletonData; + if (!sd?.isValid) { + sk.enabled = false; + console.warn(LOG, '数字节点 skeletonData 无效', node.name, heroId); + return; + } + sk.enabled = true; + sk.setAnimationCacheMode(sp.SpineAnimationCacheMode.REALTIME); + ensureSpineSkeletonDataRuntime(sd); + if (!glyphSpineHasSkin(sk, skinName)) { + console.warn(LOG, '数字皮不存在', skinName, node.name, heroId); + return; + } + sk.setSkin(skinName); + sk.setSlotsToSetupPose(); + const runtime = sd.getRuntimeData?.(true); + if (runtime?.findAnimation?.(NUM_IDLE)) { + sk.setAnimation(0, NUM_IDLE, true); + } } - /** 静态区缓存键:同武将+武器+阵营切换时仅刷新数值 */ - private _buildStaticViewKey(heroId: number, weaponId: number, enemyCamp: boolean): string { - return `${Math.floor(Number(heroId) || 0)}|${Math.floor(Number(weaponId) || 0)}|${enemyCamp ? 1 : 0}`; + /** 归还数字预制体 */ + private _clearNumNode(): void { + const held = this._numNode; + this._numNode = null; + if (!held?.isValid) { + if (this.ui_node?.isValid) this.ui_node.removeAllChildren(); + return; + } + Tween.stopAllByTarget(held); + if (held['resKey']) gg.res.putNode(held); + else held.destroy(); + if (this.ui_node?.isValid) this.ui_node.removeAllChildren(); } - /** 武将名/满级/技能/武器文案与 Spine(打开或切换武将时刷新) */ - private _refreshStaticLabels( - w1: ITableHero, - level: number, - levelLimit: number, - weaponRow: ITableWeapon | null, - ): void { + /** 名称 / 满级 / 普攻技能文案 */ + private _refreshStaticLabels(w1: ITableHero, level: number, levelLimit: number): void { if (this.lb_name) { this.lb_name.string = gg.lang.get(w1.name); } @@ -439,37 +398,43 @@ export class UIBattleWeaponDescHero extends Auto_BattleWeaponDescHero { this.lb_lvMax.string = `满级${levelLimit}级`; } this._refreshSkillLabels(w1, level); + } - if (!weaponRow) { - if (this.lb_weaponName) { - this.lb_weaponName.string = ''; - this._resetWeaponNameStyle(); - } - if (this.lb_weaponDesc) this.lb_weaponDesc.string = ''; - return; + /** + * lb_skillName / lb_skillDesc:读 Hero.atk_id 对应 Skill。 + * Skill.name 配表常为空时,名称回退为 desc,避免「技能:」右侧空白。 + * @param w1 Hero + * @param level 合成等级 + */ + private _refreshSkillLabels(w1: ITableHero, level: number): void { + const skillId = heroNormalSkillId(w1, level); + const skill = skillId > 0 + ? gg.data.table.getTableData(TableNames.Skill, skillId) + : null; + if (skillId > 0 && !skill) { + console.warn(LOG, 'Skill 缺失', skillId, w1.id, level); } - - if (this.lb_weaponName) { - this.lb_weaponName.string = gg.lang.get(weaponRow.name); - this._applyWeaponNameStyle(weaponRow.quality); + const nameKey = skill ? String(skill.name ?? '').trim() : ''; + const descKey = skill ? String(skill.desc ?? '').trim() : ''; + if (skill && !nameKey) { + console.warn(LOG, 'Skill.name 为空,名称回退 desc', skillId, w1.id); } - if (this.lb_weaponDesc) { - this.lb_weaponDesc.string = gg.lang.get(weaponRow.desc); + if (this.lb_skillName) { + const nameText = nameKey ? gg.lang.get(nameKey) : (descKey ? gg.lang.get(descKey) : ''); + this.lb_skillName.string = nameText; + } + if (this.lb_skillDesc) { + this.lb_skillDesc.string = descKey ? gg.lang.get(descKey) : ''; } } - /** - * 实时数值:等级、攻击、攻速、武器攻击、经验条(每次打开/切换格子都读最新 runtime) - */ + /** 等级 / 攻击 / 攻速 */ private _refreshDynamicStats( w1: ITableHero, level: number, - levelLimit: number, stats: TowerRuntimeSnapshot['stats'] | undefined, - weaponRow: ITableWeapon | null, - runtime?: TowerRuntimeSnapshot | null, ): void { - const setup = deriveTowerSetupStats(w1, level, weaponRow?.id); + const setup = deriveTowerSetupStats(w1, level, 0); const attack = stats?.attack ?? setup.attack; const attackSpeed = stats?.attackSpeed ?? setup.attackSpeed; @@ -482,170 +447,157 @@ export class UIBattleWeaponDescHero extends Auto_BattleWeaponDescHero { if (this.lb_attckSpeed) { this.lb_attckSpeed.string = TowerStatDisplay.attackSpeed(attackSpeed); } - if (this.lb_weaponAtk) { - if (!weaponRow) { - this.lb_weaponAtk.string = ''; - } else { - const exclusiveMul = gg.equip.getEquipExclusiveMul(w1.id, weaponRow); - const weaponAtk = Math.floor((weaponRow.atk ?? 