去掉大部分 调试信息

This commit is contained in:
2025-08-21 14:33:42 +08:00
parent 92faa0fe09
commit 213149881c
27 changed files with 164 additions and 164 deletions

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@@ -18,8 +18,8 @@ export class Main extends Root {
// if(this.isWxClient()){ // if(this.isWxClient()){
// WxCloudApi.init("cloud1-6gknw0qk911036d8") // WxCloudApi.init("cloud1-6gknw0qk911036d8")
// } // }
PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb | // PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb |
EPhysics2DDrawFlags.Pair // EPhysics2DDrawFlags.Pair
// EPhysics2DDrawFlags.CenterOfMass | // EPhysics2DDrawFlags.CenterOfMass |
// EPhysics2DDrawFlags.Joint | // EPhysics2DDrawFlags.Joint |
// EPhysics2DDrawFlags.Shape; // EPhysics2DDrawFlags.Shape;

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@@ -27,48 +27,48 @@ export class GameDataSyncManager {
*/ */
async overrideLocalDataWithRemote(remoteData: UserGameData, dataSource: string) { async overrideLocalDataWithRemote(remoteData: UserGameData, dataSource: string) {
try { try {
console.log(`[Initialize]: 开始用${dataSource}数据覆盖客户端数据...`); // console.log(`[Initialize]: 开始用${dataSource}数据覆盖客户端数据...`);
// 直接覆盖基础游戏数据 // 直接覆盖基础游戏数据
if (remoteData.data) { if (remoteData.data) {
Object.assign(smc.data, remoteData.data); Object.assign(smc.data, remoteData.data);
console.log(`[Initialize]: 基础游戏数据已从${dataSource}覆盖`); // console.log(`[Initialize]: 基础游戏数据已从${dataSource}覆盖`);
} }
// 直接覆盖出战英雄配置 // 直接覆盖出战英雄配置
if (remoteData.fight_heros) { if (remoteData.fight_heros) {
Object.assign(smc.fight_heros, remoteData.fight_heros); Object.assign(smc.fight_heros, remoteData.fight_heros);
console.log(`[Initialize]: 出战英雄配置已从${dataSource}覆盖`); // console.log(`[Initialize]: 出战英雄配置已从${dataSource}覆盖`);
} }
// 直接覆盖英雄数据 // 直接覆盖英雄数据
if (remoteData.heros) { if (remoteData.heros) {
smc.heros = { ...remoteData.heros }; smc.heros = { ...remoteData.heros };
console.log(`[Initialize]: 英雄数据已从${dataSource}覆盖`); // console.log(`[Initialize]: 英雄数据已从${dataSource}覆盖`);
} }
// 直接覆盖道具数据 // 直接覆盖道具数据
if (remoteData.items) { if (remoteData.items) {
Object.assign(smc.items, remoteData.items); Object.assign(smc.items, remoteData.items);
console.log(`[Initialize]: 道具数据已从${dataSource}覆盖`); // console.log(`[Initialize]: 道具数据已从${dataSource}覆盖`);
} }
// 直接覆盖天赋数据 // 直接覆盖天赋数据
if (remoteData.tals) { if (remoteData.tals) {
Object.assign(smc.tals, remoteData.tals); Object.assign(smc.tals, remoteData.tals);
console.log(`[Initialize]: 天赋数据已从${dataSource}覆盖`); // console.log(`[Initialize]: 天赋数据已从${dataSource}覆盖`);
} }
// 直接覆盖装备数据 // 直接覆盖装备数据
if (remoteData.equips) { if (remoteData.equips) {
Object.assign(smc.equips, remoteData.equips); Object.assign(smc.equips, remoteData.equips);
console.log(`[Initialize]: 装备数据已从${dataSource}覆盖`); // console.log(`[Initialize]: 装备数据已从${dataSource}覆盖`);
} }
// 保存到本地存储(确保数据持久化) // 保存到本地存储(确保数据持久化)
// smc.saveGameData(); // smc.saveGameData();
console.log(`[Initialize]: ${dataSource}数据覆盖完成,已保存到本地`); // console.log(`[Initialize]: ${dataSource}数据覆盖完成,已保存到本地`);
} catch (error) { } catch (error) {
console.error(`[Initialize]: ${dataSource}数据覆盖失败:`, error); console.error(`[Initialize]: ${dataSource}数据覆盖失败:`, error);
@@ -81,14 +81,14 @@ export class GameDataSyncManager {
*/ */
async updateFightHeros(fightHeros: any): Promise<boolean> { async updateFightHeros(fightHeros: any): Promise<boolean> {
try { try {
console.log(`[GameDataSyncManager]: 批量更新出战英雄配置:`, fightHeros); // console.log(`[GameDataSyncManager]: 批量更新出战英雄配置:`, fightHeros);
const result = await WxCloudApi.updateFightHeros(fightHeros); const result = await WxCloudApi.updateFightHeros(fightHeros);
if (result.result.code === 200) { if (result.result.code === 200) {
// 远程修改成功,同步本地数据 // 远程修改成功,同步本地数据
Object.assign(smc.fight_heros, fightHeros); Object.assign(smc.fight_heros, fightHeros);
console.log(`[GameDataSyncManager]: 出战英雄配置更新成功,本地数据已同步`); // console.log(`[GameDataSyncManager]: 出战英雄配置更新成功,本地数据已同步`);
return true; return true;
} else { } else {
console.warn(`[GameDataSyncManager]: 出战英雄配置更新失败: ${result.result.msg}`); console.warn(`[GameDataSyncManager]: 出战英雄配置更新失败: ${result.result.msg}`);
@@ -108,14 +108,14 @@ export class GameDataSyncManager {
*/ */
async resetFightHeros(): Promise<boolean> { async resetFightHeros(): Promise<boolean> {
try { try {
console.log(`[GameDataSyncManager]: 重置出战英雄配置`); // console.log(`[GameDataSyncManager]: 重置出战英雄配置`);
const result = await WxCloudApi.resetFightHeros(); const result = await WxCloudApi.resetFightHeros();
if (result.result.code === 200) { if (result.result.code === 200) {
// 远程修改成功,同步本地数据 // 远程修改成功,同步本地数据
smc.fight_heros = result.result.data; smc.fight_heros = result.result.data;
console.log(`[GameDataSyncManager]: 出战英雄配置重置成功,本地数据已同步`); // console.log(`[GameDataSyncManager]: 出战英雄配置重置成功,本地数据已同步`);
return true; return true;
} else { } else {
console.warn(`[GameDataSyncManager]: 出战英雄配置重置失败: ${result.result.msg}`); console.warn(`[GameDataSyncManager]: 出战英雄配置重置失败: ${result.result.msg}`);
@@ -138,14 +138,14 @@ export class GameDataSyncManager {
*/ */
async addHero(heroId: number, heroData?: any): Promise<boolean> { async addHero(heroId: number, heroData?: any): Promise<boolean> {
try { try {
console.log(`[GameDataSyncManager]: 添加英雄 ID:${heroId}, 数据:`, heroData); // console.log(`[GameDataSyncManager]: 添加英雄 ID:${heroId}, 数据:`, heroData);
const result = await WxCloudApi.addHero(heroId, heroData); const result = await WxCloudApi.addHero(heroId, heroData);
if (result.result.code === 200) { if (result.result.code === 200) {
// 远程修改成功,同步本地数据 // 远程修改成功,同步本地数据
smc.heros[heroId] = result.result.data; smc.heros[heroId] = result.result.data;
console.log(`[GameDataSyncManager]: 英雄添加成功,本地数据已同步`); // console.log(`[GameDataSyncManager]: 英雄添加成功,本地数据已同步`);
return true; return true;
} else { } else {
console.warn(`[GameDataSyncManager]: 英雄添加失败: ${result.result.msg}`); console.warn(`[GameDataSyncManager]: 英雄添加失败: ${result.result.msg}`);
@@ -166,14 +166,14 @@ export class GameDataSyncManager {
*/ */
async updateHero(heroId: number, updateData: any): Promise<boolean> { async updateHero(heroId: number, updateData: any): Promise<boolean> {
try { try {
console.log(`[GameDataSyncManager]: 更新英雄 ID:${heroId}, 更新数据:`, updateData); // console.log(`[GameDataSyncManager]: 更新英雄 ID:${heroId}, 更新数据:`, updateData);
const result = await WxCloudApi.updateHero(heroId, updateData); const result = await WxCloudApi.updateHero(heroId, updateData);
if (result.result.code === 200) { if (result.result.code === 200) {
// 远程修改成功,同步本地数据 // 远程修改成功,同步本地数据
Object.assign(smc.heros[heroId], result.result.data.new_data); Object.assign(smc.heros[heroId], result.result.data.new_data);
console.log(`[GameDataSyncManager]: 英雄更新成功,本地数据已同步`); // console.log(`[GameDataSyncManager]: 英雄更新成功,本地数据已同步`);
return true; return true;
} else { } else {
console.warn(`[GameDataSyncManager]: 英雄更新失败: ${result.result.msg}`); console.warn(`[GameDataSyncManager]: 英雄更新失败: ${result.result.msg}`);
@@ -195,14 +195,14 @@ export class GameDataSyncManager {
*/ */
async setHeroProperty(heroId: number, property: any, value: any): Promise<boolean> { async setHeroProperty(heroId: number, property: any, value: any): Promise<boolean> {
try { try {
console.log(`[GameDataSyncManager]: 设置英雄属性 ID:${heroId}, 属性:${property}, 值:${value}`); // console.log(`[GameDataSyncManager]: 设置英雄属性 ID:${heroId}, 属性:${property}, 值:${value}`);
const result = await WxCloudApi.setHeroProperty(heroId, property, value); const result = await WxCloudApi.setHeroProperty(heroId, property, value);
if (result.result.code === 200) { if (result.result.code === 200) {
// 远程修改成功,同步本地数据 // 远程修改成功,同步本地数据
smc.heros[heroId][property] = value; smc.heros[heroId][property] = value;
console.log(`[GameDataSyncManager]: 英雄属性设置成功,本地数据已同步`); // console.log(`[GameDataSyncManager]: 英雄属性设置成功,本地数据已同步`);
return true; return true;
} else { } else {
console.warn(`[GameDataSyncManager]: 英雄属性设置失败: ${result.result.msg}`); console.warn(`[GameDataSyncManager]: 英雄属性设置失败: ${result.result.msg}`);
@@ -223,14 +223,14 @@ export class GameDataSyncManager {
*/ */
async levelUpHero(heroId: number,levels: number = 1,): Promise<boolean> { async levelUpHero(heroId: number,levels: number = 1,): Promise<boolean> {
try { try {
console.log(`[GameDataSyncManager]: 英雄升级 ID:${heroId}, 级数:${levels}`); // console.log(`[GameDataSyncManager]: 英雄升级 ID:${heroId}, 级数:${levels}`);
const result = await WxCloudApi.levelUpHero(heroId,levels); const result = await WxCloudApi.levelUpHero(heroId,levels);
if (result.result.code === 200) { if (result.result.code === 200) {
// 远程修改成功,同步本地数据 // 远程修改成功,同步本地数据
smc.heros[heroId].lv = result.result.data.new_value; smc.heros[heroId].lv = result.result.data.new_value;
