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-2133,11 +2133,11 @@ "a": 255 }, "_skeletonData": { - "__uuid__": "f0411521-9178-487c-84f0-71352fc313fa", + "__uuid__": "5bdf0cb1-f6fd-4f47-8c6a-d86af4205c40", "__expectedType__": "sp.SkeletonData" }, "defaultSkin": "default", - "defaultAnimation": "正在加载", + "defaultAnimation": "animation", "_premultipliedAlpha": false, "_timeScale": 1, "_preCacheMode": 0, @@ -2477,7 +2477,7 @@ "y": 0, "z": 0 }, - "_id": "0fCRhAyIxGjrxCApwoLkHc" + "_id": "7epkFZABBDMbaajkd6Yu/m" }, { "__type__": "cc.UITransform", @@ -2491,15 +2491,15 @@ "__prefab": null, "_contentSize": { "__type__": "cc.Size", - "width": 317, - "height": 176 + "width": 258.6700134277344, + "height": 239.49000549316406 }, "_anchorPoint": { "__type__": "cc.Vec2", - "x": 0.4889589905362776, - "y": 0.3806818181818182 + "x": 0.559283993733438, + "y": 0.4989352170154768 }, - "_id": "1e6gAhVNVPnosGw5lCW1xw" + "_id": "8aGS7Do0NKSoxe8pO9fysG" }, { "__type__": "sp.Skeleton", @@ -2522,12 +2522,12 @@ "a": 255 }, "_skeletonData": { - "__uuid__": "f0411521-9178-487c-84f0-71352fc313fa", + "__uuid__": "5bdf0cb1-f6fd-4f47-8c6a-d86af4205c40", "__expectedType__": "sp.SkeletonData" }, "defaultSkin": "default", - "defaultAnimation": "正在加载", - "_premultipliedAlpha": false, + "defaultAnimation": "animation", + "_premultipliedAlpha": true, "_timeScale": 1, "_preCacheMode": 0, "_cacheMode": 0, @@ -2538,7 +2538,7 @@ "_debugSlots": false, "_enableBatch": false, "loop": true, - "_id": "22n4TVKWVOoqH8N3Q1GO/G" + "_id": "d0DxuRF9RIcZZLSgEPncjD" }, { "__type__": "cc.UITransform", @@ -2605,7 +2605,7 @@ "_contentSize": { "__type__": "cc.Size", "width": 750, - "height": 1599.9999999999998 + "height": 1600 }, "_anchorPoint": { "__type__": "cc.Vec2", @@ -2819,7 +2819,7 @@ "_contentSize": { "__type__": "cc.Size", "width": 750, - "height": 1599.9999999999998 + "height": 1600 }, "_anchorPoint": { "__type__": "cc.Vec2", diff --git a/assets/script/battle/map/MapDigChestHost.ts b/assets/script/battle/map/MapDigChestHost.ts index acef267..980d767 100644 --- a/assets/script/battle/map/MapDigChestHost.ts +++ b/assets/script/battle/map/MapDigChestHost.ts @@ -1,13 +1,21 @@ -import { isValid, Node, UIOpacity, UITransform, Vec3 } from 'cc'; +import { isValid, Node, sp, UITransform, Vec3 } from 'cc'; import { GBundle } from '../../game/ConfigRes'; import { ConstNumType } from '../../game/GameDataEnums'; +import { BattleSpinePlayback } from '../presentation/BattleSpinePlayback'; +import { schedulePresentation } from '../skill/BattlePresentationClock'; import type { MapManager } from './legacy/MapManager'; import type { MapGrid } from './legacy/MapGrid'; /** 宝箱预制路径 */ const CHEST_TIP_PATH = 'prefab/'; -/** 宝箱预制名(原格子锁) */ +/** 宝箱预制名 */ const CHEST_TIP_NAME = '宝箱'; +/** 揭示待机 */ +const ANIM_IDLE = 'idle'; +/** 铲开播放 */ +const ANIM_PLAY = 'play'; +/** 盖子骨(xiangzi2:跳起落稳后视为已打开) */ +const OPEN_LID_BONE = 'z2'; /** tip 世界坐标复用 */ const _tipWorld = new Vec3(); /** tip 本地坐标复用 */ @@ -31,17 +39,17 @@ export interface DigChestOutcome { dugChest: boolean; /** 本局已铲开宝箱数(含本次) */ dugChestCount: number; - /** 飞入起点世界坐标;未铲到宝箱为 null */ - flyWorld: Vec3 | null; } /** - * 地图开挖宝箱:开战埋点、八邻揭示宝箱、铲开计数。 + * 地图开挖宝箱:开战埋点、八邻揭示(idle)、铲开播 play 后弹三选一。 */ export class MapDigChestHost { private _map: MapManager | null = null; private readonly _slots: DigChestSlot[] = []; private _dugChestCount = 0; + /** 开箱完成回调世代(clear / 重复开箱作废) */ + private _openGen = 0; /** * 开战埋宝箱:Const38 为**每个阵营**固定个数,只在各自 CampArea 的 Dig 格内随机位置。 @@ -152,36 +160,87 @@ export class MapDigChestHost { } /** - * 铲子开挖动画收尾:铲宝箱则计入并返回飞入信息;并补一次八邻揭示。 + * 铲子开挖:铲到宝箱则计入;tip 留在格上待播 play(勿提前回收)。 * @param index 被铲格 Index */ onDigged(index: number): DigChestOutcome { const outcome: DigChestOutcome = { dugChest: false, dugChestCount: this._dugChestCount, - flyWorld: null, }; const dugSlot = this._slotOf(index); if (dugSlot && !dugSlot.dug) { dugSlot.dug = true; + dugSlot.revealed = true; this._dugChestCount++; outcome.dugChest = true; outcome.dugChestCount = this._dugChestCount; - outcome.flyWorld = this._takeFlyWorld(dugSlot); - this._releaseTip(dugSlot); const grid = this._map?.getMapGridByIndex(index); if (grid) { grid.chestRevealed = false; grid.updateGrid(); + if (!dugSlot.tip?.isValid) { + this._ensureTip(dugSlot, grid); + } } } - // 补揭示:防止动画中途回调丢失时邻箱未亮 this._revealNeighbors(index); return outcome; } + /** + * 立刻回收 tip(AI 跳过开箱 Spine)。 + * @param index 被铲格 + */ + releaseTipAt(index: number): void { + const slot = this._slotOf(index); + if (slot) this._releaseTip(slot); + } + + /** + * 铲开后播 play:盖子打开落稳后回收 tip 并回调三选一(弹窗后不再继续播开箱)。 + * xiangzi2:`z2` translate 约 0.67 起跳、1.2 落稳 → 落稳后弹三选一。 + * @param index 被铲格 + * @param onOpen 打开之后回调(弹三选一) + */ + playOpen(index: number, onOpen: () => void): void { + const slot = this._slotOf(index); + const tip = slot?.tip ?? null; + if (!slot || !tip?.isValid) { + console.warn('[MapDigChestHost] 开箱缺 tip', index); + onOpen(); + return; + } + const sk = this._tipSkeleton(tip); + if (!sk) { + console.warn('[MapDigChestHost] 开箱缺 Spine', index); + this._releaseTip(slot); + onOpen(); + return; + } + const gen = ++this._openGen; + const openedAt = BattleSpinePlayback.findBoneMotionEndTime(sk, ANIM_PLAY, OPEN_LID_BONE, 'translate') + ?? BattleSpinePlayback.findBoneMotionEndTime(sk, ANIM_PLAY, OPEN_LID_BONE, 'rotate'); + if (!(openedAt != null && openedAt > 0)) { + console.warn('[MapDigChestHost] play 无盖开落稳关键帧,立刻弹三选一', index); + } + const openDelay = openedAt != null && openedAt > 0 ? openedAt : 0; + const ok = BattleSpinePlayback.play(sk, ANIM_PLAY, { loop: false }); + if (!ok) { + this._releaseTip(slot); + onOpen(); + return; + } + schedulePresentation(openDelay, () => { + if (gen !== this._openGen) return; + this._releaseTip(slot); + onOpen(); + }); + } + /** 退局:归还 tip、清标记 */ clear(): void { + this._openGen++; for (let i = 0; i < this._slots.length; i++) { const s = this._slots[i]; this._releaseTip(s); @@ -308,32 +367,23 @@ export class MapDigChestHost { tip.setPosition(_tipLocal); } - /** 对象池取出后复位显隐(飞入曾改 scale / opacity) */ + /** 对象池取出后复位,并播 idle */ private _resetTipVisual(tip: Node): void { tip.setScale(1, 1, 1); - const box = tip.getChildByName('box'); - if (box?.isValid) box.active = true; - const op = tip.getComponent(UIOpacity); - if (op) op.opacity = 255; + const sk = this._tipSkeleton(tip); + if (!sk) { + console.warn('[MapDigChestHost] 宝箱缺 anim/Spine'); + return; + } + BattleSpinePlayback.play(sk, ANIM_IDLE, { loop: true }); } /** - * 取飞入起点世界坐标。 - * @param slot 宝箱槽 + * @param tip 宝箱根节点 */ - private _takeFlyWorld(slot: DigChestSlot): Vec3 { - const tip = slot.tip; - if (tip?.isValid) { - tip.getWorldPosition(_tipWorld); - return _tipWorld.clone(); - } - const grid = this._map?.getMapGridByIndex(slot.index); - if (grid?.node?.isValid) { - grid.node.getWorldPosition(_tipWorld); - return _tipWorld.clone(); - } - console.warn('[MapDigChestHost] 铲宝箱无飞入坐标', slot.index); - return new Vec3(); + private _tipSkeleton(tip: Node): sp.Skeleton | null { + const anim = tip.getChildByName('anim'); + return anim?.getComponent(sp.Skeleton) ?? tip.getComponentInChildren(sp.Skeleton) ?? null; } /** @@ -343,6 +393,8 @@ export class MapDigChestHost { const tip = slot.tip; slot.tip = null; if (!tip || !isValid(tip)) return; + const sk = this._tipSkeleton(tip); + if (sk) BattleSpinePlayback.clearPendingComplete(sk); tip.active = false; if (typeof gg !== 'undefined' && tip['resKey'] && gg.res?.putNode) { gg.res.putNode(tip); diff --git a/assets/script/battle/presentation/BattleSpinePlayback.ts b/assets/script/battle/presentation/BattleSpinePlayback.ts index 816dad1..3a0e6ea 100644 --- a/assets/script/battle/presentation/BattleSpinePlayback.ts +++ b/assets/script/battle/presentation/BattleSpinePlayback.ts @@ -57,6 +57,24 @@ export class BattleSpinePlayback { * @returns 秒;无则 null */ static findFirstAttachmentClearTime(skeleton: sp.Skeleton, animName: string, slotSubstr: string): number | null { + return BattleSpinePlayback._findFirstAttachmentTime(skeleton, animName, slotSubstr, 'clear'); + } + + /** + * 读 skeletonJson:槽位附件挂上(name!=null)的最早时刻,用于开箱弹出等。 + * @param skeleton 骨架 + * @param animName 动画名 + * @param slotSubstr 槽位名须包含的子串;空串匹配全部 + * @returns 秒;无则 null + */ + static findFirstAttachmentAppearTime(skeleton: sp.Skeleton, animName: string, slotSubstr: string): number | null { + return BattleSpinePlayback._findFirstAttachmentTime(skeleton, animName, slotSubstr, 'appear'); + } + + /** + * @param mode clear=卸附件;appear=挂附件 + */ + private static _findFirstAttachmentTime(skeleton: sp.Skeleton, animName: string, slotSubstr: string, mode: 'clear' | 'appear'): number | null { if (!skeleton?.isValid || !animName) return null; const sd = skeleton.skeletonData as sp.SkeletonData & { skeletonJson?: unknown; _skeletonJson?: unknown }; if (!sd?.isValid) return null; @@ -76,7 +94,9 @@ export class BattleSpinePlayback { if (!keys || keys.length === 0) continue; for (let k = 0; k < keys.length; k++) { const frame = keys[k]; - if (!frame || frame.name != null) continue; + if (!frame) continue; + if (mode === 'clear' && frame.name != null) continue; + if (mode === 'appear' && frame.name == null) continue; const t = Number(frame.time); if (!(t > 0)) continue; if (best == null || t < best) best = t; @@ -131,6 +151,45 @@ export class BattleSpinePlayback { } } + /** + * 读 skeletonJson:指定骨骼某轨道第一段连续动作的末帧时刻(打开落稳等)。 + * 从首个 time>0 关键帧起,相邻间隔 ≤ gapMaxSec 视为同一段。 + * @param skeleton 骨架 + * @param animName 动画名 + * @param boneName 骨骼全名(精确匹配) + * @param lane rotate / translate / scale + * @param gapMaxSec 段内最大间隔 + * @returns 秒;无则 null + */ + static findBoneMotionEndTime(skeleton: sp.Skeleton, animName: string, boneName: string, lane: 'rotate' | 'translate' | 'scale', gapMaxSec = 0.5): number | null { + if (!skeleton?.isValid || !animName || !boneName) return null; + const sd = skeleton.skeletonData as sp.SkeletonData & { skeletonJson?: unknown; _skeletonJson?: unknown }; + if (!sd?.isValid) return null; + try { + ensureSpineSkeletonDataRuntime(sd); + type BoneTrack = { rotate?: Array<{ time?: number }>; translate?: Array<{ time?: number }>; scale?: Array<{ time?: number }> }; + const raw = (sd.skeletonJson ?? sd._skeletonJson) as { animations?: Record }> } | null; + const track = raw?.animations?.[animName]?.bones?.[boneName]; + const keys = track?.[lane]; + if (!keys || keys.length === 0) return null; + const times: number[] = []; + for (let i = 0; i < keys.length; i++) { + const t = Number(keys[i]?.time); + if (t > 0) times.push(t); + } + if (times.length <= 0) return null; + times.sort((a, b) => a - b); + let end = times[0]; + for (let i = 1; i < times.length; i++) { + if (times[i] - end > gapMaxSec) break; + end = times[i]; + } + return end; + } catch { + return null; + } + } + /** * 战斗逻辑时钟下的播完延迟(秒)。 * anim.timeScale 已含战斗倍速时,delay = duration / userTimeScale。 diff --git a/assets/script/battle/view/CocosBagBoardView.ts b/assets/script/battle/view/CocosBagBoardView.ts index 0ad7fca..5f4315d 100644 --- a/assets/script/battle/view/CocosBagBoardView.ts +++ b/assets/script/battle/view/CocosBagBoardView.ts @@ -1221,7 +1221,7 @@ export class CocosBagBoardView { private _skillPeachFlyHandler: ((gridIndex: number, peachCount: number, ownerPlayerId: number) => void) | null = null; /** 铲子逻辑开挖成功(立刻八邻揭示) */ private _onShovelDigCommitted: ((gridIndex: number) => void) | null = null; - /** 铲子开挖收尾(铲到宝箱飞入 / 三选一) */ + /** 铲子开挖收尾(铲到宝箱开箱 / 三选一) */ private _afterShovelDig: ((gridIndex: number) => void) | null = null; /** 出字起点(btnRefresh)世界坐标 */ @@ -1256,7 +1256,7 @@ export class CocosBagBoardView { } /** - * 铲子开挖收尾回调(铲到宝箱飞入 / 三选一)。 + * 铲子开挖收尾回调(铲到宝箱开箱 / 三选一)。 * @param handler 被铲格 Index;null 清除 */ setAfterShovelDig(handler: ((gridIndex: number) => void) | null): void { @@ -1510,6 +1510,7 @@ export class CocosBagBoardView { this.setRecycleGoldFxHandler(null); this.setBagEntranceHandler(null, null); this.setSkillPeachFlyHandler(null); + this.setOnShovelDigCommitted(null); this.setAfterShovelDig(null); this._unbindMapGridClicks(); this._clearRangeVisual(); diff --git a/assets/script/ui/BattleGame/BattleDigChestFxPresenter.ts b/assets/script/ui/BattleGame/BattleDigChestFxPresenter.ts deleted file mode 100644 index f03e2ee..0000000 --- a/assets/script/ui/BattleGame/BattleDigChestFxPresenter.ts +++ /dev/null @@ -1,115 +0,0 @@ -import { isValid, Node, Tween, tween, UIOpacity, UITransform, Vec3 } from 'cc'; -import { GBundle } from '../../game/ConfigRes'; - -/** 宝箱预制路径 */ -const CHEST_TIP_PATH = 'prefab/'; -/** 宝箱预制名 */ -const CHEST_TIP_NAME = '宝箱'; -/** 飞入时长(秒) */ -const FLY_SEC = 0.55; -/** 终点缩放 */ -const FLY_END_SCALE = 10; -/** 复用世界坐标 */ -const _world = new Vec3(); -/** 复用本地坐标 */ -const _local = new Vec3(); -/** 飞向层本地中心 */ -const _endLocal = new Vec3(0, 0, 0); - -/** - * 开挖宝箱飞向屏幕中央放大渐隐。 - */ -export class BattleDigChestFxPresenter { - private _layer: Node | null = null; - private _flying: Node | null = null; - private _gen = 0; - - /** - * @param layer 飞行层(ui_fly) - */ - bind(layer: Node | null): void { - this.clear(); - this._layer = layer; - } - - /** 停止并回收进行中的飞入 */ - clear(): void { - this._gen++; - this._recycleFlying(); - this._layer = null; - } - - /** - * 宝箱从起点飞向屏中,放大到 10 倍并渐隐,结束后回调。 - * @param worldPos 起点世界坐标 - * @param onDone 结束回调 - */ - playFly(worldPos: Vec3 | null, onDone: () => void): void { - this._recycleFlying(); - const layer = this._layer; - if (!layer?.isValid || !worldPos) { - console.warn('[BattleDigChestFx] 飞入层或起点无效,跳过飞入'); - onDone(); - return; - } - if (typeof gg === 'undefined' || !gg.res?.getNode) { - console.warn('[BattleDigChestFx] gg.res 未就绪,跳过飞入'); - onDone(); - return; - } - const tip = gg.res.getNode(CHEST_TIP_PATH, CHEST_TIP_NAME, GBundle.BattleGame); - if (!tip?.isValid) { - console.warn('[BattleDigChestFx] 缺少宝箱,跳过飞入'); - onDone(); - return; - } - const fly = tip; - fly.parent = layer; - fly.setSiblingIndex(layer.children.length - 1); - fly.active = true; - fly.setScale(1, 1, 1); - let opacity = fly.getComponent(UIOpacity); - if (!opacity) opacity = fly.addComponent(UIOpacity); - opacity.opacity = 255; - _world.set(worldPos.x, worldPos.y, worldPos.z); - const ut = layer.getComponent(UITransform); - if (ut) { - ut.convertToNodeSpaceAR(_world, _local); - fly.setPosition(_local); - } else { - fly.setWorldPosition(_world); - } - this._flying = fly; - const gen = ++this._gen; - // ui_fly 居中锚点时本地 (0,0) 即屏中 - const endPos = _endLocal.clone(); - Tween.stopAllByTarget(fly); - tween(fly) - .to(FLY_SEC, { position: endPos, scale: new Vec3(FLY_END_SCALE, FLY_END_SCALE, 1) }, { easing: 'sineOut' }) - .start(); - tween(opacity) - .to(FLY_SEC, { opacity: 0 }, { easing: 'sineIn' }) - .call(() => { - if (gen !== this._gen) return; - this._recycleFlying(); - onDone(); - }) - .start(); - } - - private _recycleFlying(): void { - const fly = this._flying; - this._flying = null; - if (!fly || !isValid(fly)) return; - Tween.stopAllByTarget(fly); - const op = fly.getComponent(UIOpacity); - if (op) Tween.stopAllByTarget(op); - fly.setScale(1, 1, 1); - if (op) op.opacity = 255; - if (fly['resKey'] && typeof gg !== 'undefined' && gg.res?.putNode) { - gg.res.putNode(fly); - } else { - fly.destroy(); - } - } -} diff --git a/assets/script/ui/BattleGame/BattleDigChestFxPresenter.ts.meta b/assets/script/ui/BattleGame/BattleDigChestFxPresenter.ts.meta deleted file mode 100644 index e24dbf2..0000000 --- a/assets/script/ui/BattleGame/BattleDigChestFxPresenter.ts.meta +++ /dev/null @@ -1,9 +0,0 @@ -{ - "ver": "4.0.24", - "importer": "typescript", - "imported": true, - "uuid": "4ac2d221-78d6-4f04-923e-9eb7058d9e19", - "files": [], - "subMetas": {}, - "userData": {} -} diff --git a/assets/script/ui/BattleGame/UIBattleGame.ts b/assets/script/ui/BattleGame/UIBattleGame.ts index f2d93bf..ab87232 100644 --- a/assets/script/ui/BattleGame/UIBattleGame.ts +++ b/assets/script/ui/BattleGame/UIBattleGame.ts @@ -43,7 +43,6 @@ import { BattleGameItemAdPresenter } from './BattleGameItemAdPresenter'; import { BattleGameMenShenTrapController } from './BattleGameMenShenTrapController'; import { getBattleGameMonsterCrisisHintPresenter } from './BattleGameMonsterCrisisHintPresenter'; import { BattleGameKillPeachPresenter } from './BattleGameKillPeachPresenter'; -import { BattleDigChestFxPresenter } from './BattleDigChestFxPresenter'; import { MapDigChestHost } from '../../battle/map/MapDigChestHost'; import { getBattleBuffBaseThunderHost } from '../../battle/combat/BattleBuffBaseThunderHost'; import { BattleBuffSelectService } from '../../manager/battleBuff/BattleBuffSelectService'; @@ -118,10 +117,8 @@ export class UIBattleGame extends Auto_BattleGame { private _menShenTrap: BattleGameMenShenTrapController | null = null; /** btnItem 门神盾牌广告 */ private _itemAd: BattleGameItemAdPresenter | null = null; - /** 开挖宝箱埋点 / 揭示 */ + /** 开挖宝箱埋点 / 揭示 / 开箱 Spine */ private _digChestHost: MapDigChestHost | null = null; - /** 开挖宝箱飞入屏中 */ - private _digChestFx: BattleDigChestFxPresenter | null = null; /** 御雷珠被动落雷表现 */ private _baseThunderFx: BattleGameBaseThunderPresenter | null = null; /** 敌方 Boss 出场弹窗 */ @@ -1034,29 +1031,45 @@ export class UIBattleGame extends Auto_BattleGame { */ private _bindDigChest(map: MapManager): void { this._digChestHost?.clear(); - this._digChestFx?.clear(); this._digChestHost = new MapDigChestHost(); this._digChestHost.init(map); - this._digChestFx = new BattleDigChestFxPresenter(); - this._digChestFx.bind(this.ui_fly ?? this.ui_mapParentNode); this._bagView?.setOnShovelDigCommitted(this._onPlayerShovelDigCommitted); this._bagView?.setAfterShovelDig(this._onAfterPlayerShovelDig); AiBattleBridge.inst.setOnShovelDigCommitted(this._onAiShovelDigCommitted); AiBattleBridge.inst.setAfterShovelDig(this._onAfterAiShovelDig); } - /** 玩家铲逻辑成功:立刻八邻揭示宝箱 */ + /** + * 玩家铲逻辑成功:立刻八邻揭示;若本格是宝箱则播 play(不等铲 Spine 收尾)。 + */ private readonly _onPlayerShovelDigCommitted = (gridIndex: number): void => { this._digChestHost?.revealAround(gridIndex); + this._tryOpenPlayerDigChest(gridIndex); }; - /** AI 铲逻辑成功:立刻八邻揭示宝箱 */ + /** AI 铲逻辑成功:立刻八邻揭示;铲到宝箱则直接 autoPick */ private readonly _onAiShovelDigCommitted = (gridIndex: number): void => { this._digChestHost?.revealAround(gridIndex); + this._tryOpenAiDigChest(gridIndex); }; - /** 玩家铲收尾:铲到宝箱则飞入后弹三选一 */ + /** + * 玩家铲动画收尾:补一次开箱(提交时已开则 onDigged 为 false,无重复)。 + */ private readonly _onAfterPlayerShovelDig = (gridIndex: number): void => { + this._tryOpenPlayerDigChest(gridIndex); + }; + + /** AI 铲动画收尾:补一次开箱(提交时已开则跳过) */ + private readonly _onAfterAiShovelDig = (gridIndex: number): void => { + this._tryOpenAiDigChest(gridIndex); + }; + + /** + * 本机铲到宝箱:计入后播 play,播完弹三选一。 + * @param gridIndex 被铲格 + */ + private _tryOpenPlayerDigChest(gridIndex: number): void { const host = this._digChestHost; const battle = this._battle; if (!host || !battle) return; @@ -1064,20 +1077,24 @@ export class UIBattleGame extends Auto_BattleGame { if (!outcome.dugChest) return; const playerId = battle.localPlayerId ?? 0; const count = outcome.dugChestCount; - this._digChestFx?.playFly(outcome.flyWorld, () => { + host.playOpen(gridIndex, () => { battle.bagSession?.onBattleBuffSelect?.(playerId, count); }); - }; + } - /** AI 铲收尾:铲到宝箱则直接 autoPick */ - private readonly _onAfterAiShovelDig = (gridIndex: number): void => { + /** + * AI 铲到宝箱:计入后立刻收 tip 并 autoPick(跳过开箱 Spine)。 + * @param gridIndex 被铲格 + */ + private _tryOpenAiDigChest(gridIndex: number): void { const host = this._digChestHost; if (!host) return; const outcome = host.onDigged(gridIndex); if (!outcome.dugChest) return; + host.releaseTipAt(gridIndex); const aiBag = AiBattleBridge.inst.aiBagSession; aiBag?.onBattleBuffSelect?.(AiHeadlessBagHost.AI_PLAYER_ID, outcome.dugChestCount); - }; + } /** 本局获得 buff 后刷新技能栏与基地血条 */ refreshBattleBuffSkills(): void { @@ -1508,10 +1525,10 @@ export class UIBattleGame extends Auto_BattleGame { getBattleGameMonsterCrisisHintPresenter().unbind(); this._itemAd?.unbind(); this._itemAd = null; + this._bagView?.setOnShovelDigCommitted(null); this._bagView?.setAfterShovelDig(null); + AiBattleBridge.inst.setOnShovelDigCommitted(null); AiBattleBridge.inst.setAfterShovelDig(null); - this._digChestFx?.clear(); - this._digChestFx = null; this._digChestHost?.clear(); this._digChestHost = null; this._baseThunderFx?.unbind(); diff --git a/docs/方案-局内Battlebuff三选一.md b/docs/方案-局内Battlebuff三选一.md index a4f0221..b6d9e84 100644 --- a/docs/方案-局内Battlebuff三选一.md +++ b/docs/方案-局内Battlebuff三选一.md @@ -8,9 +8,9 @@ | 项 | 说明 | |----|------| | 触发 | 铲子铲开地图宝箱格(开战随机埋 6 个,见 `docs/需求-开挖宝箱.md`) | -| 钩子 | 开挖收尾 → `MapDigChestHost.onDigged` → `onBattleBuffSelect(owner, dugChestCount)`;**每次**宝箱都触发 | -| 玩家 | 宝箱飞屏中心×10 渐隐后 `UIID.PopSelect`(`pauseBattle` + 面板弹出) | -| AI | `BattleBuffSelectService.autoPickOne`(无飞入、无 UI) | +| 钩子 | 开挖提交 → `MapDigChestHost.onDigged` → tip 播 `play` → 盖开落稳后 `onBattleBuffSelect`;**每次**宝箱都触发 | +| 玩家 | tip `play` 盖开落稳(`z2`≈1.2s)后 `UIID.PopSelect`(`pauseBattle` + 面板弹出) | +| AI | `BattleBuffSelectService.autoPickOne`(跳过开箱 Spine、无 UI) | | 携带 | `BattleBuffCarryStore`(开战 clear,不写跨天存档) | | Const27 | **废弃**(原按解锁区域次数门闸,不再读取) | | 格子锁 | 八邻揭示宝箱时挂 `格子锁`,只显 `box`;`lock`/`five`/`num` 隐藏 | @@ -41,7 +41,7 @@ ## 5. 验收 -- [ ] 铲开宝箱弹出三选一(最多 6 次);八邻揭示格子锁正确 +- [ ] 铲开宝箱播 play 后弹出三选一(最多 Const38×阵营);八邻揭示 tip idle 正确 - [ ] 免费/广告刷新次数与品质权重符合 Const 30~37 - [ ] 选中后被动栏刷新;101~104 对匹配五行等级塔生效 diff --git a/docs/需求-开挖宝箱.md b/docs/需求-开挖宝箱.md index 250248d..b75d425 100644 --- a/docs/需求-开挖宝箱.md +++ b/docs/需求-开挖宝箱.md @@ -8,9 +8,9 @@ 1. 可开挖格默认无底皮(露深色地图底)。 2. 开战按阵营从各自纯 Dig 格埋宝箱(个数读 Const38,**每阵营固定个数**,只随机位置;仅逻辑,无表现)。 -3. 铲子开挖后,若八邻有未揭示宝箱 → 显示「格子锁」+ `waitUnlockedSprite`(待解锁地块)。 -4. 铲开宝箱格 → 宝箱飞向屏中放大×10 渐隐 → 弹出三选一(每次都弹;不用 Const27)。 -5. AI 铲开宝箱:跳过飞入,直接 `autoPickOne`。 +3. 铲子开挖后,若八邻有未揭示宝箱 → 显示宝箱 tip(Spine `idle`)+ `waitUnlockedSprite`(待解锁地块)。 +4. 