整合,清理掉很多冗余的东西
This commit is contained in:
@@ -14,46 +14,22 @@ export enum BoxSet {
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DEFAULT = 1,
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MONSTER = 2,
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HERO = 4,
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MONSTER_SKILL = 8,
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HERO_SKILL = 16,
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PLAYER=32,
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BOSS=64,
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// MONSTER_SKILL = 8,
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// HERO_SKILL = 16,
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// PLAYER=32,
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// BOSS=64,
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BOX_WIDTH = 64,
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BOX_HEIGHT = 64,
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// BOX_WIDTH = 64,
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// BOX_HEIGHT = 64,
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//地图边界
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LETF_END = -420,
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RIGHT_END = 420,
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HERO_START = -360,
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MONSTER_START = 360,
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END_POINT = 360,
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//游戏地平线
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GAME_LINE = 0,
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CSKILL_X = 320,
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CSKILL_Y = 400,
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//攻击距离
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ATK_RANGE_X = 150,
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MOVE_RANGE_X = 20,
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MAX_SKILL_SY = 50,
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MAX_SKILL_BY = 80,
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ATK_Y = 40,
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ATK_X = 10,
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}
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export enum GameSet {
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ATK_TO_ATK_RATIO=0.1,
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ATK_TO_HP_RATIO=0.2,
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ATK_TO_SHIELD_RATIO=2,
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ATK_LINES = 3, //英雄数
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MON_GOLD_ADD =2,
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MON_COIN_ADD=2,
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COIN_ADD=1,
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DEF_RATE=0.7,
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DODGE_MAX=70,
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HERO_NUM=3,
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AP_UPDATE_RATE=120,
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AP_CHANGE_RATE=100,
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}
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export enum FacSet {
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HERO=0,
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MON=1,
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@@ -106,3 +82,63 @@ export class NumberFormatter {
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}
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}
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}
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export enum FightSet {
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FRIEND_WAVE_UP=3, //伙伴登场波次
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BOSS_WAVE_UP_1=3, //boss登场波次
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BOSS_WAVE_UP_2=5, //boss登场波次
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BOSS_WAVE_UP_3=7, //boss登场波次
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EQUIP_WAVE_UP_1=4, //装备登场波次
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EQUIP_WAVE_UP_2=6, //装备登场波次
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EQUIP_WAVE_UP_3=8, //装备登场波次
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SKILL_WAVE_UP_1=2, //技能登场波次
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SKILL_WAVE_UP_2=5, //技能登场波次
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SKILL_WAVE_UP_3=7, //技能登场波次
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MON_WAVE_TIME=10,//怪物波次时间
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ATK_ADD_COUNT=4,//伙伴攻击力增加
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ATK_ADD_GLOD=1,//金币增加
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CRIT_DAMAGE=50,//暴击伤害
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DOUBLE_ATK_RATE=100,//额外攻击默认概率
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GREEN_GOLD=1,//绿色金币
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BLUE_GOLD=2,//蓝色金币
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PURPLE_GOLD=3,//紫色金币
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ORANGE_GOLD=4,//橙色金币
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BURN_COUNT=5,//默认易伤次数 5秒
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STUN_TIME=0.5,//默认晕时间
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WEAPON_LV=2,//武器等级
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SHIELD_LV=3,//护盾等级
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ARMOR_LV=4,//防具等级
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ACCESSORY_LV=5,//饰品等级
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ATKED_TO_POWER=15,//被攻击涨能量
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ATK_TO_POWER=10,//攻击涨能量
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CRIT_TO_POWER=15,//暴击涨能量
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DODGE_TO_POWER=15,//闪避涨能量
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ONE_WAVE_TIME=30,//单波时间
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DOWN_TIME=5,//倒计时时间
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MORE_RC=10,//更多次数 广告获取的次数
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TAL_NUM=3,//天赋数量
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HEARTPOS=-320,//基地位置
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HERO_MAX_NUM=3,//英雄最大数量
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// ATK_TO_ATK_RATIO=0.1,