console.log(`[GameDataSyncManager]: 英雄升级成功,本地数据已同步`); // console.log(`[GameDataSyncManager]: 英雄升级成功,本地数据已同步`);
return true; return true;
} else { } else {
console.warn(`[GameDataSyncManager]: 英雄升级失败: ${result.result.msg}`); console.warn(`[GameDataSyncManager]: 英雄升级失败: ${result.result.msg}`);
@@ -254,11 +254,11 @@ export class GameDataSyncManager {
async addItem(itemId: number, count: number): Promise<boolean> { async addItem(itemId: number, count: number): Promise<boolean> {
smc.items[itemId] = (smc.items[itemId] || 0) + count; smc.items[itemId] = (smc.items[itemId] || 0) + count;
try { try {
console.log(`[GameDataSyncManager]: 增加道具 ID:${itemId}, 数量:${count}`); // console.log(`[GameDataSyncManager]: 增加道具 ID:${itemId}, 数量:${count}`);
const result = await WxCloudApi.addInventoryItem('items', itemId, count); const result = await WxCloudApi.addInventoryItem('items', itemId, count);
if (result.result.code === 200) { if (result.result.code === 200) {
// 远程修改成功,同步本地数据 // 远程修改成功,同步本地数据
console.log(`[GameDataSyncManager]: 道具增加成功`); // console.log(`[GameDataSyncManager]: 道具增加成功`);
return true; return true;
} else { } else {
console.warn(`[GameDataSyncManager]: 道具增加失败: ${result.result.msg}`); console.warn(`[GameDataSyncManager]: 道具增加失败: ${result.result.msg}`);
@@ -283,12 +283,12 @@ export class GameDataSyncManager {
return false return false
} }
try { try {
console.log(`[GameDataSyncManager]: 消耗道具 ID:${itemId}, 数量:${count}`); // console.log(`[GameDataSyncManager]: 消耗道具 ID:${itemId}, 数量:${count}`);
const result = await WxCloudApi.consumeInventoryItem('items', itemId, count); const result = await WxCloudApi.consumeInventoryItem('items', itemId, count);
if (result.result.code === 200) { if (result.result.code === 200) {
// 远程修改成功,同步本地数据 // 远程修改成功,同步本地数据
smc.items[itemId] = Math.max(0, (smc.items[itemId] || 0) - count); smc.items[itemId] = Math.max(0, (smc.items[itemId] || 0) - count);
console.log(`[GameDataSyncManager]: 道具消耗成功,本地数据已同步`); // console.log(`[GameDataSyncManager]: 道具消耗成功,本地数据已同步`);
return true; return true;
} else { } else {
console.warn(`[GameDataSyncManager]: 道具消耗失败: ${result.result.msg}`); console.warn(`[GameDataSyncManager]: 道具消耗失败: ${result.result.msg}`);
@@ -311,14 +311,14 @@ export class GameDataSyncManager {
*/ */
async addTalent(talId: number, count: number): Promise<boolean> { async addTalent(talId: number, count: number): Promise<boolean> {
try { try {
console.log(`[GameDataSyncManager]: 增加天赋点 ID:${talId}, 数量:${count}`); // console.log(`[GameDataSyncManager]: 增加天赋点 ID:${talId}, 数量:${count}`);
const result = await WxCloudApi.addInventoryItem('tals', talId, count); const result = await WxCloudApi.addInventoryItem('tals', talId, count);
if (result.result.code === 200) { if (result.result.code === 200) {
// 远程修改成功,同步本地数据 // 远程修改成功,同步本地数据
smc.tals[talId] = (smc.tals[talId] || 0) + count; smc.tals[talId] = (smc.tals[talId] || 0) + count;
console.log(`[GameDataSyncManager]: 天赋点增加成功,本地数据已同步`); // console.log(`[GameDataSyncManager]: 天赋点增加成功,本地数据已同步`);
return true; return true;
} else { } else {
console.warn(`[GameDataSyncManager]: 天赋点增加失败: ${result.result.msg}`); console.warn(`[GameDataSyncManager]: 天赋点增加失败: ${result.result.msg}`);
@@ -339,14 +339,14 @@ export class GameDataSyncManager {
*/ */
async consumeTalent(talId: number, count: number): Promise<boolean> { async consumeTalent(talId: number, count: number): Promise<boolean> {
try { try {
console.log(`[GameDataSyncManager]: 消耗天赋点 ID:${talId}, 数量:${count}`); // console.log(`[GameDataSyncManager]: 消耗天赋点 ID:${talId}, 数量:${count}`);
const result = await WxCloudApi.consumeInventoryItem('tals', talId, count); const result = await WxCloudApi.consumeInventoryItem('tals', talId, count);
if (result.result.code === 200) { if (result.result.code === 200) {
// 远程修改成功,同步本地数据 // 远程修改成功,同步本地数据
smc.tals[talId] = Math.max(0, (smc.tals[talId] || 0) - count); smc.tals[talId] = Math.max(0, (smc.tals[talId] || 0) - count);
console.log(`[GameDataSyncManager]: 天赋点消耗成功,本地数据已同步`); // console.log(`[GameDataSyncManager]: 天赋点消耗成功,本地数据已同步`);
return true; return true;
} else { } else {
console.warn(`[GameDataSyncManager]: 天赋点消耗失败: ${result.result.msg}`); console.warn(`[GameDataSyncManager]: 天赋点消耗失败: ${result.result.msg}`);
@@ -367,14 +367,14 @@ export class GameDataSyncManager {
*/ */
async addEquipment(equipId: number, count: number): Promise<boolean> { async addEquipment(equipId: number, count: number): Promise<boolean> {
try { try {
console.log(`[GameDataSyncManager]: 增加装备 ID:${equipId}, 数量:${count}`); // console.log(`[GameDataSyncManager]: 增加装备 ID:${equipId}, 数量:${count}`);
const result = await WxCloudApi.addInventoryItem('equips', equipId, count); const result = await WxCloudApi.addInventoryItem('equips', equipId, count);
if (result.result.code === 200) { if (result.result.code === 200) {
// 远程修改成功,同步本地数据 // 远程修改成功,同步本地数据
smc.equips[equipId] = (smc.equips[equipId] || 0) + count; smc.equips[equipId] = (smc.equips[equipId] || 0) + count;
console.log(`[GameDataSyncManager]: 装备增加成功,本地数据已同步`); // console.log(`[GameDataSyncManager]: 装备增加成功,本地数据已同步`);
return true; return true;
} else { } else {
console.warn(`[GameDataSyncManager]: 装备增加失败: ${result.result.msg}`); console.warn(`[GameDataSyncManager]: 装备增加失败: ${result.result.msg}`);
@@ -395,14 +395,14 @@ export class GameDataSyncManager {
*/ */
async consumeEquipment(equipId: number, count: number): Promise<boolean> { async consumeEquipment(equipId: number, count: number): Promise<boolean> {
try { try {
console.log(`[GameDataSyncManager]: 消耗装备 ID:${equipId}, 数量:${count}`); // console.log(`[GameDataSyncManager]: 消耗装备 ID:${equipId}, 数量:${count}`);
const result = await WxCloudApi.consumeInventoryItem('equips', equipId, count); const result = await WxCloudApi.consumeInventoryItem('equips', equipId, count);
if (result.result.code === 200) { if (result.result.code === 200) {
// 远程修改成功,同步本地数据 // 远程修改成功,同步本地数据
smc.equips[equipId] = Math.max(0, (smc.equips[equipId] || 0) - count); smc.equips[equipId] = Math.max(0, (smc.equips[equipId] || 0) - count);
console.log(`[GameDataSyncManager]: 装备消耗成功,本地数据已同步`); // console.log(`[GameDataSyncManager]: 装备消耗成功,本地数据已同步`);
return true; return true;
} else { } else {
console.warn(`[GameDataSyncManager]: 装备消耗失败: ${result.result.msg}`); console.warn(`[GameDataSyncManager]: 装备消耗失败: ${result.result.msg}`);
@@ -419,10 +419,10 @@ export class GameDataSyncManager {
async addGameProperty(property: string, value: any): Promise<boolean> { async addGameProperty(property: string, value: any): Promise<boolean> {
try { try {
console.log(`[GameDataSyncManager]: 增加游戏数据 ${property} = ${value}`); // console.log(`[GameDataSyncManager]: 增加游戏数据 ${property} = ${value}`);
const result = await WxCloudApi.addGameDataField(property, value); const result = await WxCloudApi.addGameDataField(property, value);
if (result.result.code === 200) { if (result.result.code === 200) {
console.log(`[GameDataSyncManager]: 游戏数据增加成功`); // console.log(`[GameDataSyncManager]: 游戏数据增加成功`);
return true; return true;
} else { } else {
console.warn(`[GameDataSyncManager]: 游戏数据增加失败: ${result.result.msg}`); console.warn(`[GameDataSyncManager]: 游戏数据增加失败: ${result.result.msg}`);
@@ -437,10 +437,10 @@ export class GameDataSyncManager {
async spendGameProperty(property: string|Record<string, number>, value: any = undefined ): Promise<boolean> { async spendGameProperty(property: string|Record<string, number>, value: any = undefined ): Promise<boolean> {
try { try {
console.log(`[GameDataSyncManager]: 消耗游戏数据 ${property} = ${value}`); // console.log(`[GameDataSyncManager]: 消耗游戏数据 ${property} = ${value}`);
const result = await WxCloudApi.spendGameDataField(property, value); const result = await WxCloudApi.spendGameDataField(property, value);
if (result.result.code === 200) { if (result.result.code === 200) {
console.log(`[GameDataSyncManager]: 游戏数据消耗成功`); // console.log(`[GameDataSyncManager]: 游戏数据消耗成功`);
return true; return true;
} }
} catch (error) { } catch (error) {
@@ -456,7 +456,7 @@ export class GameDataSyncManager {
*/ */
async loadAllGameData(): Promise<boolean> { async loadAllGameData(): Promise<boolean> {
try { try {
console.log(`[GameDataSyncManager]: 从云端加载所有游戏数据`); // console.log(`[GameDataSyncManager]: 从云端加载所有游戏数据`);
const result = await WxCloudApi.getAllGameData(); const result = await WxCloudApi.getAllGameData();
@@ -470,7 +470,7 @@ export class GameDataSyncManager {
smc.tals = cloudData.tals; smc.tals = cloudData.tals;
smc.equips = cloudData.equips; smc.equips = cloudData.equips;
console.log(`[GameDataSyncManager]: 云端数据加载成功,本地数据已同步`); // console.log(`[GameDataSyncManager]: 云端数据加载成功,本地数据已同步`);
return true; return true;
} else { } else {
console.warn(`[GameDataSyncManager]: 云端数据加载失败: ${result.result.msg}`); console.warn(`[GameDataSyncManager]: 云端数据加载失败: ${result.result.msg}`);