铲开宝箱格 → tip 播 Spine `play`,盖子打开落稳后(`z2` translate 约 1.2s)回收 tip 并弹出三选一(每次都弹;不用 Const27;**无放大飞入**)。 +5. AI 铲开宝箱:跳过开箱 Spine,直接 `autoPickOne`。 ## 规则 @@ -20,13 +20,14 @@ | 数量 | Const38 `para`(每阵营固定);本阵营 Dig 不足则全埋并 `warn` | | 邻域 | 八邻(含对角) | | 默认 Dig 皮 | `spriteFrame = null` | -| 已揭示宝箱 Dig 皮 | `waitUnlockedSprite` + 预制体 `宝箱`(挂在格子节点上) | +| 已揭示宝箱 Dig 皮 | `waitUnlockedSprite` + 预制体 `宝箱`(`anim` 播 `idle`) | +| 铲开表现 | 同 tip 播 `play` → 盖开落稳后回收 tip + PopSelect | | 三选一 | 每铲开 1 个宝箱触发 1 次;Const27 废弃 | ## 验收 - [ ] 开战 Dig 无皮;日志确认**每阵营**埋 Const38 个 -- [ ] 铲邻格八邻:出宝箱 tip + 待解锁皮 -- [ ] 铲宝箱:飞中央×10 渐隐 → PopSelect;每阵营最多 Const38 次 -- [ ] AI 铲宝箱自动选 buff,无面板 +- [ ] 铲邻格八邻:出宝箱 tip(idle)+ 待解锁皮 +- [ ] 铲宝箱:play 盖开落稳后弹 PopSelect(不必等播完);每阵营最多 Const38 次 +- [ ] AI 铲宝箱自动选 buff,无面板、无开箱等待 - [ ] Const27 不再门闸弹窗 diff --git a/preview-template/workbench/css/workbench.css b/preview-template/workbench/css/workbench.css index 4e6c86a..8d71482 100644 --- a/preview-template/workbench/css/workbench.css +++ b/preview-template/workbench/css/workbench.css @@ -2125,49 +2125,6 @@ html.pw-inspect #GameCanvas { white-space: nowrap; } -/* 开关:滑动钮(还原) */ -.pw-insp-check { - display: inline-flex; - width: 36px; - height: 20px; - border-radius: 10px; - background: #484848; - border: 1px solid var(--pw-border); - position: relative; - cursor: pointer; - vertical-align: middle; - padding: 0; - flex-shrink: 0; -} - -.pw-insp-check input { - opacity: 0; - width: 0; - height: 0; - position: absolute; - margin: 0; -} - -.pw-insp-check span { - width: 16px; - height: 16px; - border-radius: 50%; - background: #d0d0d0; - margin: 1px; - transition: transform 0.15s ease, background 0.15s ease; - box-shadow: 0 1px 2px rgba(0, 0, 0, 0.25); -} - -.pw-insp-check.on { - background: var(--pw-accent); - border-color: var(--pw-accent); -} - -.pw-insp-check.on span { - transform: translateX(16px); - background: #fff; -} - /* Widget:对齐示意 + 分段选择(对齐官方) */ .pw-widget-vis { display: flex; @@ -2433,10 +2390,11 @@ html.pw-inspect #GameCanvas { .pw-insp-check { position: relative; - width: 28px; - height: 16px; - margin-top: 3px; + width: 36px; + height: 20px; + margin-top: 0; cursor: pointer; + flex-shrink: 0; } .pw-insp-check input { @@ -2452,7 +2410,7 @@ html.pw-inspect #GameCanvas { border-radius: 999px; background: #3c3c3c; border: 1px solid #555; - transition: background 0.12s ease; + transition: background 0.12s ease, border-color 0.12s ease; } .pw-insp-check span::after { @@ -2460,20 +2418,23 @@ html.pw-inspect #GameCanvas { position: absolute; top: 1px; left: 1px; - width: 12px; - height: 12px; + width: 16px; + height: 16px; border-radius: 50%; background: #ccc; - transition: transform 0.12s ease; + transition: transform 0.12s ease, background 0.12s ease; + box-shadow: 0 1px 2px rgba(0, 0, 0, 0.2); } -.pw-insp-check input:checked + span { +.pw-insp-check input:checked + span, +.pw-insp-check.on span { background: var(--pw-accent); border-color: var(--pw-accent); } -.pw-insp-check input:checked + span::after { - transform: translateX(12px); +.pw-insp-check input:checked + span::after, +.pw-insp-check.on span::after { + transform: translateX(16px); background: #fff; }