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// ATK_TO_HP_RATIO=0.2,
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// ATK_TO_SHIELD_RATIO=2,
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// ATK_LINES = 3, //英雄数
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// MON_GOLD_ADD =2,
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// MON_COIN_ADD=2,
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// COIN_ADD=1,
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// DEF_RATE=0.7,
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// DODGE_MAX=70,
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// HERO_NUM=3,
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// AP_UPDATE_RATE=100,
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// AP_CHANGE_RATE=0,
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}
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export const TooltipTypes = {
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life:1,
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health:2,
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skill:3,
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crit:4,
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uskill:5,
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lvup:6,
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apup:7,
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hpup:8,
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}
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@@ -2,7 +2,7 @@
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "26aee2e6-ab33-4155-a0aa-221c6be8d030",
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"uuid": "ec307471-71c8-4cf5-ad7f-066bc2c12b72",
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"files": [],
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"subMetas": {},
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"userData": {}
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@@ -10,27 +10,17 @@ import { LayerType, UIConfig } from "../../../../../extensions/oops-plugin-frame
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export enum UIID {
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/** 资源加载界面 */
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Loading = 1,
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/** 弹窗界面 */
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// Window,
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/** 加载与延时提示界面 */
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Netinstable,
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/** 角色控制 */
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Role_Controller,
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Victory,
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Guide=1001,
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// Shop_Page,
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// Hero_Page,
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}
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/** 打开界面方式的配置数据 */
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export var UIConfigData: { [key: number]: UIConfig } = {
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[UIID.Loading]: { layer: LayerType.UI, prefab: "loading/prefab/loading", bundle: "resources" },
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[UIID.Netinstable]: { layer: LayerType.PopUp, prefab: "common/prefab/netinstable" },
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// [UIID.Window]: { layer: LayerType.Dialog, prefab: "common/prefab/window" },
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[UIID.Role_Controller]: { layer: LayerType.UI, prefab: "gui/role_controller" },
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[UIID.Victory]: { layer: LayerType.UI, prefab: "gui/element/victory" },
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[UIID.Guide]: { layer: LayerType.UI, prefab: "gui/element/guide_step" },
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// [UIID.Shop_Page]: { layer: LayerType.UI, prefab: "gui/shop_page" },
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// [UIID.Hero_Page]: { layer: LayerType.UI, prefab: "gui/heros_page" },
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// [UIID.Toast]: { layer: LayerType.PopUp, prefab: "common/prefab/toast" },
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}
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@@ -1,283 +0,0 @@
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import { oops } from "db://oops-framework/core/Oops";
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import { smc } from "../SingletonModuleComp";
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import { GameEvent } from "./GameEvent";
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import { UIID } from "./GameUIConfig";
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/** 引导步骤类型枚举 */
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export enum GuideStepType {
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/** 点击操作 */
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CLICK = "click",
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/** 拖拽操作 */
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DRAG = "drag",
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/** 显示提示 */
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TIP = "tip",
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/** 等待操作 */
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WAIT = "wait",
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}
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export const finishCurrGuide=(key:number)=>{
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if(key==0){
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oops.message.dispatchEvent(GameEvent.GuideEnd,key)
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}else{
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if(smc.guides[key-1]===1&&smc.guides[key]===0){
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oops.message.dispatchEvent(GameEvent.GuideEnd,key)
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}
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}
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}
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export const startGuide=(key:number)=>{
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if(smc.guides[key-1]===1&&smc.guides[key]===0){
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oops.message.dispatchEvent(GameEvent.GuideStart,key)