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@@ -280,7 +280,7 @@ export class SingletonModuleComp extends ecs.Comp {
const current = this.data[key] || 0; const current = this.data[key] || 0;
const next = current - need; const next = current - need;
this.data[key] = next; this.data[key] = next;
console.log(`[SMC]: 消耗游戏数据 ${key} = ${need}, 当前值: ${next}`); // console.log(`[SMC]: 消耗游戏数据 ${key} = ${need}, 当前值: ${next}`);
} }
return true; return true;
} }

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@@ -20,7 +20,7 @@ export default class HeroAnmComp extends Component{
this._hasStop = true; this._hasStop = true;
} }
onAnimationFinished(type:Animation.EventType, state:AnimationState){ onAnimationFinished(type:Animation.EventType, state:AnimationState){
console.log("[HeroAnmComp]: 动画播放完毕",state.name) // console.log("[HeroAnmComp]: 动画播放完毕",state.name)
if(state.name!="idle"&&state.name!="move"){ if(state.name!="idle"&&state.name!="move"){
this.anmcon.play(this.default_anim) this.anmcon.play(this.default_anim)
} }

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@@ -137,7 +137,7 @@ export class HeroViewComp extends CCComp {
start () { start () {
this.as.idle() this.as.idle()
this.BUFFCOMP=this.node.getComponent(BuffComp); this.BUFFCOMP=this.node.getComponent(BuffComp);
console.log("[HeroViewComp]:heroview"+this.hero_name,this.Attrs) // console.log("[HeroViewComp]:heroview"+this.hero_name,this.Attrs)
/** 方向 */ /** 方向 */
this.node.setScale(this.scale,1); this.node.setScale(this.scale,1);
this.node.getChildByName("top").setScale(this.scale,1); this.node.getChildByName("top").setScale(this.scale,1);
@@ -291,7 +291,7 @@ export class HeroViewComp extends CCComp {
if(diamond>0){ if(diamond>0){
smc.addDiamond(diamond) smc.addDiamond(diamond)
} }
console.log("[HeroViewComp]:do_drop",this.hero_uuid,drop_item,exp,gold,diamond) // console.log("[HeroViewComp]:do_drop",this.hero_uuid,drop_item,exp,gold,diamond)
} }
add_debuff(type:number,deV:number,deC:number,deR:number){ add_debuff(type:number,deV:number,deC:number,deR:number){
let n_deR=deR-this.Attrs[BuffAttr.DEBUFF_DOWN] let n_deR=deR-this.Attrs[BuffAttr.DEBUFF_DOWN]
@@ -438,7 +438,7 @@ export class HeroViewComp extends CCComp {
if(is_crit) { if(is_crit) {
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100)) damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
} }
console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX]) // console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX])
damage=this.check_shield(damage) damage=this.check_shield(damage)
if(damage <= 0) return if(damage <= 0) return
this.hp -= damage; this.hp -= damage;
@@ -586,7 +586,7 @@ export class HeroViewComp extends CCComp {
to_update_lv(event:string,data:any){ to_update_lv(event:string,data:any){
if(this.fac==FacSet.MON) return if(this.fac==FacSet.MON) return
console.log("[HeroViewComp]:升级",this.BUFFCOMP) // console.log("[HeroViewComp]:升级",this.BUFFCOMP)
if(this.hero_uuid!=data.uuid) return if(this.hero_uuid!=data.uuid) return
this.apply_buff(BuffAttr.HP_MAX,data.hp) this.apply_buff(BuffAttr.HP_MAX,data.hp)
this.apply_buff(BuffAttr.AP,data.ap) this.apply_buff(BuffAttr.AP,data.ap)

View File

@@ -33,7 +33,7 @@ export class Monster extends ecs.Entity {
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,enhancement?: any, stageMultipliers?: any) { load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,enhancement?: any, stageMultipliers?: any) {
scale=-1 scale=-1
let box_group=BoxSet.MONSTER let box_group=BoxSet.MONSTER
console.log("mon load",uuid) // console.log("mon load",uuid)
// this.addComponents<ecs.Comp>( MonModelComp, BattleMoveComp); // this.addComponents<ecs.Comp>( MonModelComp, BattleMoveComp);
var scene = smc.map.MapView.scene; var scene = smc.map.MapView.scene;
this.brith_light(pos,scene) this.brith_light(pos,scene)
@@ -53,7 +53,7 @@ export class Monster extends ecs.Entity {
move.direction = -1; // 向左移动 move.direction = -1; // 向左移动
move.targetX = -800; // 左边界 move.targetX = -800; // 左边界
smc.vmdata.mission_data.mon_num++ smc.vmdata.mission_data.mon_num++
console.log("[Mon] mission_data.mon_num:",smc.vmdata.mission_data.mon_num) // console.log("[Mon] mission_data.mon_num:",smc.vmdata.mission_data.mon_num)
} }
brith_light(pos:Vec3,scene:any){ brith_light(pos:Vec3,scene:any){
var path = "game/skills/map_birth"; var path = "game/skills/map_birth";
@@ -92,9 +92,9 @@ export class Monster extends ecs.Entity {
if (stageMultipliers) { if (stageMultipliers) {
finalHp = Math.floor(baseHp * stageMultipliers.hp); finalHp = Math.floor(baseHp * stageMultipliers.hp);
finalAp = Math.floor(baseAp * stageMultipliers.attack); finalAp = Math.floor(baseAp * stageMultipliers.attack);
console.log(`[Monster]: 怪物${hero.name} 关卡倍数 - HP: ${baseHp} x ${stageMultipliers.hp.toFixed(2)} = ${finalHp}, AP: ${baseAp} x ${stageMultipliers.attack.toFixed(2)} = ${finalAp}`); // console.log(`[Monster]: 怪物${hero.name} 关卡倍数 - HP: ${baseHp} x ${stageMultipliers.hp.toFixed(2)} = ${finalHp}, AP: ${baseAp} x ${stageMultipliers.attack.toFixed(2)} = ${finalAp}`);
} else { } else {
console.log(`[Monster]: 怪物${hero.name} 使用基础属性 - HP: ${finalHp}, AP: ${finalAp}`); // console.log(`[Monster]: 怪物${hero.name} 使用基础属性 - HP: ${finalHp}, AP: ${finalAp}`);
} }
hv.hp = hv.hp_max = finalHp; hv.hp = hv.hp_max = finalHp;
@@ -116,7 +116,7 @@ export class Monster extends ecs.Entity {
// 处理肉鸽模式的增强属性 // 处理肉鸽模式的增强属性
if (enhancement && enhancement.buffList && enhancement.buffList.length > 0) { if (enhancement && enhancement.buffList && enhancement.buffList.length > 0) {
console.log(`[Monster]: 怪物${hero.name}应用增强属性:`, enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`)); // console.log(`[Monster]: 怪物${hero.name}应用增强属性:`, enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`));
enhancement.buffList.forEach((buff:any)=>{ enhancement.buffList.forEach((buff:any)=>{
hv.apply_buff(buff.buffType, buff.value); hv.apply_buff(buff.buffType, buff.value);
}) })