0) * exclusiveMul); - this.lb_weaponAtk.string = `${weaponAtk}`; - } - } - this._refreshExpProgress(w1, level, levelLimit, runtime); } - /** 刷新当前等级武将技能名与描述 */ - private _refreshSkillLabels(w1: ITableHero, level: number): void { - const skillId = heroUltSkillId(w1, level); - const skill = skillId > 0 - ? gg.data.table.getTableData(TableNames.Skill, skillId) - : null; - if (skillId > 0 && !skill) { - console.log(LOG, 'Skill 缺失', skillId, w1.id, level); - } - if (this.lb_skillName) { - this.lb_skillName.string = skill ? gg.lang.get(skill.name) : ''; - } - if (this.lb_skillDesc) { - this.lb_skillDesc.string = skill ? gg.lang.get(skill.desc) : ''; - } - } - - /** 按武器品质设置武器名字体色与描边 */ - private _applyWeaponNameStyle(quality: number): void { - const label = this.lb_weaponName; - if (!label) return; - const q = Math.floor(Number(quality) || 0); - const fontHex = WEAPON_NAME_FONT_HEX[q]; - const outlineHex = WEAPON_NAME_OUTLINE_HEX[q]; - if (!fontHex || !outlineHex) { - console.log(LOG, '未知武器品质色', quality); - this._resetWeaponNameStyle(); + /** 缓存 gtemplate */ + private _cacheGemTemplate(): void { + if (this._gemTpl?.isValid) return; + const list = this.ui_gemList; + if (!list?.isValid) return; + const tpl = list.getChildByName('gtemplate'); + if (!tpl?.isValid) { + console.warn(LOG, 'ui_gemList/gtemplate 缺失'); return; } - label.color = Color.fromHEX(new Color(), fontHex); - label.enableOutline = true; - label.outlineColor = Color.fromHEX(new Color(), outlineHex); - } - - /** 重置武器名样式 */ - private _resetWeaponNameStyle(): void { - const label = this.lb_weaponName; - if (!label) return; - label.color = Color.WHITE; - label.enableOutline = false; - } - - /** 从弹窗主体取 ui_type 节点(不依赖 Auto 缓存引用) */ - private _getWeaponTypeNode(weaponType: number): Node | null { - const body = this._popupBody ?? this.node.getChildByName('弹窗主体'); - if (!body?.isValid) return null; - const t = Math.floor(Number(weaponType) || 0); - if (t < 1 || t > 4) return null; - return body.getChildByName(`ui_type${t}`); - } - - /** 同步 Auto 节点引用(供外部工具链;展示以 _getWeaponTypeNode 为准) */ - private _ensureWeaponTypeNodes(): void { - if (!this.ui_type1?.isValid) this.ui_type1 = this._getWeaponTypeNode(1); - if (!this.ui_type2?.isValid) this.ui_type2 = this._getWeaponTypeNode(2); - if (!this.ui_type3?.isValid) this.ui_type3 = this._getWeaponTypeNode(3); - if (!this.ui_type4?.isValid) this.ui_type4 = this._getWeaponTypeNode(4); + this._gemTpl = tpl; + tpl.active = false; } - /** ui_type1~4:按武器 type 显隐并切肤 */ - private _refreshWeaponType(weaponRow: ITableWeapon | null): void { - this._ensureWeaponTypeNodes(); - this._hideWeaponTypes(); - if (!weaponRow) return; - - const weaponType = Number(weaponRow.type) | 0; - const skin = String(weaponRow.skin ?? '').trim(); - if (weaponType < 1 || weaponType > 4) { - console.log(LOG, '武器 type 无效', weaponRow.id, weaponType); - return; - } - if (!skin) { - console.log(LOG, '武器 skin 缺失', weaponRow.id); + /** + * 固定刷新 4 个镶嵌槽:有宝石画完整行,空槽只显示 lb。 + * @param element Hero.herotype 1~5 + * @param enemyCamp 敌方不读本机镶嵌(四槽皆空) + */ + private _refreshGemList(element: number, enemyCamp: boolean): void { + this._cacheGemTemplate(); + this._clearGemRows(); + const list = this.ui_gemList; + const tpl = this._gemTpl; + if (!list?.isValid || !tpl?.isValid) return; + + const slots = [0, 0, 0, 0]; + if (!enemyCamp && element >= 1 && element <= 5) { + try { + const raw = gg.gem.getElementSlots(element); + for (let i = 0; i < 4; i++) { + slots[i] = Math.floor(Number(raw[i]) || 0); + } + } catch (err) { + console.warn(LOG, 'getElementSlots 失败', element, err); + } } - const node = this._getWeaponTypeNode(weaponType); - if (!node?.isValid) { - console.log(LOG, '武器类型节点缺失', weaponType, weaponRow.id); - return; + for (let i = 0; i < 4; i++) { + const row = instantiate(tpl); + row.parent = list; + row.active = true; + const gemId = slots[i]; + if (gemId > 0) { + const conf = gg.gem.getGem(gemId); + if (!conf) { + console.warn(LOG, '镶嵌宝石配表缺失', gemId, 'element', element, 'slot', i); + this._paintEmptyGemSlot(row); + } else { + this._paintGemRow(row, conf); + } + } else { + this._paintEmptyGemSlot(row); + } + this._gemRows.push(row); } - - node.active = true; - node.setScale(1, 1, 1); - this._applyWeaponSpine(node, skin, weaponRow.id); + this._updateGemLayout(list); } - private _hideWeaponTypes(): void { - for (let t = 1; t <= 4; t++) { - const node = this._getWeaponTypeNode(t); - if (node?.isValid) node.active = false; - } - } + /** 填充一颗已镶嵌宝石行 */ + private _paintGemRow(row: Node, conf: ITableWeapon): void { + const lbEmpty = row.getChildByName('lb'); + if (lbEmpty?.isValid) lbEmpty.active = false; - private _applyWeaponSpine(typeNode: Node, skin: string, weaponId: number): void { - typeNode.active = true; - const skel = typeNode.getComponent(sp.Skeleton) ?? typeNode.getComponentInChildren(sp.Skeleton); - if (!skel?.isValid) { - console.log(LOG, '武器 Spine 缺失', typeNode.name, weaponId); - return; + const quality = Math.floor(Number(conf.quality) || 0); + const lblv = row.getChildByName('lblv')?.getComponent(Label); + if (lblv) { + lblv.node.active = true; + lblv.string = `Lv.