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}
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}
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/** 引导步骤配置接口 */
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export interface IGuideStep {
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/** 步骤ID */
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id: string;
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/** 步骤类型 */
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type: GuideStepType;
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/** 目标节点路径(用于查找目标节点) */
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key: number;
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targetPath?: string;
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tipParent?: string;
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/** 提示文本 */
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tipText?: string;
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/** 提示文本偏移 */
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tipOffset?: { x: number, y: number };
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/** 手指动画位置偏移 */
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handOffset?: { x: number, y: number };
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/** 下一步骤ID */
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nextStep?: string;
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/** 是否可跳过 */
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skippable?: boolean;
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/** 触发条件 */
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condition?: () => boolean;
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/** 对应的UI界面ID */
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uiId?: UIID;
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/** 等待时间 */
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waitTime?: number;
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/** 结束事件 */
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end_event?: string;
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/** 是否禁用输入 */
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noInput?: boolean;
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}
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/** 引导配置数据 */
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export const GuideConfig: { [key: number]: IGuideStep } = {
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0: {
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id: "welcome", type: GuideStepType.WAIT,key:0,
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targetPath: "root/gui/LayerUI/role_controller/mission_home/start/name",
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tipText: "伟大的勇者,欢迎来到 『像素模拟战』",
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handOffset: { x: 42, y: -45 },
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nextStep: "start_battle", waitTime: 5, end_event: "click", noInput: true,
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},
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1: {
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id: "start_battle", type: GuideStepType.CLICK,key:1,
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targetPath: "root/gui/LayerUI/role_controller/mission_home/start/name",
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tipText: "请带领您的英雄抵御兽人的入侵吧!",
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handOffset: { x: 42, y: -45 },
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// 42 45是手指的偏移量 0 0是提示的偏移量
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},
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2: {
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id: "hero_page", type: GuideStepType.CLICK,key:2,
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// 使用相对路径,从场景根节点开始查找
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targetPath: "root/gui/LayerUI/role_controller/mission_home/btns/heros",
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tipText: "在酒馆招募更多英雄增强队伍",
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handOffset: { x: 42, y: -45 }, tipOffset: { x: 0, y: 600 },
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},
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3: {
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id: "to_hero_info", type: GuideStepType.CLICK,key:3,
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// 使用相对路径,从场景根节点开始查找
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targetPath: "root/gui/LayerUI/role_controller/mission_home/heros_page",
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handOffset: { x: 42, y: -45 },
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},
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4: {
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id: "do_hero_info", type: GuideStepType.CLICK,key:4,
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// 使用相对路径,从场景根节点开始查找
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targetPath: "root/gui/LayerUI/Hinfo/unLock",
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handOffset: { x: 42, y: -45 },
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},
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5: {
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id: "up_lv_hero", type: GuideStepType.CLICK,key:5,
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// 使用相对路径,从场景根节点开始查找
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targetPath: "root/gui/LayerUI/Hinfo/upBtn",
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handOffset: { x: 42, y: -45 },
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},
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6: {
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id: "close_hinfo", type: GuideStepType.CLICK,key:6,
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// 使用相对路径,从场景根节点开始查找
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targetPath: "root/gui/LayerUI/Hinfo/back",
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handOffset: { x: 42, y: -45 }
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},
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7: {
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id: "to_mission", type: GuideStepType.CLICK,key:7,
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// 使用相对路径,从场景根节点开始查找
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targetPath: "root/gui/LayerUI/role_controller/mission_home/btns/fight",