View File

@@ -91,7 +91,7 @@ export class CardComp extends CCComp {
}, 0.1); }, 0.1);
} }
func_select(args: any){ func_select(args: any){
console.log("[cardcomp]:card func_select",args) // console.log("[cardcomp]:card func_select",args)
this.c_type=cardType.SPECIAL this.c_type=cardType.SPECIAL
this.c_uuid=args.uuid this.c_uuid=args.uuid
this.node.getChildByName("show").active=false this.node.getChildByName("show").active=false
@@ -116,7 +116,7 @@ export class CardComp extends CCComp {
random_select(){ random_select(){
let card =getRandomCardUUID() //随机获取卡牌类型 let card =getRandomCardUUID() //随机获取卡牌类型
console.log("[cardcomp]:rad 开始请求卡牌",card) // console.log("[cardcomp]:rad 开始请求卡牌",card)
switch(card.type){ switch(card.type){
case cardType.EQUIP: case cardType.EQUIP:
this.equip_select(card) this.equip_select(card)
@@ -137,7 +137,7 @@ export class CardComp extends CCComp {
sprite.spriteFrame = atlas.getSpriteFrame(TalentList[uuid].path); sprite.spriteFrame = atlas.getSpriteFrame(TalentList[uuid].path);
}); });
show.getChildByName("info").getComponent(Label).string=TalentList[uuid].info show.getChildByName("info").getComponent(Label).string=TalentList[uuid].info
console.log("[cardcomp]:show_talent",TalentList[uuid],show) // console.log("[cardcomp]:show_talent",TalentList[uuid],show)
} }
show_skill(uuid:number){ show_skill(uuid:number){
let show=this.node.getChildByName("show") let show=this.node.getChildByName("show")
@@ -163,7 +163,7 @@ export class CardComp extends CCComp {
// console.error("[CardComp]: 加载骨骼数据失败:", err); // console.error("[CardComp]: 加载骨骼数据失败:", err);
// return; // return;
// } // }
// console.log("[CardComp]: 加载骨骼数据成功:", skeleton) // // console.log("[CardComp]: 加载骨骼数据成功:", skeleton)
// // 检查节点是否仍然存在 // // 检查节点是否仍然存在
// const maskNode = show.getChildByName("mask"); // const maskNode = show.getChildByName("mask");
// if (!maskNode) { // if (!maskNode) {
@@ -267,7 +267,7 @@ export class CardComp extends CCComp {
show.getChildByName("mask").getChildByName("wbg").active=true show.getChildByName("mask").getChildByName("wbg").active=true
break break
case EquipType.ACCESSORY: case EquipType.ACCESSORY:
console.log("[cardcomp]:装备卡 饰品") // console.log("[cardcomp]:装备卡 饰品")
break break
} }
@@ -330,32 +330,32 @@ export class CardComp extends CCComp {
oops.message.dispatchEvent(GameEvent.CardsClose) oops.message.dispatchEvent(GameEvent.CardsClose)
break break
case cardType.SKILL: case cardType.SKILL:
console.log("[cardcomp]:use_card 技能卡") // console.log("[cardcomp]:use_card 技能卡")
oops.message.dispatchEvent(GameEvent.UseSkillCard,{uuid:this.c_uuid,slot:this.skill_slot}) oops.message.dispatchEvent(GameEvent.UseSkillCard,{uuid:this.c_uuid,slot:this.skill_slot})
oops.message.dispatchEvent(GameEvent.CardsClose) oops.message.dispatchEvent(GameEvent.CardsClose)
this.skill_slot="skill1" this.skill_slot="skill1"
break break
case cardType.EQUIP: case cardType.EQUIP:
console.log("[cardcomp]:use_card 装备卡") // console.log("[cardcomp]:use_card 装备卡")
// if(!this.cost_gold_check()) return // if(!this.cost_gold_check()) return
oops.message.dispatchEvent(GameEvent.EquipAdd,{uuid:this.c_uuid,type:EquipInfo[this.c_uuid].type,slot:this.equip_slot}) oops.message.dispatchEvent(GameEvent.EquipAdd,{uuid:this.c_uuid,type:EquipInfo[this.c_uuid].type,slot:this.equip_slot})
oops.message.dispatchEvent(GameEvent.CardsClose) oops.message.dispatchEvent(GameEvent.CardsClose)
break break
case cardType.SPECIAL: case cardType.SPECIAL:
console.log("[cardcomp]:use_card 功能卡") // console.log("[cardcomp]:use_card 功能卡")
// if(!this.cost_gold_check()) return // if(!this.cost_gold_check()) return
oops.message.dispatchEvent(GameEvent.UseSpecialCard,{uuid:this.c_uuid}) oops.message.dispatchEvent(GameEvent.UseSpecialCard,{uuid:this.c_uuid})
oops.message.dispatchEvent(GameEvent.CardsClose) oops.message.dispatchEvent(GameEvent.CardsClose)
break break
case cardType.ENHANCEMENT: case cardType.ENHANCEMENT:
console.log("[cardcomp]:use_card 强化卡",this.enhancement_data,smc.enhancements) // console.log("[cardcomp]:use_card 强化卡",this.enhancement_data,smc.enhancements)
oops.message.dispatchEvent(GameEvent.UseEnhancement,this.enhancement_data) oops.message.dispatchEvent(GameEvent.UseEnhancement,this.enhancement_data)
smc.enhancements[this.enhancement_data.type]=this.enhancement_data.lv smc.enhancements[this.enhancement_data.type]=this.enhancement_data.lv
console.log("[cardcomp]:use_card 强化卡",this.enhancement_data,smc.enhancements) // console.log("[cardcomp]:use_card 强化卡",this.enhancement_data,smc.enhancements)
oops.message.dispatchEvent(GameEvent.CardsClose) oops.message.dispatchEvent(GameEvent.CardsClose)
break break
case cardType.TALENT: case cardType.TALENT:
console.log("[cardcomp]:use_card 天赋卡",this.c_uuid) // console.log("[cardcomp]:use_card 天赋卡",this.c_uuid)
oops.message.dispatchEvent(GameEvent.UseTalentCard,{uuid:this.c_uuid,slot:this.talent_slot}) oops.message.dispatchEvent(GameEvent.UseTalentCard,{uuid:this.c_uuid,slot:this.talent_slot})
oops.message.dispatchEvent(GameEvent.CardsClose) oops.message.dispatchEvent(GameEvent.CardsClose)
break break

View File

@@ -23,7 +23,7 @@ export class CardControllerComp extends CCComp {
} }
show_info(uuid:number,type:number){ show_info(uuid:number,type:number){
console.log("show_info",uuid) // console.log("show_info",uuid)
} }
protected update(dt: number): void { protected update(dt: number): void {

View File

@@ -73,36 +73,36 @@ export class CardsCompComp extends CCComp {
this.cancel_btn.active=false this.cancel_btn.active=false
switch(e){ switch(e){
case GameEvent.HeroSelect: case GameEvent.HeroSelect:
console.log("[CardsComp]:显示英雄选择卡牌",data) // console.log("[CardsComp]:显示英雄选择卡牌",data)
let title="选择英雄" let title="选择英雄"
this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string=title this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string=title
this.hero_select(data) this.hero_select(data)
break break
case GameEvent.HeroSkillSelect: case GameEvent.HeroSkillSelect:
console.log("[CardsComp]:显示技能选择卡牌") // console.log("[CardsComp]:显示技能选择卡牌")
this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择技能" this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择技能"
this.hero_skill_select(data) this.hero_skill_select(data)
break break
case GameEvent.FuncSelect: case GameEvent.FuncSelect:
console.log("[CardsComp]:显示功能卡牌") // console.log("[CardsComp]:显示功能卡牌")
this.cancel_btn.active=true this.cancel_btn.active=true
this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择卡牌" this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择卡牌"
this.func_select() this.func_select()
break break
case GameEvent.EquipSelect: case GameEvent.EquipSelect:
console.log("[CardsComp]:显示装备选择卡牌") // console.log("[CardsComp]:显示装备选择卡牌")
this.cancel_btn.active=true this.cancel_btn.active=true
this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择装备" this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择装备"
this.equip_select(data) this.equip_select(data)
break break
case GameEvent.EnhancementSelect: case GameEvent.EnhancementSelect:
console.log("[CardsComp]:显示强化选择卡牌") // console.log("[CardsComp]:显示强化选择卡牌")
this.cancel_btn.active=true this.cancel_btn.active=true
this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择强化" this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择强化"
this.enhancement_select() this.enhancement_select()
break break
case GameEvent.TalentSelect: case GameEvent.TalentSelect:
console.log("[CardsComp]:显示天赋选择卡牌") // console.log("[CardsComp]:显示天赋选择卡牌")
this.cancel_btn.active=true this.cancel_btn.active=true
this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择天赋" this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择天赋"
this.talent_select(data) this.talent_select(data)
@@ -114,14 +114,14 @@ export class CardsCompComp extends CCComp {
} }
talent_select(data:any){ talent_select(data:any){
let list=getRandomCardsByType(cardType.TALENT,3,QualitySet.GREEN) let list=getRandomCardsByType(cardType.TALENT,3,QualitySet.GREEN)
console.log("[CardsComp]:天赋选择卡牌列表",list) // console.log("[CardsComp]:天赋选择卡牌列表",list)
this.card1c.talent_select(list[0],data) this.card1c.talent_select(list[0],data)
this.card2c.talent_select(list[1],data) this.card2c.talent_select(list[1],data)
this.card3c.talent_select(list[2],data) this.card3c.talent_select(list[2],data)
} }
enhancement_select(){ enhancement_select(){
let list=getEnhancement(smc.enhancements,3) let list=getEnhancement(smc.enhancements,3)
console.log("[CardsComp]:强化选择卡牌列表",smc.enhancements,list) // console.log("[CardsComp]:强化选择卡牌列表",smc.enhancements,list)
this.card1c.enhancement_select(list[0]) this.card1c.enhancement_select(list[0])
this.card2c.enhancement_select(list[1]) this.card2c.enhancement_select(list[1])
this.card3c.enhancement_select(list[2]) this.card3c.enhancement_select(list[2])
@@ -129,7 +129,7 @@ export class CardsCompComp extends CCComp {
hero_select(data:any){ hero_select(data:any){
let list=getHeroList(data.called) let list=getHeroList(data.called)
console.log("[CardsComp]:英雄选择卡牌列表",list) // console.log("[CardsComp]:英雄选择卡牌列表",list)
this.card1c.hero_select(list[0]) this.card1c.hero_select(list[0])
this.card2c.hero_select(list[1]) this.card2c.hero_select(list[1])
this.card3c.hero_select(list[2]) this.card3c.hero_select(list[2])
@@ -145,7 +145,7 @@ export class CardsCompComp extends CCComp {
}else if(data.slot=="skill3"){ }else if(data.slot=="skill3"){
list=getRandomCardsByType(cardType.SKILL,3,QualitySet.PURPLE) list=getRandomCardsByType(cardType.SKILL,3,QualitySet.PURPLE)
} }
console.log("[CardsComp]:技能选择卡牌列表",list) // console.log("[CardsComp]:技能选择卡牌列表",list)
this.card1c.hero_skill_select(list[0],data) this.card1c.hero_skill_select(list[0],data)
this.card2c.hero_skill_select(list[1],data) this.card2c.hero_skill_select(list[1],data)
this.card3c.hero_skill_select(list[2],data) this.card3c.hero_skill_select(list[2],data)
@@ -164,7 +164,7 @@ export class CardsCompComp extends CCComp {
list=getRandomCardsByType(cardType.EQUIP,3,EquipType.ACCESSORY,data.lv) list=getRandomCardsByType(cardType.EQUIP,3,EquipType.ACCESSORY,data.lv)
break break
} }
console.log("[CardsComp]:装备选择卡牌列表",list) // console.log("[CardsComp]:装备选择卡牌列表",list)
this.card1c.equip_select(list[0],data) this.card1c.equip_select(list[0],data)
this.card2c.equip_select(list[1],data) this.card2c.equip_select(list[1],data)
this.card3c.equip_select(list[2],data) this.card3c.equip_select(list[2],data)
@@ -172,7 +172,7 @@ export class CardsCompComp extends CCComp {
} }
func_select(){ func_select(){
let list=getRandomCardsByType(cardType.SPECIAL,3) let list=getRandomCardsByType(cardType.SPECIAL,3)
console.log("[CardsComp]:功能选择卡牌列表",list) // console.log("[CardsComp]:功能选择卡牌列表",list)
this.card1c.func_select(list[0]) this.card1c.func_select(list[0])
this.card2c.func_select(list[1]) this.card2c.func_select(list[1])
this.card3c.func_select(list[2]) this.card3c.func_select(list[2])
@@ -187,7 +187,7 @@ export class CardsCompComp extends CCComp {
/** 添加卡牌展示到队列 */ /** 添加卡牌展示到队列 */
private addToQueue(e: GameEvent, data?: any) { private addToQueue(e: GameEvent, data?: any) {
console.log("[CardsComp]:添加卡牌到队列", e,data); // console.log("[CardsComp]:添加卡牌到队列", e,data);
this.cardQueue.push({type: e, data: data}); this.cardQueue.push({type: e, data: data});
this.processQueue(); this.processQueue();
} }
@@ -208,16 +208,16 @@ export class CardsCompComp extends CCComp {
close_cards(e:GameEvent,data:any){ close_cards(e:GameEvent,data:any){
switch(e){ switch(e){
case GameEvent.HeroSelect: case GameEvent.HeroSelect:
console.log("[CardsComp]:关闭英雄选择卡牌") // console.log("[CardsComp]:关闭英雄选择卡牌")
break break
case GameEvent.HeroSkillSelect: case GameEvent.HeroSkillSelect:
console.log("[CardsComp]:关闭技能选择卡牌") // console.log("[CardsComp]:关闭技能选择卡牌")
break break
case GameEvent.CardRefresh: case GameEvent.CardRefresh:
console.log("[CardsComp]:关闭随机刷新卡牌") // console.log("[CardsComp]:关闭随机刷新卡牌")
break break
case GameEvent.CardsClose: case GameEvent.CardsClose:
console.log("[CardsComp]:关闭所有卡牌") // console.log("[CardsComp]:关闭所有卡牌")
break break
} }
this.hide() this.hide()