${quality}`; } - if (skel.node?.isValid) skel.node.active = true; - skel.enabled = true; - if (skel.skeletonData) ensureSpineSkeletonDataRuntime(skel.skeletonData); - - const resolvedSkin = applyWeaponSpineSkin(skel, skin, LOG); - if (skin && !resolvedSkin) { - console.log(LOG, '武器 skin 不可用', weaponId, skin); + const icon = row.getChildByName('icon'); + if (icon?.isValid) { + icon.active = true; + const iconName = String(conf.icon || '').trim(); + if (!iconName) console.warn(LOG, '宝石 icon 缺失', conf.id); + this._setItemSprite(icon, iconName ? `weapon/${iconName}` : ''); } - - BattleSpinePlayback.resetTracks(skel); - try { - skel.setAnimation(0, WEAPON_SPINE_IDLE, true); - } catch (e) { - console.log(LOG, 'setAnimation 失败', WEAPON_SPINE_IDLE, typeNode.name, weaponId, String(e)); + const lbName = row.getChildByName('lbName')?.getComponent(Label); + if (lbName) { + lbName.node.active = true; + lbName.string = this._gemBaseName(conf); } - - const renderers = typeNode.getComponentsInChildren(UIRenderer); - for (let i = 0; i < renderers.length; i++) { - const r = renderers[i]; - if (r?.isValid) r.enabled = true; + const lbDesc = row.getChildByName('lbDesc')?.getComponent(Label); + if (lbDesc) { + lbDesc.node.active = true; + lbDesc.string = gg.lang.get(conf.desc); } - const op = typeNode.getComponent(UIOpacity) ?? typeNode.getComponentInChildren(UIOpacity); - if (op?.isValid) op.opacity = 255; } - private _refreshExpProgress( - w1: ITableHero, - level: number, - levelLimit: number, - runtime?: TowerRuntimeSnapshot | null, - ): void { - const progressUt = this.ui_progress?.getComponent(UITransform); - if (!progressUt?.isValid) return; + /** + * 宝石展示名:去掉配表名尾部「N级」,等级改由 lblv 的 Lv.N 展示。 + * @param conf Weapon 行 + */ + private _gemBaseName(conf: ITableWeapon): string { + const raw = gg.lang.get(conf.name); + const stripped = String(raw).replace(/\d+级\s*$/, '').trim(); + return stripped || raw; + } - if (level >= levelLimit) { - progressUt.setContentSize(PROGRESS_MAX_WIDTH, progressUt.contentSize.height); - if (this.lb_progress) this.lb_progress.string = '满级'; - if (this.ui_progress) this.ui_progress.active = true; + /** + * 空槽:只显示 lb,文案固定「尚未镶嵌宝石」。 + * @param row 槽位行 + */ + private _paintEmptyGemSlot(row: Node): void { + const lbEmpty = row.getChildByName('lb')?.getComponent(Label); + if (lbEmpty) { + lbEmpty.node.active = true; + lbEmpty.string = GEM_EMPTY_TIP; + } + const lblv = row.getChildByName('lblv'); + if (lblv?.isValid) lblv.active = false; + const icon = row.getChildByName('icon'); + if (icon?.isValid) { + icon.active = false; + this._setItemSprite(icon, ''); + } + const lbName = row.getChildByName('lbName'); + if (lbName?.isValid) lbName.active = false; + const lbDesc = row.getChildByName('lbDesc'); + if (lbDesc?.isValid) lbDesc.active = false; + } + + /** Items bundle 图集 */ + private _setItemSprite(node: Node | null, path: string): void { + if (!node?.isValid) return; + if (!path) { + node.getComponent(SpriteLoad)?.clear(); + const spComp = node.getComponent(Sprite); + if (spComp) spComp.spriteFrame = null; return; } + if (!node.getComponent(Sprite)) node.addComponent(Sprite); + node.getOrAddComponent(SpriteLoad).setSprite(path, GBundle.Items); + } - const need = needTowerExpForLevel(w1, level); - const curRaw = runtime?.entityId ? getTowerExpHost().getExp(runtime.entityId) : 0; - const ratio = need > 0 ? Math.min(1, Math.max(0, curRaw / need)) : 0; - progressUt.setContentSize(PROGRESS_MAX_WIDTH * ratio, progressUt.contentSize.height); - - if (this.lb_progress) { - const curText = TowerStatDisplay.oneDecimal(curRaw); - const needText = TowerStatDisplay.oneDecimal(need); - this.lb_progress.string = need > 0 ? `${curText}/${needText}` : `${curText}/0`; + /** 清理宝石克隆行(保留模板) */ + private _clearGemRows(): void { + for (let i = 0; i < this._gemRows.length; i++) { + const n = this._gemRows[i]; + if (n?.isValid) n.destroy(); } - if (this.ui_progress) this.ui_progress.active = true; + this._gemRows.length = 0; + if (this._gemTpl?.isValid) this._gemTpl.active = false; + } + + /** 触发布局 */ + private _updateGemLayout(list: Node): void { + const lay = list.getComponent(Layout); + if (lay) lay.updateLayout(); } private _clearLabels(): void { @@ -654,19 +606,8 @@ export class UIBattleWeaponDescHero extends