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handOffset: { x: 42, y: -45 },
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},
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8: {
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id: "to_add_hero", type: GuideStepType.CLICK,key:8,
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// 使用相对路径,从场景根节点开始查找
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targetPath: "root/gui/LayerUI/role_controller/mission_home/readyheros/hero3",
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tipText: "可以随时调整上阵英雄",
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handOffset: { x: 42, y: -45 },
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},
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9: {
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id: "to_hero_select", type: GuideStepType.CLICK,key:9,
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// 使用相对路径,从场景根节点开始查找
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targetPath: "root/gui/LayerUI/hero_select/main/view/heros/hero2",
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handOffset: { x: 42, y: -45 },
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},
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10: {
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id: "start_battle", type: GuideStepType.CLICK,key:10,
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targetPath: "root/gui/LayerUI/role_controller/mission_home/start/name",
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tipText: "享受战斗的乐趣吧!",
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handOffset: { x: 42, y: -45 },
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// 42 45是手指的偏移量 0 0是提示的偏移量
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},
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};
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/** 引导配置数组(用于兼容性) */
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export const GuideConfigArray: IGuideStep[] = Object.values(GuideConfig);
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/** 结束事件到引导索引的映射 */
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export const EndEventToKey: { [key: string]: number[] } = {
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[GameEvent.UpdateFightHero]: [4],
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[GameEvent.MonDead]: [1],
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[GameEvent.HeroLvUp]: [5],
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// 示例:一个事件对应多个引导步骤
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// [GameEvent.BattleStart]: [2, 3, 4], // 战斗开始时触发多个引导
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// [GameEvent.LevelUp]: [5, 6, 7], // 升级时触发多个引导
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// [GameEvent.HeroUnlock]: [8, 9], // 解锁英雄时触发多个引导
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// [GameEvent.MissionComplete]: [10, 11, 12], // 任务完成时触发多个引导
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}
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/** 通过 end_event 查找引导索引数组 */
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export function findGuidesByEndEvent(event: string): number[] {
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return EndEventToKey[event] || [];
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}
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/** 通过 end_event 查找引导索引(保持向后兼容) */
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export function findGuideByEndEvent(event: string): number | undefined {
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const guides = EndEventToKey[event];
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return guides && guides.length > 0 ? guides[0] : undefined;
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}
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/** 通过引导ID查找引导索引 */
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export function findGuideIndexById(guideId: string): number {
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for (const [key, guide] of Object.entries(GuideConfig)) {
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if (guide.id === guideId) {
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return parseInt(key);
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}
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}
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return -1;
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}
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/** 通过引导ID查找引导配置 */
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export function findGuideById(guideId: string): IGuideStep | undefined {
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for (const guide of Object.values(GuideConfig)) {
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if (guide.id === guideId) {
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return guide;
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}
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}
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return undefined;
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}
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/** 通过数字ID查找引导配置 */
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export function findGuideByNumberId(numberId: number): IGuideStep | undefined {
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return GuideConfig[numberId];
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}
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/** 获取所有引导ID列表 */
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export function getAllGuideIds(): number[] {
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return Object.keys(GuideConfig).map(key => parseInt(key));
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}
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/** 获取引导配置总数 */
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export function getGuideConfigCount(): number {
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return Object.keys(GuideConfig).length;
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}
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/**
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* 使用示例:如何使用新的数字ID配置格式
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*
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* 1. 配置格式:
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* export const GuideConfig: { [key: number]: IGuideStep } = {
