refactor(gui): 优化角色界面预制件结构和样式
- 更新了多个组件的引用ID,提升资源管理一致性 - 调整节点位置,优化界面布局,使元素排布更合理 - 重命名节点,提升命名的语义化和可识别性 - 替换部分Sprite为Label,改进文字显示效果 - 修改标签字体属性,增强字体样式与可读性 - 更新图片资源及相关SpriteAtlas,优化视觉表现 - 移除冗余组件和节点,减少预制件复杂度 - 调整组件属性,修正控件对齐与缩放问题 - 恢复阴影及描边效果,提升界面细节表现
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@@ -1,4 +1,4 @@
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import { _decorator, Animation, AnimationClip, Component, instantiate, Label, Node, Prefab, resources, Sprite, SpriteFrame, v3 } from 'cc';
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import { _decorator, Animation, AnimationClip, Component, instantiate, Label, Node, Prefab, resources, Sprite, SpriteFrame, v3, tween, Vec3 } from 'cc';
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import { oops } from 'db://oops-framework/core/Oops';
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import { getHeroList, HeroInfo, HType, HTypeName } from '../common/config/heroSet';
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import { smc } from '../common/SingletonModuleComp';
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@@ -38,34 +38,72 @@ export class HInfoComp extends Component {
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this.def_node=this.node.getChildByName("info").getChildByName("base").getChildByName("def").getChildByName("num")
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this.h_uuid=smc.fight_hero
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this.update_data(this.h_uuid)
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this.load_all_hero(this.h_uuid)
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}
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update(deltaTime: number) {
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}
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update_data(uuid:number){
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this.h_uuid=uuid
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console.log("[HInfoComp]:update_data",uuid,HeroInfo[uuid],this.node)
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this.name_node.getComponent(Label).string=HeroInfo[uuid].name
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this.type_node.getComponent(Label).string=HTypeName[HeroInfo[uuid].type]
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this.ap_node.getComponent(Label).string=HeroInfo[uuid].ap.toString()
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this.hp_node.getComponent(Label).string=HeroInfo[uuid].hp.toString()
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this.def_node.getComponent(Label).string=HeroInfo[uuid].def.toString()
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this.load_all_hero(uuid)
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}
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load_all_hero(uuid:number){
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// 清除之前的英雄节点
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this.claear_hero();
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// 获取英雄列表
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let heros = getHeroList();
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let currentIndex = heros.indexOf(uuid);
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// 载入7个英雄节点(当前英雄及前后各3个)
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for(let i = 0; i < 7; i++) {
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// 计算索引位置(考虑循环)
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let indexOffset = i - 3; // -3, -2, -1, 0, 1, 2, 3
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let heroIndex = currentIndex + indexOffset;
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// 处理循环边界
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if(heroIndex < 0) {
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heroIndex = heros.length + heroIndex;
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} else if(heroIndex >= heros.length) {
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heroIndex = heroIndex - heros.length;
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}
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// 获取英雄UUID
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let heroUuid = heros[heroIndex];
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// 载入英雄预制体并设置位置
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this.heroNodes[i] = this.load_hui(heroUuid, i);
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}
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}
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load_hui(uuid:number,pos_index: number){
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var path = "game/heros/"+HeroInfo[uuid].path;
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load_hui(uuid:number, pos_index: number){
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var path = "game/gui/hui";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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HeroInfo[uuid]
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let anm_path=HeroInfo[uuid].path
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// 将节点添加到父节点下
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this.node.getChildByName("hero").addChild(node);
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// 设置节点位置
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node.setPosition(this.hero_pos[pos_index]);
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// 加载并播放动画
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let anm_path=HeroInfo[uuid].path;
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resources.load("game/heros/hero/"+anm_path+"/idle", AnimationClip, (err, clip) => {
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node.getComponent(Animation).addClip(clip);
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node.getComponent(Animation).play("idle");
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if (!err && clip) {
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let animComponent = node.getComponent(Animation);
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if(animComponent) {
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animComponent.addClip(clip);
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animComponent.play("idle");
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}
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} else {
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console.error(`[HInfoComp]: Failed to load animation for hero ${uuid}`, err);
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}
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});
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node.setPosition(this.hero_pos[pos_index])
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return node;
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}
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claear_hero(){
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@@ -78,21 +116,117 @@ export class HInfoComp extends Component {
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}
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next_hero(){
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let heros=getHeroList()
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// 获取英雄列表
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let heros = getHeroList();
