refactor: 优化UI组件结构与积分系统

重构部分UI组件脚本结构,统一导入风格,提升可维护性。CardUnlockOverlay解锁条件弹窗改为列表展示,提升可读性。修复QueueNotifications滚动区域高度。ScrollableDialogContent增加最大高度。StarsBackground与ParticlesBg组件代码格式优化。App.vue引入玩家积分定时更新逻辑,NPC成长系统补充间谍探测器修复。
This commit is contained in:
谦君
2025-12-18 03:47:38 +08:00
parent 2e3ac1231f
commit 2ed15c4782
42 changed files with 1342 additions and 749 deletions

View File

@@ -128,9 +128,18 @@
<AlertDialogContent>
<AlertDialogHeader>
<AlertDialogTitle>{{ alertDialogTitle }}</AlertDialogTitle>
<AlertDialogDescription class="whitespace-pre-line">
<AlertDialogDescription v-if="!alertDialogShowRequirements" class="whitespace-pre-line">
{{ alertDialogMessage }}
</AlertDialogDescription>
<AlertDialogDescription v-else>
<div class="space-y-2">
<div v-for="(req, index) in alertDialogRequirements" :key="index" class="flex items-center gap-2 text-sm">
<Check v-if="req.met" :size="16" class="text-green-500 flex-shrink-0" />
<X v-else :size="16" class="text-red-500 flex-shrink-0" />
<span>{{ req.name }}: Lv {{ req.requiredLevel }} ({{ t('common.current') }}: Lv {{ req.currentLevel }})</span>
</div>
</div>
</AlertDialogDescription>
</AlertDialogHeader>
<AlertDialogFooter>
<AlertDialogAction>{{ t('common.confirm') }}</AlertDialogAction>
@@ -179,7 +188,7 @@
AlertDialogHeader,
AlertDialogTitle
} from '@/components/ui/alert-dialog'
import { Clock, Grid3x3 } from 'lucide-vue-next'
import { Clock, Grid3x3, Check, X } from 'lucide-vue-next'
import { formatNumber, formatTime, getResourceCostColor } from '@/utils/format'
import * as buildingLogic from '@/logic/buildingLogic'
import * as buildingValidation from '@/logic/buildingValidation'
@@ -196,6 +205,8 @@
const alertDialogOpen = ref(false)
const alertDialogTitle = ref('')
const alertDialogMessage = ref('')
const alertDialogRequirements = ref<Array<{ name: string; requiredLevel: number; currentLevel: number; met: boolean }>>([])
const alertDialogShowRequirements = ref(false)
// 拆除确认对话框状态
const demolishConfirmOpen = ref(false)
@@ -248,7 +259,9 @@
// 检查前置条件
if (!checkUpgradeRequirements(buildingType)) {
alertDialogTitle.value = t('common.requirementsNotMet')
alertDialogMessage.value = getRequirementsList(buildingType)
alertDialogRequirements.value = getRequirementsList(buildingType)
alertDialogShowRequirements.value = true
alertDialogMessage.value = ''
alertDialogOpen.value = true
return
}
@@ -257,6 +270,7 @@
if (!result.success) {
alertDialogTitle.value = t('buildingsView.upgradeFailed')
alertDialogMessage.value = result.reason ? t(result.reason) : t('buildingsView.upgradeFailedMessage')
alertDialogShowRequirements.value = false
alertDialogOpen.value = true
}
}
@@ -292,18 +306,23 @@
return t('buildingsView.maxLevelReached') // "等级已满"
}
if (planet.value.buildQueue.length > 0) return t('buildingsView.upgrade')
// 0级为建造1级及以上为升级
const buttonTextKey = currentLevel === 0 ? 'buildingsView.build' : 'buildingsView.upgrade'
if (planet.value.buildQueue.length > 0) return t(buttonTextKey)
// 检查前置条件
if (!checkUpgradeRequirements(buildingType)) {
return t('buildingsView.requirementsNotMet')
}
return t('buildingsView.upgrade')
return t(buttonTextKey)
}
// 获取前置条件列表文本
const getRequirementsList = (buildingType: BuildingType): string => {
// 获取前置条件列表
const getRequirementsList = (
buildingType: BuildingType
): Array<{ name: string; requiredLevel: number; currentLevel: number; met: boolean }> => {
const config = BUILDINGS.value[buildingType]
const currentLevel = getBuildingLevel(buildingType)
const targetLevel = currentLevel + 1
@@ -311,28 +330,59 @@
// 获取目标等级的所有前置条件(包括等级门槛)
const requirements = publicLogic.getLevelRequirements(config, targetLevel)
if (!requirements || !planet.value) return ''
if (!requirements || !planet.value) return []
const lines: string[] = []
const items: Array<{ name: string; requiredLevel: number; currentLevel: number; met: boolean }> = []
for (const [key, requiredLevel] of Object.entries(requirements)) {
// 检查是否为建筑类型
if (Object.values(BuildingType).includes(key as BuildingType)) {
const bt = key as BuildingType
const currentLevel = planet.value.buildings[bt] || 0
const name = BUILDINGS.value[bt]?.name || bt
const status = currentLevel >= requiredLevel ? '✓' : '✗'
lines.push(`${status} ${name}: Lv ${requiredLevel} (${t('common.current')}: Lv ${currentLevel})`)
items.push({ name, requiredLevel, currentLevel, met: currentLevel >= requiredLevel })
}
// 检查是否为科技类型
else if (Object.values(TechnologyType).includes(key as TechnologyType)) {
const tt = key as TechnologyType
const currentLevel = gameStore.player.technologies[tt] || 0
const name = TECHNOLOGIES.value[tt]?.name || tt
const status = currentLevel >= requiredLevel ? '✓' : '✗'
lines.push(`${status} ${name}: Lv ${requiredLevel} (${t('common.current')}: Lv ${currentLevel})`)
items.push({ name, requiredLevel, currentLevel, met: currentLevel >= requiredLevel })
}
}
return lines.join('\n')
return items
}
// 获取前置条件显示(简化版,用于卡片内显示)
const getRequirementsDisplay = (buildingType: BuildingType): Array<{ name: string; level: number; met: boolean }> => {
if (!planet.value) return []
const config = BUILDINGS.value[buildingType]
const currentLevel = getBuildingLevel(buildingType)
const targetLevel = currentLevel + 1
// 获取目标等级的所有前置条件(包括等级门槛)
const requirements = publicLogic.getLevelRequirements(config, targetLevel)
if (!requirements || Object.keys(requirements).length === 0) return []
const items: Array<{ name: string; level: number; met: boolean }> = []
for (const [key, requiredLevel] of Object.entries(requirements)) {
// 检查是否为建筑类型
if (Object.values(BuildingType).includes(key as BuildingType)) {
const bt = key as BuildingType
const currentLevel = planet.value.buildings[bt] || 0
const name = BUILDINGS.value[bt]?.name || bt
items.push({ name, level: requiredLevel, met: currentLevel >= requiredLevel })
}
// 检查是否为科技类型
else if (Object.values(TechnologyType).includes(key as TechnologyType)) {
const tt = key as TechnologyType
const currentLevel = gameStore.player.technologies[tt] || 0
const name = TECHNOLOGIES.value[tt]?.name || tt
items.push({ name, level: requiredLevel, met: currentLevel >= requiredLevel })
}
}
return items
}
// 检查是否可以升级