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* 0: { id: "welcome", ... },
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* 1: { id: "start_battle", ... },
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* 2: { id: "hero_page", ... },
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* }
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*
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* 2. 通过数字ID查找引导:
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* const guide = findGuideByNumberId(0); // 直接通过数字ID查找
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*
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* 3. 通过字符串ID查找引导:
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* const guide = findGuideById("welcome"); // 通过字符串ID查找
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*
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* 4. 获取引导的数字索引:
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* const index = findGuideIndexById("welcome"); // 返回 0
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*
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* 5. 事件映射配置:
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* export const EndEventToKey: { [key: string]: number[] } = {
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* [GameEvent.BattleStart]: [2, 3, 4], // 一个事件对应多个引导
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* }
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*
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* 6. 启动引导:
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* oops.message.dispatchEvent(GameEvent.GuideStart, 0); // 启动ID为0的引导
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*
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* 7. 优势:
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* - 数字ID与 smc.guides 数组索引完全对应
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* - 支持一个事件触发多个引导
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* - 向后兼容,现有代码无需大幅修改
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* - 便于扩展新的引导步骤
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* - 数组索引从0开始,符合编程习惯
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*/
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/** 引导管理器配置 */
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export interface IGuideManagerConfig {
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/** 是否启用引导 */
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enabled: boolean;
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/** 引导配置文件路径 */
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configPath: string;
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/** 引导进度保存键 */
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progressKey: string;
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/** 默认引导ID */
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defaultGuideId: string;
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/** 引导层优先级 */
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layerPriority: number;
|
||||
}
|
||||
|
||||
/** 默认引导管理器配置 */
|
||||
export const DefaultGuideConfig: IGuideManagerConfig = {
|
||||
enabled: true,
|
||||
configPath: "config/Guide",
|
||||
progressKey: "guide_progress",
|
||||
defaultGuideId: "welcome",
|
||||
layerPriority: 1000
|
||||
};
|
||||
|
||||
/** 引导事件类型 */
|
||||
export enum GuideEventType {
|
||||
/** 引导开始 */
|
||||
GUIDE_START = "guide_start",
|
||||
/** 引导步骤完成 */
|
||||
STEP_COMPLETE = "step_complete",
|
||||
/** 引导跳过 */
|
||||
GUIDE_SKIP = "guide_skip",
|
||||
/** 引导完成 */
|
||||
GUIDE_COMPLETE = "guide_complete",
|
||||
/** 引导错误 */
|
||||
GUIDE_ERROR = "guide_error"
|
||||
}
|
||||
|
||||
/** 引导步骤状态 */
|
||||
export enum GuideStepStatus {
|
||||
/** 未开始 */
|
||||
NOT_STARTED = "not_started",
|
||||
/** 进行中 */
|
||||
IN_PROGRESS = "in_progress",
|
||||
/** 已完成 */
|
||||
COMPLETED = "completed",
|
||||
/** 已跳过 */
|
||||
SKIPPED = "skipped"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "2a50d441-0bd3-4762-bd48-0f3007ad829f",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
0
assets/script/game/common/config/GuideSet.ts
Normal file
0
assets/script/game/common/config/GuideSet.ts
Normal file
@@ -2,7 +2,7 @@
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "28d11009-6d68-462a-9880-8b31cf5975fd",
|
||||
"uuid": "45be33eb-bf68-484f-80d7-117b2532ec7f",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
@@ -1,60 +0,0 @@
|
||||
export enum FightSet {
|
||||
FRIEND_WAVE_UP=3, //伙伴登场波次
|
||||
BOSS_WAVE_UP_1=3, //boss登场波次
|
||||
BOSS_WAVE_UP_2=5, //boss登场波次
|
||||
BOSS_WAVE_UP_3=7, //boss登场波次
|
||||
EQUIP_WAVE_UP_1=4, //装备登场波次
|
||||
EQUIP_WAVE_UP_2=6, //装备登场波次
|
||||
EQUIP_WAVE_UP_3=8, //装备登场波次
|
||||
SKILL_WAVE_UP_1=2, //技能登场波次
|
||||
SKILL_WAVE_UP_2=5, //技能登场波次
|
||||
SKILL_WAVE_UP_3=7, //技能登场波次
|
||||
MON_WAVE_TIME=10,//怪物波次时间
|
||||
ATK_ADD_COUNT=4,//伙伴攻击力增加
|
||||
ATK_ADD_GLOD=1,//金币增加
|
||||
CRIT_DAMAGE=50,//暴击伤害
|
||||
DOUBLE_ATK_RATE=100,//额外攻击默认概率
|
||||
GREEN_GOLD=1,//绿色金币
|
||||
BLUE_GOLD=2,//蓝色金币
|
||||
PURPLE_GOLD=3,//紫色金币
|
||||
ORANGE_GOLD=4,//橙色金币
|
||||
BURN_COUNT=5,//默认易伤次数 5秒
|
||||
STUN_TIME=0.5,//默认晕时间
|
||||
WEAPON_LV=2,//武器等级
|
||||
SHIELD_LV=3,//护盾等级
|
||||
ARMOR_LV=4,//防具等级
|
||||
ACCESSORY_LV=5,//饰品等级
|
||||
ATKED_TO_POWER=15,//被攻击涨能量
|
||||
ATK_TO_POWER=10,//攻击涨能量
|
||||
CRIT_TO_POWER=15,//暴击涨能量
|
||||
DODGE_TO_POWER=15,//闪避涨能量
|
||||
ONE_WAVE_TIME=30,//单波时间
|
||||
DOWN_TIME=5,//倒计时时间
|
||||
MORE_RC=10,//更多次数 广告获取的次数
|
||||
TAL_NUM=3,//天赋数量
|
||||
HEARTPOS=-320,//基地位置
|
||||
HERO_MAX_NUM=3,//英雄最大数量
|
||||
// ATK_TO_ATK_RATIO=0.1,
|
||||
// ATK_TO_HP_RATIO=0.2,
|
||||
// ATK_TO_SHIELD_RATIO=2,
|
||||
// ATK_LINES = 3, //英雄数
|
||||
// MON_GOLD_ADD =2,
|
||||
// MON_COIN_ADD=2,
|
||||
// COIN_ADD=1,
|
||||
// DEF_RATE=0.7,
|
||||
// DODGE_MAX=70,
|
||||
// HERO_NUM=3,
|
||||
// AP_UPDATE_RATE=100,
|
||||
// AP_CHANGE_RATE=0,
|
||||
}
|
||||
|
||||
export const TooltipTypes = {
|
||||
life:1,
|
||||
health:2,
|
||||
skill:3,
|
||||
crit:4,
|
||||
uskill:5,
|
||||
lvup:6,
|
||||
apup:7,
|
||||
hpup:8,
|
||||
}
|
||||
@@ -2,7 +2,7 @@
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "8668f7df-174a-4b7a-9c82-370e572d0d35",
|
||||
"uuid": "c61d2d53-67ba-4933-8139-25a6bc271b8a",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
@@ -1,5 +1,5 @@
|
||||
import { v3 } from "cc"
|
||||
import { FacSet } from "./BoxSet"
|
||||
import { FacSet } from "./GameSet"
|
||||
import { smc } from "../SingletonModuleComp"
|
||||
import { BuffConf } from "./SkillSet"
|
||||
|
||||
|
||||
Reference in New Issue
Block a user