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let index = heros.indexOf(this.h_uuid);
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index++
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if(index==heros.length) index=0
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index++;
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if(index == heros.length) index = 0;
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let nextHero = heros[index];
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this.update_data(nextHero)
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// 更新数据
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this.h_uuid = nextHero;
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this.update_data(nextHero);
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// 执行平滑移动动画
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this.moveHeroesRight();
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}
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prev_hero(){
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let heros=getHeroList()
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// 获取英雄列表
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let heros = getHeroList();
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let index = heros.indexOf(this.h_uuid);
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index--
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if(index==-1) index=heros.length-1
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index--;
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if(index == -1) index = heros.length - 1;
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let prevHero = heros[index];
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this.update_data(prevHero)
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// 更新数据
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this.h_uuid = prevHero;
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this.update_data(prevHero);
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// 执行平滑移动动画
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this.moveHeroesLeft();
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}
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moveHeroesRight() {
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// 移动所有现有节点向右
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for (let i = 0; i < this.heroNodes.length; i++) {
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if (this.heroNodes[i]) {
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// 计算目标位置
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let targetPos = this.hero_pos[i + 1] || this.hero_pos[0];
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// 使用Tween执行平滑移动
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tween(this.heroNodes[i])
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.to(0.3, { position: targetPos })
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.start();
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}
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}
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// 延迟创建新节点和删除旧节点,等待动画完成
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setTimeout(() => {
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// 删除原先位于hero_pos[6]位置的节点
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if (this.heroNodes[6]) {
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this.heroNodes[6].destroy();
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}
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// 移动数组元素
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for (let i = 6; i > 0; i--) {
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this.heroNodes[i] = this.heroNodes[i - 1];
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}
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// 创建新节点放在hero_pos[0]位置
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let heros = getHeroList();
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let currentIndex = heros.indexOf(this.h_uuid);
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let newIndex = currentIndex - 3; // 新的最左侧英雄索引
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// 处理循环边界
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if (newIndex < 0) {
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newIndex = heros.length + newIndex;
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}
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this.heroNodes[0] = this.load_hui(heros[newIndex], 0);
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}, 300); // 与动画时间保持一致
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}
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moveHeroesLeft() {
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// 移动所有现有节点向左
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for (let i = 0; i < this.heroNodes.length; i++) {
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if (this.heroNodes[i]) {
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// 计算目标位置
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let targetPos = this.hero_pos[i - 1] || this.hero_pos[6];
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// 使用Tween执行平滑移动
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tween(this.heroNodes[i])
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.to(0.3, { position: targetPos })
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.start();
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}
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}
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// 延迟创建新节点和删除旧节点,等待动画完成
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setTimeout(() => {
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// 删除原先位于hero_pos[0]位置的节点
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if (this.heroNodes[0]) {
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this.heroNodes[0].destroy();
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}
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// 移动数组元素
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for (let i = 0; i < 6; i++) {
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this.heroNodes[i] = this.heroNodes[i + 1];
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}
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// 创建新节点放在hero_pos[6]位置
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let heros = getHeroList();
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let currentIndex = heros.indexOf(this.h_uuid);
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let newIndex = currentIndex + 3; // 新的最右侧英雄索引
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// 处理循环边界
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if (newIndex >= heros.length) {
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newIndex = newIndex - heros.length;
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}
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this.heroNodes[6] = this.load_hui(heros[newIndex], 6);
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}, 300); // 与动画时间保持一致
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}
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close(){
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oops.gui.removeByNode(this.node)
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}
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