Auto_BattleWeaponDescHero { if (this.lb_lvMax) this.lb_lvMax.string = ''; if (this.lb_attck) this.lb_attck.string = ''; if (this.lb_attckSpeed) this.lb_attckSpeed.string = ''; - if (this.lb_weaponName) { - this.lb_weaponName.string = ''; - this._resetWeaponNameStyle(); - } - if (this.lb_weaponAtk) this.lb_weaponAtk.string = ''; - if (this.lb_weaponDesc) this.lb_weaponDesc.string = ''; if (this.lb_skillName) this.lb_skillName.string = ''; if (this.lb_skillDesc) this.lb_skillDesc.string = ''; - if (this.lb_progress) this.lb_progress.string = ''; - if (this.ui_progress?.isValid) { - const ut = this.ui_progress.getComponent(UITransform); - if (ut) ut.setContentSize(0, ut.contentSize.height); - } } private _applyPanelPosition(data: BattleWeaponDescHeroPanelData | null): void { diff --git a/assets/script/ui/PanelGemstone/Auto_PanelGemstone.ts b/assets/script/ui/PanelGemstone/Auto_PanelGemstone.ts index 98b3850..9d26979 100644 --- a/assets/script/ui/PanelGemstone/Auto_PanelGemstone.ts +++ b/assets/script/ui/PanelGemstone/Auto_PanelGemstone.ts @@ -29,7 +29,6 @@ export class Auto_PanelGemstone extends UIBase { ui_content:Node; ui_tagBtnBg:Node; ui_tagBtns:Node; - btnAll:Node; btn0:Node; btn1:Node; btn2:Node; @@ -42,10 +41,9 @@ export class Auto_PanelGemstone extends UIBase { this.ui_center = find("ui_center",this.node); this.ui_list = find("ui_center/ui_list",this.node); this.btnClose = find("ui_center/btnClose",this.node); - this.ui_content = find("ui_center/ScrollView/view/ui_content",this.node); + this.ui_content = find("ui_center/ui_content",this.node); this.ui_tagBtnBg = find("ui_center/tags/ui_tagBtnBg",this.node); this.ui_tagBtns = find("ui_center/tags/ui_tagBtns",this.node); - this.btnAll = find("ui_center/tags/ui_tagBtns/btnAll",this.node); this.btn0 = find("ui_center/tags/ui_tagBtns/btn0",this.node); this.btn1 = find("ui_center/tags/ui_tagBtns/btn1",this.node); this.btn2 = find("ui_center/tags/ui_tagBtns/btn2",this.node); @@ -56,7 +54,6 @@ export class Auto_PanelGemstone extends UIBase { } onEnable() { this.btnClose.on(Node.EventType.TOUCH_END, this.click_btnClose, this); - this.btnAll.on(Node.EventType.TOUCH_END, this.click_btnAll, this); this.btn0.on(Node.EventType.TOUCH_END, this.click_btn0, this); this.btn1.on(Node.EventType.TOUCH_END, this.click_btn1, this); this.btn2.on(Node.EventType.TOUCH_END, this.click_btn2, this); @@ -67,7 +64,6 @@ export class Auto_PanelGemstone extends UIBase { } onDisable() { this.btnClose.off(Node.EventType.TOUCH_END, this.click_btnClose, this); - this.btnAll.off(Node.EventType.TOUCH_END, this.click_btnAll, this); this.btn0.off(Node.EventType.TOUCH_END, this.click_btn0, this); this.btn1.off(Node.EventType.TOUCH_END, this.click_btn1, this); this.btn2.off(Node.EventType.TOUCH_END, this.click_btn2, this); @@ -77,7 +73,6 @@ export class Auto_PanelGemstone extends UIBase { this.btnFuse.off(Node.EventType.TOUCH_END, this.click_btnFuse, this); } click_btnClose() {} - click_btnAll() {} click_btn0() {} click_btn1() {} click_btn2() {} diff --git a/assets/script/ui/PanelGemstone/UIPanelGemstone.ts b/assets/script/ui/PanelGemstone/UIPanelGemstone.ts index dc8107a..acbbf94 100644 --- a/assets/script/ui/PanelGemstone/UIPanelGemstone.ts +++ b/assets/script/ui/PanelGemstone/UIPanelGemstone.ts @@ -2,26 +2,33 @@ //********************* // create by 流云 // time: Wed Oct 07 2026 -// desc: 宝石镶嵌 / 仓库 / 一键合成 +// desc: 宝石镶嵌 / 页签仓库 / 一键合成 //********************* -import { _decorator, EventMouse, EventTouch, Input, input, instantiate, Node, ScrollView, sp, Sprite, UIOpacity, UITransform, Vec2, Vec3 } from 'cc'; +import { _decorator, EventMouse, EventTouch, Input, input, instantiate, Node, sp, Sprite, UIOpacity, UITransform, Vec2, Vec3 } from 'cc'; import { SpriteLoad } from 'db://assets/mx/components/SpriteLoad'; import { ensureSpineSkeletonDataRuntime } from 'db://assets/mx/module/lang/spineRuntimePatch'; import { GemGrid } from '../../com/GemGrid'; +import { FrameFlowHost } from '../../game/FrameFlowHost'; import { GBundle, UIID } from '../../game/ConfigRes'; import { GEM_SLOT_COUNT, IGemBagEntry } from '../../game/GameDataEnums'; import { Auto_PanelGemstone } from './Auto_PanelGemstone'; const { ccclass } = _decorator; const LOG = '[PanelGemstone]'; +/** 按下后移动超过此值开始拖 */ const DRAG_THRESHOLD = 18; const GHOST_OPACITY = 180; const ELEMENT_COUNT = 5; const SLOT_NAMES = ['g1', 'g2', 'g3', 'g4']; const ELEMENT_SKINS = ['', '金', '木', '水', '火', '土']; +/** 仓库每帧实例化数量 */ +const BAG_PER_FRAME = 6; +/** 默认页签:通用 Weapon.type=1 */ +const DEFAULT_FILTER = 1; /** - * 宝石页:五行镶嵌 + 仓库筛选 + 拖拽装备/卸下 + 一键合成。 + * 宝石页:五行镶嵌 + 页签仓库(无滚动)+ 拖拽镶嵌/卸下 + 一键合成。 + * 页签 btn0~btn5 → type 1~6(通用/金/木/水/火/土),默认通用。 */ @ccclass('UIPanelGemstone') export class UIPanelGemstone extends Auto_PanelGemstone { @@ -34,12 +41,16 @@ export class UIPanelGemstone extends Auto_PanelGemstone { private _elementItems: Node[] = []; /** 仓库动态格 */ private _bagItems: Node[] = []; - /** 当前筛选:0全部 1通用 2~6五行 */ - private _filterType = 0; + /** 当前筛选:1 通用;2~6 金木水火土 */ + private _filterType = DEFAULT_FILTER; /** 仓库数据 */ private _bagList: IGemBagEntry[] = []; - /** ScrollView 节点(卸下命中区) */ - private _scrollNode: Node | null = null; + /** 仓库分帧 */ + private _flow: FrameFlowHost | null = null; + /** 仓库填充代数 */ + private _bagToken = 0; + /** 已分帧填充下标 */ + private _bagFillIndex = 0; private _pressing = false; private _dragging = false; @@ -58,14 +69,9 @@ export class UIPanelGemstone extends Auto_PanelGemstone { onLoad(): void { super.onLoad(); this._itemTpl = this.ui_list?.getChildByName('itemTemplate') ?? null; - if (this._itemTpl) { - this._itemTpl.active = false; - } + if (this._itemTpl) this._itemTpl.active = false; this._bagTpl = this.ui_content?.getChildByName('bagItemTemplate') ?? null; - if (this._bagTpl) { - this._bagTpl.active = false; - } - this._scrollNode = this.ui_content?.parent?.parent ?? null; + if (this._bagTpl) this._bagTpl.active = false; this._bindDrag(true); } @@ -77,12 +83,13 @@ export class UIPanelGemstone extends Auto_PanelGemstone { onDisable(): void { this._bindDrag(false); this._endDrag(); + this._stopBagFill(); super.onDisable(); } onInit(): void { - this._filterType = 0; - this._selectTag(this.btnAll); + this._filterType = DEFAULT_FILTER; + this._selectTag(this.btn0); void this._refresh(); } @@ -90,7 +97,6 @@ export class UIPanelGemstone extends Auto_PanelGemstone { void this.close(2); } - click_btnAll(): void { this._onTag(0, this.btnAll); } click_btn0(): void { this._onTag(1, this.btn0); } click_btn1(): void { this._onTag(2, this.btn1); } click_btn2(): void { this._onTag(3, this.btn2); } @@ -100,7 +106,7 @@ export class UIPanelGemstone extends Auto_PanelGemstone { click_btnFuse(): void { const gains = gg.gem.fuseAll(); - this._refreshBag(); + this._rebuildBag(); this._refreshAllSlots(); if (!gains.length) { gg.ui.showToast('没有可合成的宝石'); @@ -109,11 +115,12 @@ export class UIPanelGemstone extends Auto_PanelGemstone { void gg.ui.openPanel(UIID.PopGetGem, { data: gains }); } - /** 筛选切换 */ + /** 页签切换 */ private _onTag(filterType: number, btn: Node): void { + if (this._filterType === filterType) return; this._filterType = filterType; this._selectTag(btn); - this._refreshBag(); + this._rebuildBag(); } /** 标签底移到当前按钮 */ @@ -127,7 +134,7 @@ export class UIPanelGemstone extends Auto_PanelGemstone { await gg.gem.ensureTable(); if (!this.isValid) return; this._buildElements(); - this._refreshBag(); + this._rebuildBag(); } /** 实例化五行 */ @@ -213,28 +220,107 @@ export class UIPanelGemstone extends Auto_PanelGemstone { if (icon?.isValid) icon.active = !!iconName; } - /** 刷新仓库 */ - private _refreshBag(): void { + /** + * 重建当前页签仓库(打开 / 切页签 / 合成)。 + * 镶嵌成败勿调用。 + */ + private _rebuildBag(): void { if (!this.ui_content?.isValid || !this._bagTpl?.isValid) { console.warn(LOG, 'ui_content/bagItemTemplate 缺失'); return; } + this._stopBagFill(); for (let i = 0; i < this._bagItems.length; i++) { const n = this._bagItems[i]; if (n?.isValid) n.destroy(); } this._bagItems.length = 0; this._bagList = gg.gem.getBagList(this._filterType); - for (let i = 0; i < this._bagList.length; i++) { - const entry = this._bagList[i]; - const node = instantiate(this._bagTpl); - node.parent = this.ui_content; - node.active = true; - const grid = node.getComponent(GemGrid) || node.addComponent(GemGrid); - grid.setData(gg.gem.getGem(entry.gemId), entry.count); - (node as any)._gemId = entry.gemId; - this._bagItems.push(node); + this._bagFillIndex = 0; + this._bagToken++; + this._pumpBagFill(this._bagToken); + } + + /** 停掉仓库分帧 */ + private _stopBagFill(): void { + this._bagToken++; + this._flow?.dispose(); + this._flow = null; + } + + /** 分帧填充仓库格 */ + private _pumpBagFill(token: number): void { + if (!this.isValid || token !