View File

@@ -112,7 +112,7 @@ export class GoodsComp extends Component {
} }
} }
do_buy(){ do_buy(){
console.log("[GoodsComp]do_buy",this.goodsData,this.itemData) // console.log("[GoodsComp]do_buy",this.goodsData,this.itemData)
switch(this.goodsData.type){ switch(this.goodsData.type){
case GType.ITEM: case GType.ITEM:
smc.addItem(this.itemData.uuid,this.goodsData.num) //添加物品 smc.addItem(this.itemData.uuid,this.goodsData.num) //添加物品
@@ -140,7 +140,7 @@ export class GoodsComp extends Component {
} }
} }
ad_back_false(){ ad_back_false(){
console.log("ad_back_false") // console.log("ad_back_false")
} }
do_ad_back(success:Function,fail:Function){ do_ad_back(success:Function,fail:Function){
success.call(this) success.call(this)

View File

@@ -15,7 +15,7 @@ export class HCardUICom extends Component {
slot:number=0 slot:number=0
start() { start() {
console.log("[HCardUICom]:start") // console.log("[HCardUICom]:start")
} }
protected onLoad(): void { protected onLoad(): void {
oops.message.on(GameEvent.UpdateHero,this.to_update_hero,this) oops.message.on(GameEvent.UpdateHero,this.to_update_hero,this)
@@ -25,14 +25,14 @@ export class HCardUICom extends Component {
} }
to_update_hero(event:any,args:any){ to_update_hero(event:any,args:any){
if(args.uuid==this.h_uuid){ if(args.uuid==this.h_uuid){
console.log("[HCardUICom]:是我诶:",HeroInfo[args.uuid].name+args.uuid) // console.log("[HCardUICom]:是我诶:",HeroInfo[args.uuid].name+args.uuid)
this.update_data(args.uuid,{type:this.type}) this.update_data(args.uuid,{type:this.type})
} }
} }
update_data(uuid:number,args:any){ update_data(uuid:number,args:any){
this.type=args.type this.type=args.type
if(args.slot) this.slot=args.slot if(args.slot) this.slot=args.slot
console.log("[HCardUICom]:update_data",uuid,this.type,this.slot,args) // console.log("[HCardUICom]:update_data",uuid,this.type,this.slot,args)
this.h_uuid=uuid this.h_uuid=uuid
this.node.getChildByName("in_fight").active=this.check_in_fight() this.node.getChildByName("in_fight").active=this.check_in_fight()
let hero_data = HeroInfo[uuid] let hero_data = HeroInfo[uuid]

View File

@@ -16,7 +16,7 @@ export class HInfoComp extends Component {
} }
onAdded(args: any) { onAdded(args: any) {
console.log("[HInfoComp]:onAdded",args) // console.log("[HInfoComp]:onAdded",args)
this.update_data(args) this.update_data(args)
} }
update(deltaTime: number) { update(deltaTime: number) {
@@ -26,7 +26,7 @@ export class HInfoComp extends Component {
this.h_uuid=uuid this.h_uuid=uuid
let hero_data = HeroInfo[uuid] let hero_data = HeroInfo[uuid]
console.log("[HInfoComp]:update_data",uuid,hero_data,this.node) // console.log("[HInfoComp]:update_data",uuid,hero_data,this.node)
let lv=smc.heros[uuid]?.lv??1 let lv=smc.heros[uuid]?.lv??1
let anm_path=hero_data.path let anm_path=hero_data.path
resources.load("game/heros/hero/"+anm_path+"/idle", AnimationClip, (err, clip) => { resources.load("game/heros/hero/"+anm_path+"/idle", AnimationClip, (err, clip) => {
@@ -63,7 +63,7 @@ export class HInfoComp extends Component {
this.node.getChildByName("lock").active=lv == 0 this.node.getChildByName("lock").active=lv == 0
this.node.getChildByName("unLock").active=lv == 0 this.node.getChildByName("unLock").active=lv == 0
let need_item=unlockHeroCost[HeroInfo[this.h_uuid].quality] let need_item=unlockHeroCost[HeroInfo[this.h_uuid].quality]
console.log("[HInfoComp]:show_lock item:item_uuid:hero_uuid:hero_data",Items[need_item.i_uuid],need_item.i_uuid,this.h_uuid,HeroInfo[this.h_uuid]) // console.log("[HInfoComp]:show_lock item:item_uuid:hero_uuid:hero_data",Items[need_item.i_uuid],need_item.i_uuid,this.h_uuid,HeroInfo[this.h_uuid])
this.node.getChildByName("unLockNeed").getChildByName("need").getChildByName("has").getComponent(Label).string=smc.items[need_item.i_uuid]??0 this.node.getChildByName("unLockNeed").getChildByName("need").getChildByName("has").getComponent(Label).string=smc.items[need_item.i_uuid]??0
this.node.getChildByName("unLockNeed").getChildByName("need").getChildByName("need").getComponent(Label).string=NumberFormatter.formatNumber(need_item.num) this.node.getChildByName("unLockNeed").getChildByName("need").getChildByName("need").getComponent(Label).string=NumberFormatter.formatNumber(need_item.num)

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@@ -9,7 +9,7 @@ const { ccclass, property } = _decorator;
@ccclass('HeroPageComp') @ccclass('HeroPageComp')
export class HeroPageComp extends Component { export class HeroPageComp extends Component {
start() { start() {
console.log("[HeroPageComp]:start") // console.log("[HeroPageComp]:start")
} }
update(deltaTime: number) { update(deltaTime: number) {
@@ -17,10 +17,10 @@ export class HeroPageComp extends Component {
} }
update_heros(){ update_heros(){
let heros=getHeroList() let heros=getHeroList()
console.log("[HeroPageComp]:update_heros",heros) // console.log("[HeroPageComp]:update_heros",heros)
let height= Math.ceil(heros.length/3)*315+30 let height= Math.ceil(heros.length/3)*315+30
this.node.getChildByName("main").getChildByName("view").getChildByName("heros").getComponent(UITransform).setContentSize(720,height) this.node.getChildByName("main").getChildByName("view").getChildByName("heros").getComponent(UITransform).setContentSize(720,height)
console.log("[HeroPageComp]:UITransform height",this.node.getChildByName("main").getChildByName("view").getChildByName("heros").getComponent(UITransform)) // console.log("[HeroPageComp]:UITransform height",this.node.getChildByName("main").getChildByName("view").getChildByName("heros").getComponent(UITransform))
this.clear_heros() this.clear_heros()
for(let i=0;i<heros.length;i++){ for(let i=0;i<heros.length;i++){
let hero=heros[i] let hero=heros[i]
@@ -30,7 +30,7 @@ export class HeroPageComp extends Component {
} }
} }
load_hero(uuid:number){ load_hero(uuid:number){
console.log("[HeroPageComp]:load_hero",uuid) // console.log("[HeroPageComp]:load_hero",uuid)
let parent=this.node.getChildByName("main").getChildByName("view").getChildByName("heros") let parent=this.node.getChildByName("main").getChildByName("view").getChildByName("heros")
let path = "game/gui/hcard" let path = "game/gui/hcard"
const prefab = oops.res.get(path, Prefab); const prefab = oops.res.get(path, Prefab);
@@ -46,7 +46,7 @@ export class HeroPageComp extends Component {
clear_heros(){ clear_heros(){
let parent=this.node.getChildByName("main").getChildByName("view").getChildByName("heros") let parent=this.node.getChildByName("main").getChildByName("view").getChildByName("heros")
let children=parent.children let children=parent.children
console.log("[HeroPageComp]:clear_heros",children) // console.log("[HeroPageComp]:clear_heros",children)
for(let i=0;i<children.length;i++){ for(let i=0;i<children.length;i++){
children[i].destroy() children[i].destroy()
} }

