feat(渲染): 实现基于线路和生成顺序的层级管理系统
添加IndexSet枚举定义基础层级和增量 修改怪物生成逻辑以支持线路(lane)和生成顺序(spawnOrder) 重构MonMoveSystem中的渲染层级更新逻辑 优化HeroViewComp中血条显示逻辑 调整怪物位置配置以支持双线路布局
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@@ -112,6 +112,7 @@ export class HeroViewComp extends CCComp {
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/** 显示护盾 */
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private show_shield(shield: number = 0, shield_max: number = 0) {
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if(!this.top_node.active) return
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let shield_progress = shield / shield_max;
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this.node.getChildByName("shielded").active = shield > 0;
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this.top_node.getChildByName("shield").active = shield > 0;
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@@ -123,6 +124,11 @@ export class HeroViewComp extends CCComp {
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/** 显示血量 */
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private hp_show(hp: number, hp_max: number) {
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if(hp==hp_max) {
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this.top_node.active=false;
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return
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}
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this.top_node.active=true
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let hp_progress = hp / hp_max;
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this.top_node.getChildByName("hp").getComponent(ProgressBar).progress = hp_progress;
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this.scheduleOnce(() => {
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@@ -132,12 +138,14 @@ export class HeroViewComp extends CCComp {
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/** 显示魔法值 */
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private mp_show(mp: number, mp_max: number) {
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if(!this.top_node.active) return
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this.top_node.getChildByName("mp").getComponent(ProgressBar).progress = mp / mp_max;
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this.scheduleOnce(() => {
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this.top_node.getChildByName("mp").getChildByName("mpb").getComponent(ProgressBar).progress = mp / mp_max;
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}, 0.15);
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}
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private pow_show(pow: number, pow_max: number) {
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if(!this.top_node.active) return
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this.top_node.getChildByName("pow").getComponent(ProgressBar).progress = pow / pow_max;
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this.scheduleOnce(() => {
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this.top_node.getChildByName("pow").getChildByName("mpb").getComponent(ProgressBar).progress = pow / pow_max;
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