== this._bagToken) return; + if (!this.ui_content?.isValid || !this._bagTpl?.isValid) return; + const end = Math.min(this._bagFillIndex + BAG_PER_FRAME, this._bagList.length); + for (let i = this._bagFillIndex; i < end; i++) { + this._bagItems.push(this._spawnBagItem(this._bagList[i])); + } + this._bagFillIndex = end; + if (this._bagFillIndex >= this._bagList.length) return; + if (!this._flow) this._flow = new FrameFlowHost(); + this._flow.waitFrames(1, () => this._pumpBagFill(token)); + } + + /** 创建一格仓库项 */ + private _spawnBagItem(entry: IGemBagEntry): Node { + const node = instantiate(this._bagTpl!); + node.parent = this.ui_content; + node.active = true; + const grid = node.getComponent(GemGrid) || node.addComponent(GemGrid); + grid.setData(gg.gem.getGem(entry.gemId), entry.count); + (node as any)._gemId = entry.gemId; + return node; + } + + /** + * 镶嵌/卸下后局部同步仓库数量。 + * @param gemIds 涉及的宝石 id + */ + private _patchBagGems(gemIds: readonly number[]): void { + for (let i = 0; i < gemIds.length; i++) { + const gemId = Math.floor(Number(gemIds[i]) || 0); + if (gemId <= 0) continue; + const free = gg.gem.getFreeCount(gemId); + const conf = gg.gem.getGem(gemId); + const matchFilter = this._matchFilter(conf); + const idx = this._findBagItemIndex(gemId); + if (free <= 0 || !matchFilter) { + if (idx >= 0) this._removeBagItemAt(idx); + continue; + } + if (idx >= 0) { + const node = this._bagItems[idx]; + node.getComponent(GemGrid)?.setData(conf, free); + this._bagList[idx] = { gemId, count: free }; + continue; + } + const entry: IGemBagEntry = { gemId, count: free }; + this._bagList.push(entry); + this._bagItems.push(this._spawnBagItem(entry)); + } + } + + /** 当前页签是否应展示该宝石 */ + private _matchFilter(conf: ITableWeapon | null): boolean { + if (!conf) return false; + return Math.floor(Number(conf.type) || 0) === this._filterType; + } + + /** 查找仓库格下标 */ + private _findBagItemIndex(gemId: number): number { + for (let i = 0; i < this._bagItems.length; i++) { + if (Number((this._bagItems[i] as any)._gemId) === gemId) return i; } + return -1; + } + + /** 移除一格仓库 */ + private _removeBagItemAt(idx: number): void { + const node = this._bagItems[idx]; + if (node?.isValid) node.destroy(); + this._bagItems.splice(idx, 1); + this._bagList.splice(idx, 1); } /** icons/weapon */ @@ -250,7 +336,7 @@ export class UIPanelGemstone extends Auto_PanelGemstone { node.getOrAddComponent(SpriteLoad).setSprite(path, GBundle.Items); } - // ---------- 拖拽 ---------- + // ---------- 拖拽镶嵌 ---------- private _bindDrag(on: boolean): void { if (this._dragListening === on) return; @@ -332,12 +418,15 @@ export class UIPanelGemstone extends Auto_PanelGemstone { this._finishDrag(loc); return; } + // 镶嵌槽轻点看信息;仓库格由 GemGrid 自行处理 + const gemId = this._dragGemId; + const fromSlot = this._dragFromElement > 0 && this._dragFromSlot >= 0; this._endDrag(); + if (fromSlot && gemId > 0) GemGrid.openInfo(gemId); } private _beginDrag(loc: Vec2): void { this._dragging = true; - this._setScrollEnabled(false); this._spawnGhost(loc); this._moveGhost(loc); } @@ -359,21 +448,29 @@ export class UIPanelGemstone extends Auto_PanelGemstone { if (fromE === te && fromS === ts) return; if (!gg.gem.swapSlots(fromE, fromS, te, ts)) { gg.ui.showToast('无法镶嵌到该位置'); + return; } - } else { - if (!gg.gem.wearFromBag(te, ts, gemId)) { - gg.ui.showToast('无法镶嵌到该位置'); - } + this._refreshAllSlots(); + return; + } + const before = gg.gem.getSlotGem(te, ts); + if (!gg.gem.wearFromBag(te, ts, gemId)) { + gg.ui.showToast('无法镶嵌到该位置'); + return; } this._refreshAllSlots(); - this._refreshBag(); + const patch = [gemId]; + if (before > 0 && before !== gemId) patch.push(before); + this._patchBagGems(patch); return; } if (fromE > 0 && fromS >= 0 && toBag) { - gg.gem.unequip(fromE, fromS); + const worn = gg.gem.getSlotGem(fromE, fromS); + if (worn <= 0) return; + if (!gg.gem.unequip(fromE, fromS)) return; this._refreshAllSlots(); - this._refreshBag(); + this._patchBagGems([worn]); } } @@ -387,6 +484,7 @@ export class UIPanelGemstone extends Auto_PanelGemstone { ghost.parent = this.node; ghost.active = true; const grid = ghost.getComponent(GemGrid) || ghost.addComponent(GemGrid); + grid.canClick = false; grid.setData(conf, -1); const op = ghost.getComponent(UIOpacity) || ghost.addComponent(UIOpacity); op.opacity = GHOST_OPACITY; @@ -409,16 +507,9 @@ export class UIPanelGemstone extends Auto_PanelGemstone { private _endDrag(): void { this._clearGhost(); - this._setScrollEnabled(true); this._resetDrag(); } - /** 拖拽时禁用仓库滚动 */ - private _setScrollEnabled(on: boolean): void { - const sv = this._scrollNode?.getComponent(ScrollView); - if (sv) sv.enabled = on; - } - private _resetDrag(): void { this._pressing = false; this._dragging = false; @@ -430,9 +521,8 @@ export class UIPanelGemstone extends Auto_PanelGemstone { private _hitBag(loc: Vec2): Node | null { if (!this.ui_content?.isValid) return null; this._hitPos.set(loc.x, loc.y); - const kids = this._bagItems; - for (let i = kids.length - 1; i >= 0; i--) { - const child = kids[i]; + for (let i = this._bagItems.length - 1; i >= 0; i--) { + const child = this._bagItems[i]; if (!child?.activeInHierarchy) continue; const ut = child.getComponent(UITransform); if (ut?.getBoundingBoxToWorld().contains(this._hitPos)) return child; @@ -455,9 +545,9 @@ export class UIPanelGemstone extends Auto_PanelGemstone { return null; } - /** 是否落在仓库 ScrollView 区域 */ + /** 是否落在仓库区(卸下) */ private _hitBagArea(loc: Vec2): boolean { - const root = this._scrollNode; + const root = this.ui_content; if (!root?.isValid) return false; this._hitPos.set(loc.x, loc.y); const ut = root.getComponent(UITransform); diff --git a/assets/script/ui/PopGemInfo.meta b/assets/script/ui/PopGemInfo.meta new file mode 100644 index 0000000..7e9332d --- /dev/null +++ b/assets/script/ui/PopGemInfo.meta @@ -0,0 +1,9 @@ +{ + "ver": "1.2.0", + "importer": "directory", + "imported": true, + "uuid": "63f51f60-1b58-4be0-bd82-dc19fbfe2f41", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/script/ui/PopGemInfo/Auto_PopGemInfo.ts b/assets/script/ui/PopGemInfo/Auto_PopGemInfo.ts new file mode 100644 index 0000000..6905574 --- /dev/null +++ b/assets/script/ui/PopGemInfo/Auto_PopGemInfo.ts @@ -0,0 +1,49 @@ + +//********************* +// create by 流云 +// 插件自动生成的节点脚本 +// 请勿修改(自动生成会覆盖) +// 请通过子类继承使用 +// 如何生成可直接调用的UI节点和组件? +// 1.在场景节点树中选中要生成的UI根节点 +// 2.点击菜单"tool"->“生成UI脚本” 或者使用快捷键(快捷键:Ctrl+Shift+C) +// 3.点击后会在script/ui/目录中生成一个以选中节点命名的文件夹,文件夹中会生成两个脚本文件,“Auto_”开头的就是本文件,不可修改,另一个是“UI”+选中节点名称命名的脚本文件,可修改,是需要挂载到选中节点的脚本文件,给用户使用的写逻辑的脚本,只会生成一次 +// 4.找到第3步描述的“UI”+选中节点名称命名的脚本文件,将其挂载到选中节点上(第一生成需要挂载,后续修改场景,重复生成的时候,该脚本不会再生成,不用担心会覆盖逻辑脚本) +// 下面是类型示例 +// 1.按钮,节点名以“btn_”或者“Btn_”开头或者节点添加了Button组件, 例:btn_Close,会生成btn_Close节点和click_btn_Close()方法 +// 2.标签,节点名以“lb_”开头, 例:lb_title,会生成lb_title的Label组件 +// 3.输入框,节点名以“eb_”开头, 例:eb_input,会生成eb_input的EditBox组件 +// 4.滚动视图,节点名以“sv_”开头, 例:sv_list,会生成sv_list的ScrollView组件 +// 5.图片,节点名以“img_”或者sp_“”开头, 例:img_Icon,会生成img_Icon的Sprite组件 +// 6.普通节点,节点名以“ui_”或者“Ui_”或者“UI_”开头, 例:ui_Content,会生成ui_Content的Node节点 +//********************* +import { _decorator, Component, Node, find, Sprite, Label, Button, ScrollView, EditBox, RichText } from 'cc'; +import { UIBase } from '../../../mx/module/ui/UIBase'; +const { ccclass } = _decorator; + +@ccclass('Auto_PopGemInfo') +export class Auto_PopGemInfo extends UIBase { + bgMask:Node; + lb_name:Label; + lb_lv:Label; + lb_desc:Label; + btnClose:Node; + onLoad(){ + super.onLoad(); + this.bgMask = find("bgMask",this.node); + this.lb_name = find("center/lb_name",this.node)?.getComponent(Label); + this.lb_lv = find("center/lb_lv",this.node)?.getComponent(Label); + this.lb_desc = find("center/lb_desc",this.node)?.getComponent(Label); + this.btnClose = find("center/btnClose",this.node); + } + onEnable() { + this.bgMask.on(Node.EventType.TOUCH_END, this.click_bgMask, this); + this.btnClose.on(Node.EventType.TOUCH_END, this.click_btnClose, this); + } + onDisable() { + this.bgMask.off(Node.EventType.TOUCH_END, this.click_bgMask, this); + this.btnClose.off(Node.EventType.TOUCH_END, this.click_btnClose, this); + } + click_bgMask() {} + click_btnClose() {} +} \ No newline at end of file diff --git a/assets/script/ui/PopGemInfo/Auto_PopGemInfo.ts.meta b/assets/script/ui/PopGemInfo/Auto_PopGemInfo.ts.meta new file mode 100644 index 0000000..ee169f2 --- /dev/null +++ b/assets/script/ui/PopGemInfo/Auto_PopGemInfo.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "6650cdaf-d5a0-4bde-83d0-a568532780ee", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/script/ui/PopGemInfo/UIPopGemInfo.ts b/assets/script/ui/PopGemInfo/UIPopGemInfo.ts new file mode 100644 index 0000000..7d02062 --- /dev/null +++ b/assets/script/ui/PopGemInfo/UIPopGemInfo.ts @@ -0,0 +1,90 @@ + +//********************* +// create by 流云 +// time: Thu Oct 08 2026 +// desc: 宝石信息弹窗 +//********************* +import { _decorator, find, Node, Sprite } from 'cc'; +import { SpriteLoad } from 'db://assets/mx/components/SpriteLoad'; +import { GBundle } from '../../game/ConfigRes'; +import { Auto_PopGemInfo } from './Auto_PopGemInfo'; +const { ccclass } = _decorator; + +const LOG = '[PopGemInfo]'; + +/** + * 宝石信息:iconbg=武器信息图标底框{quality};icon=Weapon.icon; + * lb_name / lb_desc 多语言;lb_lv=Lv.