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@@ -25,7 +25,7 @@ export class HeroReadyCom extends Component {
} }
update_hero(){ update_hero(){
let hero = smc.fight_heros[this.slot] let hero = smc.fight_heros[this.slot]
console.log("[HeroReadyCom]hero",hero,smc.fight_heros,this.slot) // console.log("[HeroReadyCom]hero",hero,smc.fight_heros,this.slot)
if(hero==0){ if(hero==0){
this.no_hero() this.no_hero()
return return
@@ -33,7 +33,7 @@ export class HeroReadyCom extends Component {
this.node.getChildByName("icon").active=true this.node.getChildByName("icon").active=true
this.node.getChildByName("add").active=false this.node.getChildByName("add").active=false
let hero_data = HeroInfo[hero] let hero_data = HeroInfo[hero]
console.log("[HeroReadyCom]hero_data",smc.fight_heros,hero,smc.fight_heros[this.slot],this.slot,hero_data) // console.log("[HeroReadyCom]hero_data",smc.fight_heros,hero,smc.fight_heros[this.slot],this.slot,hero_data)
let anm_path=hero_data.path let anm_path=hero_data.path
resources.load("game/heros/hero/"+anm_path+"/idle", AnimationClip, (err, clip) => { resources.load("game/heros/hero/"+anm_path+"/idle", AnimationClip, (err, clip) => {
this.node.getChildByName("icon").getComponent(Animation).addClip(clip); this.node.getChildByName("icon").getComponent(Animation).addClip(clip);

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@@ -12,22 +12,22 @@ export class HeroSelectCom extends Component {
} }
onAdded(args: any) { onAdded(args: any) {
console.log("[HeroSelectCom]:onAdded",args) // console.log("[HeroSelectCom]:onAdded",args)
this.slot=args.slot this.slot=args.slot
this.update_heros() this.update_heros()
} }
protected onDisable(): void { protected onDisable(): void {
console.log("[HeroSelectCom]:onDisable") // console.log("[HeroSelectCom]:onDisable")
this.clear_heros() this.clear_heros()
} }
update_heros(){ update_heros(){
let heros=smc.getHasHeroUUID() let heros=smc.getHasHeroUUID()
let width= heros.length*230+20 let width= heros.length*230+20
this.node.getChildByName("main").getChildByName("view").getChildByName("heros").getComponent(UITransform).setContentSize(width,320) this.node.getChildByName("main").getChildByName("view").getChildByName("heros").getComponent(UITransform).setContentSize(width,320)
console.log("[HeroPageComp]:UITransform width",this.node.getChildByName("main").getChildByName("view").getChildByName("heros").getComponent(UITransform)) // console.log("[HeroPageComp]:UITransform width",this.node.getChildByName("main").getChildByName("view").getChildByName("heros").getComponent(UITransform))
for(let i=0;i<heros.length;i++){ for(let i=0;i<heros.length;i++){
let hero=heros[i] let hero=heros[i]
console.log("[HeroPageComp]:hero",hero) // console.log("[HeroPageComp]:hero",hero)
if(hero){ if(hero){
this.load_hero(hero) this.load_hero(hero)
} }
@@ -37,13 +37,13 @@ export class HeroSelectCom extends Component {
clear_heros(){ clear_heros(){
let parent=this.node.getChildByName("main").getChildByName("view").getChildByName("heros") let parent=this.node.getChildByName("main").getChildByName("view").getChildByName("heros")
let children=parent.children let children=parent.children
console.log("[HeroPageComp]:clear_heros",children) // console.log("[HeroPageComp]:clear_heros",children)
for(let i=0;i<children.length;i++){ for(let i=0;i<children.length;i++){
children[i].destroy() children[i].destroy()
} }
} }
load_hero(uuid:number){ load_hero(uuid:number){
console.log("[HeroPageComp]:load_hero",uuid) // console.log("[HeroPageComp]:load_hero",uuid)
let parent=this.node.getChildByName("main").getChildByName("view").getChildByName("heros") let parent=this.node.getChildByName("main").getChildByName("view").getChildByName("heros")
let path = "game/gui/hcard" let path = "game/gui/hcard"
const prefab = oops.res.get(path, Prefab); const prefab = oops.res.get(path, Prefab);

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@@ -16,7 +16,7 @@ export class ItemComp extends Component {
start() { start() {
console.log("[ItemComp]:start"); // console.log("[ItemComp]:start");
} }
update(deltaTime: number) { update(deltaTime: number) {
@@ -35,7 +35,7 @@ export class ItemComp extends Component {
this.type = args.type || 0; this.type = args.type || 0;
this.slot = args.slot || 0; this.slot = args.slot || 0;
this.no_show = args.no_show || false; this.no_show = args.no_show || false;
console.log("[ItemComp]:update_data", hero_uuid, count, this.type, this.slot, args); // console.log("[ItemComp]:update_data", hero_uuid, count, this.type, this.slot, args);
// 获取物品配置 // 获取物品配置
const itemData = Items[hero_uuid]; const itemData = Items[hero_uuid];
@@ -67,13 +67,13 @@ export class ItemComp extends Component {
*/ */
private setItemIcon(iconPath: string) { private setItemIcon(iconPath: string) {
let path=`gui/items/${iconPath}` let path=`gui/items/${iconPath}`
console.log("[ItemComp]: setItemIcon", path); // console.log("[ItemComp]: setItemIcon", path);
resources.load(path, SpriteFrame, (err, spriteFrame) => { resources.load(path, SpriteFrame, (err, spriteFrame) => {
if (err) { if (err) {
console.error("[ItemComp]: Failed to load item icon", iconPath, err); console.error("[ItemComp]: Failed to load item icon", iconPath, err);
return; return;
} }
console.log("[ItemComp]: setItemIcon", iconPath, spriteFrame); // console.log("[ItemComp]: setItemIcon", iconPath, spriteFrame);
this.node.getChildByName("icon").getComponent(Sprite)!.spriteFrame = spriteFrame; this.node.getChildByName("icon").getComponent(Sprite)!.spriteFrame = spriteFrame;
}); });
} }
@@ -139,7 +139,7 @@ export class ItemComp extends Component {
* 物品点击事件 * 物品点击事件
*/ */
do_click() { do_click() {
console.log("[ItemComp]: Item clicked", this.item_uuid, this.item_count); // console.log("[ItemComp]: Item clicked", this.item_uuid, this.item_count);
// 根据类型处理不同逻辑 // 根据类型处理不同逻辑
switch (this.type) { switch (this.type) {
@@ -163,7 +163,7 @@ export class ItemComp extends Component {
*/ */
private onItemClick() { private onItemClick() {
// 显示物品信息或执行其他逻辑 // 显示物品信息或执行其他逻辑
console.log("[ItemComp]: Show item info", this.item_uuid); // console.log("[ItemComp]: Show item info", this.item_uuid);
} }
/** /**
@@ -171,7 +171,7 @@ export class ItemComp extends Component {
*/ */
private onItemSelect() { private onItemSelect() {
// 处理物品选择逻辑 // 处理物品选择逻辑
console.log("[ItemComp]: Item selected", this.item_uuid); // console.log("[ItemComp]: Item selected", this.item_uuid);
} }
/** /**
@@ -179,7 +179,7 @@ export class ItemComp extends Component {
*/ */
private onItemUse() { private onItemUse() {
// 处理物品使用逻辑 // 处理物品使用逻辑
console.log("[ItemComp]: Use item", this.item_uuid); // console.log("[ItemComp]: Use item", this.item_uuid);
} }
show_item_info(){ show_item_info(){
if(this.no_show){ if(this.no_show){

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@@ -14,11 +14,11 @@ export class ItemInfoComp extends Component {
private isListening: boolean = false; private isListening: boolean = false;
start() { start() {
console.log("[ItemInfoComp]:start"); // console.log("[ItemInfoComp]:start");
} }
onAdded(args: any) { onAdded(args: any) {
console.log("[ItemInfoComp]:onAdded", args); // console.log("[ItemInfoComp]:onAdded", args);
this.setupTouchListener(); this.setupTouchListener();
this.update_data(args); this.update_data(args);
} }
@@ -40,7 +40,7 @@ export class ItemInfoComp extends Component {
this.touchListener = input.on(Input.EventType.TOUCH_START, this.onTouchStart, this); this.touchListener = input.on(Input.EventType.TOUCH_START, this.onTouchStart, this);
this.isListening = true; this.isListening = true;
console.log("[ItemInfoComp]: Touch listener setup"); // console.log("[ItemInfoComp]: Touch listener setup");
} }
/** /**
@@ -52,7 +52,7 @@ export class ItemInfoComp extends Component {
this.isListening = false; this.isListening = false;
this.touchListener = null; this.touchListener = null;
console.log("[ItemInfoComp]: Touch listener removed"); // console.log("[ItemInfoComp]: Touch listener removed");
} }
} }
@@ -66,7 +66,7 @@ export class ItemInfoComp extends Component {
// 检查触摸点是否在弹窗范围内 // 检查触摸点是否在弹窗范围内
if (!this.isTouchInNodeBounds(touchPos, nodePos)) { if (!this.isTouchInNodeBounds(touchPos, nodePos)) {
console.log("[ItemInfoComp]: Touch outside bounds, closing popup"); // console.log("[ItemInfoComp]: Touch outside bounds, closing popup");
this.closeItemInfo(); this.closeItemInfo();
} }
} }
@@ -97,7 +97,7 @@ export class ItemInfoComp extends Component {
* @param args 物品参数 {item_uuid: number, count?: number} * @param args 物品参数 {item_uuid: number, count?: number}
*/ */
update_data(args: any) { update_data(args: any) {
console.log("[ItemInfoComp]:update_data", args); // console.log("[ItemInfoComp]:update_data", args);
if (!args || !args.item_uuid) { if (!args || !args.item_uuid) {
console.error("[ItemInfoComp]: Invalid args", args); console.error("[ItemInfoComp]: Invalid args", args);
@@ -139,13 +139,13 @@ export class ItemInfoComp extends Component {
*/ */
private setItemIcon(iconPath: string) { private setItemIcon(iconPath: string) {
let path=`gui/items/${iconPath}` let path=`gui/items/${iconPath}`
console.log("[ItemComp]: setItemIcon", path); // console.log("[ItemComp]: setItemIcon", path);
resources.load(path, SpriteFrame, (err, spriteFrame) => { resources.load(path, SpriteFrame, (err, spriteFrame) => {
if (err) { if (err) {
console.error("[ItemComp]: Failed to load item icon", iconPath, err); console.error("[ItemComp]: Failed to load item icon", iconPath, err);
return; return;
} }
console.log("[ItemComp]: setItemIcon", iconPath, spriteFrame); // console.log("[ItemComp]: setItemIcon", iconPath, spriteFrame);
this.node.getChildByName("item").getChildByName("icon").getComponent(Sprite)!.spriteFrame = spriteFrame; this.node.getChildByName("item").getChildByName("icon").getComponent(Sprite)!.spriteFrame = spriteFrame;
}); });
} }
@@ -268,7 +268,7 @@ export class ItemInfoComp extends Component {
* 关闭物品信息弹窗 * 关闭物品信息弹窗
*/ */
closeItemInfo() { closeItemInfo() {
console.log("[ItemInfoComp]: Close item info"); // console.log("[ItemInfoComp]: Close item info");
this.removeTouchListener(); this.removeTouchListener();
oops.gui.removeByNode(this.node) oops.gui.removeByNode(this.node)
} }
@@ -277,7 +277,7 @@ export class ItemInfoComp extends Component {
* 使用物品 * 使用物品
*/ */
useItem() { useItem() {
console.log("[ItemInfoComp]: Use item", this.item_uuid); // console.log("[ItemInfoComp]: Use item", this.item_uuid);
// 这里可以添加使用物品的逻辑 // 这里可以添加使用物品的逻辑
// 比如消耗物品、触发效果等 // 比如消耗物品、触发效果等
} }
@@ -286,7 +286,7 @@ export class ItemInfoComp extends Component {
* 丢弃物品 * 丢弃物品
*/ */
dropItem() { dropItem() {
console.log("[ItemInfoComp]: Drop item", this.item_uuid); // console.log("[ItemInfoComp]: Drop item", this.item_uuid);
// 这里可以添加丢弃物品的逻辑 // 这里可以添加丢弃物品的逻辑
// 比如从背包中移除、显示确认对话框等 // 比如从背包中移除、显示确认对话框等
} }

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@@ -8,7 +8,7 @@ export class LuckCardComp extends Component {
timer:number=3; timer:number=3;
start() { start() {
this.timer=2 this.timer=2
console.log("[LuckCardComp]:start") // console.log("[LuckCardComp]:start")
} }
update(deltaTime: number) { update(deltaTime: number) {

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@@ -32,7 +32,7 @@ export class MSkillComp extends CCComp {
this.fight_ready() this.fight_ready()
} }
private master_called(e:any,data:any){ private master_called(e:any,data:any){
console.log("[EquipSkillComp]: master_called",data) // console.log("[EquipSkillComp]: master_called",data)
let hero=HeroInfo[data.uuid] let hero=HeroInfo[data.uuid]
if(hero.skills.length>0){ if(hero.skills.length>0){
this.get_skill(null,{slot:this.skill_slot,uuid:hero.skills[this.skill_slot_index]}) this.get_skill(null,{slot:this.skill_slot,uuid:hero.skills[this.skill_slot_index]})
@@ -40,7 +40,7 @@ export class MSkillComp extends CCComp {
} }
fight_ready(){ fight_ready(){
console.log("[MSkillComp]: fight_ready",this.node) // console.log("[MSkillComp]: fight_ready",this.node)
this.node.getChildByName("icon").active=false this.node.getChildByName("icon").active=false
this.hide_skill_get(null,"skill1") this.hide_skill_get(null,"skill1")
this.skill={ this.skill={
@@ -70,7 +70,7 @@ export class MSkillComp extends CCComp {
this.node.getComponent(Animation).stop() this.node.getComponent(Animation).stop()
} }
spell_skill(){ spell_skill(){
console.log("spell_skill") // console.log("spell_skill")
this.skill.cd_time=0 this.skill.cd_time=0
tween(this.node).to(0.1, {scale:v3(1.2,1.2,1)},{onComplete:()=>{ tween(this.node).to(0.1, {scale:v3(1.2,1.2,1)},{onComplete:()=>{
tween(this.node).to(0.2, {scale:v3(1,1,1)}).start() tween(this.node).to(0.2, {scale:v3(1,1,1)}).start()
@@ -84,7 +84,7 @@ export class MSkillComp extends CCComp {
} }
get_skill(e:GameEvent,data:any){ get_skill(e:GameEvent,data:any){
console.log("[MSkillComp]: get_skill",data) // console.log("[MSkillComp]: get_skill",data)
if(data.slot==this.skill_slot||this.skill_slot_index==data.slot){ if(data.slot==this.skill_slot||this.skill_slot_index==data.slot){
this.skill.uuid=data.uuid this.skill.uuid=data.uuid
this.skill.skill_name=SkillSet[data.uuid].name this.skill.skill_name=SkillSet[data.uuid].name
@@ -110,7 +110,7 @@ export class MSkillComp extends CCComp {
show_info(e:any,data:any){ show_info(e:any,data:any){
console.log("[MSkillComp]: show_info",this.skill) // console.log("[MSkillComp]: show_info",this.skill)
} }

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@@ -51,7 +51,7 @@ export class MissionComp extends CCComp {
// 奖励发放 // 奖励发放
} }
do_drop(drop_item:any[],game_data:any={exp:0,gold:0,diamond:0}){ do_drop(drop_item:any[],game_data:any={exp:0,gold:0,diamond:0}){
console.log("[MissionComp] do_drop",drop_item,game_data) // console.log("[MissionComp] do_drop",drop_item,game_data)
this.game_data["exp"]+=game_data.exp this.game_data["exp"]+=game_data.exp
this.game_data["gold"]+=game_data.gold this.game_data["gold"]+=game_data.gold
this.game_data["diamond"]+=game_data.diamond this.game_data["diamond"]+=game_data.diamond
@@ -83,7 +83,7 @@ export class MissionComp extends CCComp {
} }
} }
if(drop_item.length>0){ if(drop_item.length>0){
console.log("[MissionComp] do_drop 剩余物品",drop_item) // console.log("[MissionComp] do_drop 剩余物品",drop_item)
for(let i=0;i<drop_item.length;i++){ for(let i=0;i<drop_item.length;i++){
let d_item=drop_item[i] let d_item=drop_item[i]
let path="game/gui/item" let path="game/gui/item"
@@ -99,7 +99,7 @@ export class MissionComp extends CCComp {
} }
} }
do_mon_dead(event:any,data:any){ do_mon_dead(event:any,data:any){
console.log("[MissionComp] do_mon_dead",event,data) // console.log("[MissionComp] do_mon_dead",event,data)
smc.vmdata.mission_data.mon_num-- smc.vmdata.mission_data.mon_num--
if(data.drops){ if(data.drops){
if(data.drops.length>0){ if(data.drops.length>0){
@@ -119,7 +119,7 @@ export class MissionComp extends CCComp {
} }
do_hero_dead(event:any,data:any){ do_hero_dead(event:any,data:any){
console.log("[MissionComp] do_hero_dead",event,data) // console.log("[MissionComp] do_hero_dead",event,data)
smc.vmdata.mission_data.hero_num-- smc.vmdata.mission_data.hero_num--
if(smc.vmdata.mission_data.hero_num<=0) { if(smc.vmdata.mission_data.hero_num<=0) {
oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
@@ -143,7 +143,7 @@ export class MissionComp extends CCComp {
async mission_start(){ async mission_start(){
console.log("[MissionComp] ** 1 ** mission_start") // console.log("[MissionComp] ** 1 ** mission_start")
this.node.getChildByName("ending").getComponent(Animation).play("startFight") this.node.getChildByName("ending").getComponent(Animation).play("startFight")
oops.message.dispatchEvent(GameEvent.FightReady) oops.message.dispatchEvent(GameEvent.FightReady)
this.node.active=true this.node.active=true
@@ -172,7 +172,7 @@ export class MissionComp extends CCComp {
fight_end(){ fight_end(){
console.log("任务结束") // console.log("任务结束")
// 延迟0.5秒后执行任务结束逻辑 // 延迟0.5秒后执行任务结束逻辑
this.scheduleOnce(() => { this.scheduleOnce(() => {
smc.mission.play=false smc.mission.play=false
@@ -182,7 +182,7 @@ export class MissionComp extends CCComp {
} }
mission_end(){ mission_end(){
console.log("[MissionComp] mission_end") // console.log("[MissionComp] mission_end")
this.node.getChildByName("ending").active=false this.node.getChildByName("ending").active=false
this.node.active=false this.node.active=false
} }
@@ -195,7 +195,7 @@ export class MissionComp extends CCComp {
smc.vmdata.mission_data.level=0 smc.vmdata.mission_data.level=0
this.rewards=[] // 改为数组,用于存储掉落物品列表 this.rewards=[] // 改为数组,用于存储掉落物品列表
this.node.getChildByName("reward").getChildByName("items").removeAllChildren() this.node.getChildByName("reward").getChildByName("items").removeAllChildren()
console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data) // console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data)
} }
private cleanComponents() { private cleanComponents() {

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@@ -32,7 +32,7 @@ export class MissionHeroCompComp extends CCComp {
// this.test_call() // this.test_call()
} }
clear_heros(){ clear_heros(){
console.log("[MissionHeroComp]: FightEnd clear heros") // console.log("[MissionHeroComp]: FightEnd clear heros")
} }
fight_ready(){ fight_ready(){
@@ -47,11 +47,11 @@ export class MissionHeroCompComp extends CCComp {
// this.current_hero_num=-1 // this.current_hero_num=-1
// this.current_hero_uuid=0 // this.current_hero_uuid=0
smc.vmdata.mission_data.hero_num=0 smc.vmdata.mission_data.hero_num=0
console.log("[MissionHeroComp]:fight_ready",smc.fight_heros,Object.keys(smc.fight_heros).length) // console.log("[MissionHeroComp]:fight_ready",smc.fight_heros,Object.keys(smc.fight_heros).length)
let heros:any = smc.fight_heros let heros:any = smc.fight_heros
for(let i=0;i<Object.keys(heros).length;i++){ for(let i=0;i<Object.keys(heros).length;i++){
if(heros[i]!=0){ if(heros[i]!=0){
console.log("[MissionHeroComp]:fight_ready",heros[i]) // console.log("[MissionHeroComp]:fight_ready",heros[i])
this.addHero(heros[i],false) this.addHero(heros[i],false)
} }
} }
@@ -65,7 +65,7 @@ export class MissionHeroCompComp extends CCComp {
private zhao_huan(event: string, args: any){ private zhao_huan(event: string, args: any){
console.log("[MissionHeroComp]:zhaohuan",args) // console.log("[MissionHeroComp]:zhaohuan",args)
this.addHero(args.uuid,false) this.addHero(args.uuid,false)
} }
@@ -73,7 +73,7 @@ export class MissionHeroCompComp extends CCComp {
call_hero(event: string, args: any){ call_hero(event: string, args: any){
console.log("[MissionHeroComp]:call_hero",this.heros,this.current_hero_num,args) // console.log("[MissionHeroComp]:call_hero",this.heros,this.current_hero_num,args)
// 尝试升级现有英雄 // 尝试升级现有英雄
if (this.tryUpgradeExistingHero(args.uuid)) { if (this.tryUpgradeExistingHero(args.uuid)) {
@@ -92,7 +92,7 @@ export class MissionHeroCompComp extends CCComp {
*/ */
private tryUpgradeExistingHero(uuid: number): boolean { private tryUpgradeExistingHero(uuid: number): boolean {
for (let i = 0; i < this.heros.length; i++) { for (let i = 0; i < this.heros.length; i++) {
console.log("[MissionHeroComp]:tryUpgradeExistingHero",this.heros,i,uuid) // console.log("[MissionHeroComp]:tryUpgradeExistingHero",this.heros,i,uuid)
if (this.heros[i].uuid === uuid) { if (this.heros[i].uuid === uuid) {
this.heros[i].count++ this.heros[i].count++
smc.vmdata[`hero${i+1}`].count=this.heros[i].count smc.vmdata[`hero${i+1}`].count=this.heros[i].count
@@ -119,7 +119,7 @@ export class MissionHeroCompComp extends CCComp {
/** 添加英雄 */ /** 添加英雄 */
private addHero(uuid:number=1001,is_zhaohuan:boolean=false) { private addHero(uuid:number=1001,is_zhaohuan:boolean=false) {
console.log("[MissionHeroComp]:addHero",uuid,is_zhaohuan) // console.log("[MissionHeroComp]:addHero",uuid,is_zhaohuan)
let hero_pos=0 let hero_pos=0
let hero = ecs.getEntity<Hero>(Hero); let hero = ecs.getEntity<Hero>(Hero);
let scale = 1 let scale = 1