{quality}。 + */ +@ccclass('UIPopGemInfo') +export class UIPopGemInfo extends Auto_PopGemInfo { + + /** 品质底框 */ + private _iconbg: Node | null = null; + /** 宝石图标 */ + private _icon: Node | null = null; + + onLoad(): void { + super.onLoad(); + this._iconbg = find('center/iconbg', this.node); + this._icon = find('center/icon', this.node); + if (!this._iconbg) console.warn(LOG, 'iconbg 缺失'); + if (!this._icon) console.warn(LOG, 'icon 缺失'); + } + + onInit(): void { + this._fill(this._resolveGemId()); + } + + click_bgMask(): void { + void this.close(2); + } + + click_btnClose(): void { + void this.close(2); + } + + /** 解析打开参数:数字 gemId 或 { gemId } */ + private _resolveGemId(): number { + const raw = this.prema; + if (raw !== null && typeof raw === 'object') { + return Math.floor(Number((raw as { gemId?: number }).gemId) || 0); + } + return Math.floor(Number(raw) || 0); + } + + /** 按宝石 id 刷新 */ + private _fill(gemId: number): void { + const conf = gemId > 0 ? gg.gem.getGem(gemId) : null; + if (!conf) { + console.warn(LOG, '宝石配表缺失', gemId); + return; + } + const quality = Math.floor(Number(conf.quality) || 0); + if (quality < 1 || quality > 5) console.warn(LOG, '品质无对应底框', gemId, quality); + + this._setWeaponSprite(this._iconbg, `weapon/武器信息图标底框${quality}`); + const iconName = String(conf.icon || '').trim(); + if (!iconName) console.warn(LOG, 'icon 缺失', gemId); + this._setWeaponSprite(this._icon, iconName ? `weapon/${iconName}` : ''); + + if (this.lb_name) this.lb_name.string = gg.lang.get(conf.name); + if (this.lb_lv) this.lb_lv.string = `Lv.${quality}`; + if (this.lb_desc) this.lb_desc.string = gg.lang.get(conf.desc); + } + + /** icons/weapon 下图 */ + private _setWeaponSprite(node: Node | null, path: string): void { + if (!node?.isValid) return; + if (!path) { + node.active = false; + node.getComponent(SpriteLoad)?.clear(); + const sp = node.getComponent(Sprite); + if (sp) sp.spriteFrame = null; + return; + } + node.active = true; + if (!node.getComponent(Sprite)) node.addComponent(Sprite); + node.getOrAddComponent(SpriteLoad).setSprite(path, GBundle.Items); + } +} diff --git a/assets/script/ui/PopGemInfo/UIPopGemInfo.ts.meta b/assets/script/ui/PopGemInfo/UIPopGemInfo.ts.meta new file mode 100644 index 0000000..1236438 --- /dev/null +++ b/assets/script/ui/PopGemInfo/UIPopGemInfo.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "7f13fa9c-e418-4960-a180-d16633a2eca9", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/docs/需求-宝石装备合成.md b/docs/需求-宝石装备合成.md index 6c83319..411b4c2 100644 --- a/docs/需求-宝石装备合成.md +++ b/docs/需求-宝石装备合成.md @@ -1,6 +1,6 @@ # 需求:宝石装备与合成 -> 状态:局外 UI / 存档 / 合成本期实现;局内属性与技能生效后续切片。 +> 状态:局外 UI / 存档 / 合成已实现;局内属性与技能已接入战斗。 ## 背景 @@ -38,6 +38,30 @@ 3. 多轮直到无可合成。 4. 弹窗展示:各宝石「合成后可用数 − 合成前可用数」中 `delta > 0` 的条目。 -## 局内(后续) +## UI 注意 -通过 `gg.gem.getElementSlots(elementType)` 读取镶嵌,再叠加 `attritubes` / `act_skill`。本期不接入战斗。 +- 仓库按页签展示,无「全部」、无滚动:`btn0~btn5` → `Weapon.type` 1~6(通用/金木水火土),默认通用。 +- 仓库格分帧实例化进 `ui_content`(Layout 排布);交互为直接拖拽镶嵌/卸下。 +- 仓库全量重建仅:打开页 / 切页签 / 一键合成。镶嵌成功只局部改数量与槽位;失败不刷列表。 +- 仓库项 `bg` 用 `宝石框大{quality}`;镶嵌位 `g1~g4` 仍用 `宝石框小`。 + +## 局内(已接入) + +五行数字上阵时(`TowerLoadoutService.setupCombat`): + +1. 本机玩家:`gg.gem.getElementSlots(Hero.herotype)` 读该五行最多 4 槽宝石。 +2. 每颗 `attritubes` 写入该数字属性(多槽累加);刷新上阵前清除旧 `gem_` modifier。 +3. 有 `act_skill` 的宝石接到原有武器技能槽(主动 / 被动 / atk_buff);同五行多颗技能宝石时取品质更高者(配表异常时 warn)。 +4. AI 对手不读本机镶嵌。 + +### `attritubes` 类型 + +| type | 含义 | 战斗写入 | +|------|------|----------| +| 1 | 攻击万分比 | Attack Mul | +| 2 | 暴击万分比 | CritRate Add | +| 3 | 暴击伤害万分比 | CritDamage Add | +| 4 | 攻速万分比 | aspd_add | +| 5 | 伤害加成万分比 | dmg_mul | + +实现:`assets/script/battle/combat/GemBattleEffect.ts`。 diff --git a/配置表/excelList/~$关卡表.xlsx b/配置表/excelList/~$关卡表.xlsx deleted file mode 100644 index 6e7142c..0000000 Binary files a/配置表/excelList/~$关卡表.xlsx and /dev/null differ diff --git a/配置表/excelList/~$武器表.xlsx b/配置表/excelList/~$武器表.xlsx deleted file mode 100644 index 6e7142c..0000000 Binary files a/配置表/excelList/~$武器表.xlsx and /dev/null differ diff --git a/配置表/excelList/~$随机buff.xlsx b/配置表/excelList/~$随机buff.xlsx deleted file mode 100644 index 6e7142c..0000000 Binary files a/配置表/excelList/~$随机buff.xlsx and /dev/null differ diff --git a/配置表/策划配置/~$数字2048资源.xlsx b/配置表/策划配置/~$数字2048资源.xlsx deleted file mode 100644 index 6e7142c..0000000 Binary files a/配置表/策划配置/~$数字2048资源.xlsx and /dev/null differ