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@@ -106,7 +106,7 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
let level=smc.vmdata.mission_data.level let level=smc.vmdata.mission_data.level
const stageType = getStageType(currentStage,level); const stageType = getStageType(currentStage,level);
const monsterConfigs = getStageMonsterConfigs(currentStage,level); const monsterConfigs = getStageMonsterConfigs(currentStage,level);
console.log(`[MissionMonComp]:第${currentStage}关 - ${stageType}类型,怪物数量: ${monsterConfigs.length}`); // console.log(`[MissionMonComp]:第${currentStage}关 - ${stageType}类型,怪物数量: ${monsterConfigs.length}`);
this.generateMonstersFromStageConfig(monsterConfigs); this.generateMonstersFromStageConfig(monsterConfigs);
} }
@@ -116,7 +116,7 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
const currentStage = smc.data.mission; const currentStage = smc.data.mission;
// 设置怪物总数 // 设置怪物总数
console.log("[MissionMonComp] generateMonstersFromStageConfig",monsterConfigs) // console.log("[MissionMonComp] generateMonstersFromStageConfig",monsterConfigs)
if (!monsterConfigs || monsterConfigs.length === 0) { if (!monsterConfigs || monsterConfigs.length === 0) {
console.warn(`[MissionMonComp]:关卡${currentStage}配置中没有怪物信息`); console.warn(`[MissionMonComp]:关卡${currentStage}配置中没有怪物信息`);
return; return;
@@ -139,13 +139,13 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
); );
}); });
console.log(`[MissionMonComp]:关卡${currentStage}将生成 ${monsterConfigs.length} 只怪物`); // console.log(`[MissionMonComp]:关卡${currentStage}将生成 ${monsterConfigs.length} 只怪物`);
// 输出增强属性信息 // 输出增强属性信息
monsterConfigs.forEach((monsterConfig: any) => { monsterConfigs.forEach((monsterConfig: any) => {
if (monsterConfig.enhancement && monsterConfig.enhancement.buffList.length > 0) { if (monsterConfig.enhancement && monsterConfig.enhancement.buffList.length > 0) {
console.log(`[MissionMonComp]:怪物 ${monsterConfig.uuid} (${monsterConfig.type}) 拥有增强属性:`, // console.log(`[MissionMonComp]:怪物 ${monsterConfig.uuid} (${monsterConfig.type}) 拥有增强属性:`,
monsterConfig.enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`)); // monsterConfig.enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`));
} }
}); });
} }
@@ -189,7 +189,7 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
// 增加召唤计数 // 增加召唤计数
this.spawnCount++; this.spawnCount++;
console.log(`[MissionMonComp]: 召唤第${this.spawnCount}${monsterData.type}怪物,剩余队列: ${this.monsterQueue.length}`); // console.log(`[MissionMonComp]: 召唤第${this.spawnCount}只${monsterData.type}怪物,剩余队列: ${this.monsterQueue.length}`);
} }
} }
@@ -211,13 +211,13 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
// 如果有增强属性,记录到控制台 // 如果有增强属性,记录到控制台
if (enhancement && enhancement.buffList && enhancement.buffList.length > 0) { if (enhancement && enhancement.buffList && enhancement.buffList.length > 0) {
console.log(`[MissionMonComp]: 怪物 ${uuid} 获得增强属性:`, // console.log(`[MissionMonComp]: 怪物 ${uuid} 获得增强属性:`,
enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`)); // enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`));
} }
// 如果有关卡倍数,记录到控制台 // 如果有关卡倍数,记录到控制台
if (stageMultipliers) { if (stageMultipliers) {
console.log(`[MissionMonComp]: 怪物 ${uuid} 关卡倍数 - HP: x${stageMultipliers.hp.toFixed(2)}, 攻击: x${stageMultipliers.attack.toFixed(2)}`); // console.log(`[MissionMonComp]: 怪物 ${uuid} 关卡倍数 - HP: x${stageMultipliers.hp.toFixed(2)}, 攻击: x${stageMultipliers.attack.toFixed(2)}`);
} }
} }
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */

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@@ -27,7 +27,7 @@ export class VictoryComp extends CCComp {
} }
onAdded(args: any) { onAdded(args: any) {
console.log("[VictoryComp] onAdded",args,smc.items) // console.log("[VictoryComp] onAdded",args,smc.items)
if(args.game_data){ if(args.game_data){
this.game_data=args.game_data this.game_data=args.game_data
} }
@@ -90,7 +90,7 @@ export class VictoryComp extends CCComp {
}) })
this.node.getChildByName("btns").getChildByName("double").active=false this.node.getChildByName("btns").getChildByName("double").active=false
} }
console.log("[VictoryComp]double_reward",smc.items,this.rewards) // console.log("[VictoryComp]double_reward",smc.items,this.rewards)
} }
restart(){ restart(){
this.clear_data() this.clear_data()
@@ -99,11 +99,11 @@ export class VictoryComp extends CCComp {
} }
item_show(e:any,val:any){ item_show(e:any,val:any){
console.log("item_show",val) // console.log("item_show",val)
} }
protected onDestroy(): void { protected onDestroy(): void {
console.log("释放胜利界面"); // console.log("释放胜利界面");
} }
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() { reset() {

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@@ -42,7 +42,7 @@
// /** 施放技能 */ // /** 施放技能 */
// private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) { // private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
// const view = caster.get(HeroViewComp); // const view = caster.get(HeroViewComp);
// console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid); // // console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
// if (config.TGroup === TGroup.Enemy) { // if (config.TGroup === TGroup.Enemy) {
// caster.get(HeroViewComp).playSkillEffect(config.uuid); // caster.get(HeroViewComp).playSkillEffect(config.uuid);
// this.doSkill(caster,config); // this.doSkill(caster,config);
@@ -71,7 +71,7 @@
// new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置 // new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置
// view // view
// ); // );
// console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name); // // console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name);
// } // }
// private selectEnemyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] { // private selectEnemyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
@@ -120,7 +120,7 @@
// public clear_timer() { // public clear_timer() {
// console.log("clear_timer"); // // console.log("clear_timer");
// Object.values(this._timers).forEach(clearTimeout); // Object.values(this._timers).forEach(clearTimeout);
// } // }
// onDestroy() { // onDestroy() {

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@@ -7,7 +7,7 @@ export class AnmEndCom extends Component {
if(this.node.getComponent(Animation)){ if(this.node.getComponent(Animation)){
let anim = this.node.getComponent(Animation); let anim = this.node.getComponent(Animation);
console.log("has anim",anim) // console.log("has anim",anim)
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this); anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
} }

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@@ -22,9 +22,9 @@ export class debuff extends Component {
if(this.deff_cd >=1){ if(this.deff_cd >=1){
// this.node.setPosition(v3(-1000,0,0)) // this.node.setPosition(v3(-1000,0,0))
if(this.hero){ if(this.hero){
this.hero.in_atked() // this.hero.in_atked()
this.hero.hp_less(Math.ceil(this.base.ap/this.base.time)) // this.hero.hp_less(Math.ceil(this.base.ap/this.base.time))
console.log("debuff 总扣血:"+this.base.ap+" 每秒: "+Math.ceil(this.base.ap/this.base.time)) // console.log("debuff 总扣血:"+this.base.ap+" 每秒: "+Math.ceil(this.base.ap/this.base.time))
} }
this.deff_cd=0 this.deff_cd=0
} }

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@@ -81,13 +81,13 @@ async function getOrCreaterUser(db, openid) {
}); });
userData._id = addResult._id; userData._id = addResult._id;
console.log(`新用户已创建: ${openid}, 版本: ${initData.data_version}`); // console.log(`新用户已创建: ${openid}, 版本: ${initData.data_version}`);
} else { } else {
userData = res.data[0]; userData = res.data[0];
// 检查数据版本兼容性 // 检查数据版本兼容性
const versionCheck = checkDataVersionCompatibility(userData.data_version); const versionCheck = checkDataVersionCompatibility(userData.data_version);
console.log(`用户 ${openid} 数据版本检查:`, versionCheck); // console.log(`用户 ${openid} 数据版本检查:`, versionCheck);
if (versionCheck.needsUpgrade) { if (versionCheck.needsUpgrade) {
// 使用新的数据管理系统合并和升级数据 // 使用新的数据管理系统合并和升级数据
@@ -110,7 +110,7 @@ async function getOrCreaterUser(db, openid) {
userData.equips = upgradedData.equips; userData.equips = upgradedData.equips;
userData.data_version = upgradedData.data_version; userData.data_version = upgradedData.data_version;
console.log(`用户 ${openid} 数据已升级到版本: ${upgradedData.data_version}`); // console.log(`用户 ${openid} 数据已升级到版本: ${upgradedData.data_version}`);
} }
} }