装备ui 等级和品质 表现

This commit is contained in:
2025-07-04 15:40:36 +08:00
parent 85e4985311
commit 352792b76f
12 changed files with 14379 additions and 3738 deletions

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@@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "af691440-7aca-4cb5-9a78-9bfed9cb70de",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -0,0 +1 @@
{"ver":"1.2.0","importer":"directory","imported":true,"uuid":"551a2611-69c0-45ae-bfc6-37f056a34b33","files":[],"subMetas":{},"userData":{}}

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@@ -0,0 +1,41 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"_native": "",
"_effectAsset": {
"__uuid__": "cfeeea4f-db9c-42cd-a0f7-fc5cb37bd3d7",
"__expectedType__": "cc.EffectAsset"
},
"_techIdx": 0,
"_defines": [
{
"USE_TEXTURE": true
}
],
"_states": [
{
"rasterizerState": {},
"depthStencilState": {},
"blendState": {
"targets": [
{}
]
}
}
],
"_props": [
{
"glowColor": {
"__type__": "cc.Color",
"r": 0,
"g": 0,
"b": 0,
"a": 255
},
"glowWidth": 0.003,
"glowThreshold": 0.645
}
]
}

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@@ -0,0 +1 @@
{"ver":"1.0.21","importer":"material","imported":true,"uuid":"2fcd55a9-38ca-45aa-9164-68e48aaf51ce","files":[".json"],"subMetas":{},"userData":{}}

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@@ -0,0 +1 @@
{"ver":"1.2.0","importer":"directory","imported":true,"uuid":"7d369c63-9191-4323-abcc-edda5799a410","files":[],"subMetas":{},"userData":{}}

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@@ -0,0 +1,169 @@
// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
glowColor: { value: [1, 1, 1, 1], editor: { type: color } }
glowWidth: { value: 0.05, editor: { slide: true, range: [0, 0.3], step: 0.001 } }
glowThreshold: { value: 1, editor: { slide: true, range: [0, 1], step: 0.001 } }
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec2 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
uniform FSConstants {
vec4 glowColor;
float glowWidth;
float glowThreshold;
};
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
#endif
vec4 getTextureColor (sampler2D mainTexture, vec2 uv) {
if (uv.x > 1.0 || uv.x < 0.0 || uv.y > 1.0 || uv.y < 0.0) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
return texture(mainTexture, uv);
}
float getColorAlpha (float angle, float dist) {
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
float radian = angle * 3.14 / 180.0;
vec2 newUV = uv0 + vec2(dist * cos(radian), dist * sin(radian));
vec4 color = getTextureColor(cc_spriteTexture, newUV);
return color.a;
}
float getAverageAlpha (float dist) {
float totalAlpha = 0.0;
totalAlpha += getColorAlpha(0.0, dist);
totalAlpha += getColorAlpha(30.0, dist);
totalAlpha += getColorAlpha(60.0, dist);
totalAlpha += getColorAlpha(90.0, dist);
totalAlpha += getColorAlpha(120.0, dist);
totalAlpha += getColorAlpha(150.0, dist);
totalAlpha += getColorAlpha(180.0, dist);
totalAlpha += getColorAlpha(210.0, dist);
totalAlpha += getColorAlpha(240.0, dist);
totalAlpha += getColorAlpha(270.0, dist);
totalAlpha += getColorAlpha(300.0, dist);
totalAlpha += getColorAlpha(330.0, dist);
return totalAlpha * 0.0833;
}
float getGlowAlpha () {
if (glowWidth == 0.0 ) {
return 0.0;
}
float totalAlpha = 0.0;
totalAlpha += getAverageAlpha(glowWidth * 0.1);
totalAlpha += getAverageAlpha(glowWidth * 0.2);
totalAlpha += getAverageAlpha(glowWidth * 0.3);
totalAlpha += getAverageAlpha(glowWidth * 0.4);
totalAlpha += getAverageAlpha(glowWidth * 0.5);
totalAlpha += getAverageAlpha(glowWidth * 0.6);
totalAlpha += getAverageAlpha(glowWidth * 0.7);
totalAlpha += getAverageAlpha(glowWidth * 0.8);
totalAlpha += getAverageAlpha(glowWidth * 0.9);
totalAlpha += getAverageAlpha(glowWidth * 1.0);
return totalAlpha * 0.1;
}
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#if IS_GRAY
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
#endif
#endif
float alpha = getGlowAlpha();
if (alpha <= glowThreshold) {
alpha /= glowThreshold;
alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
} else {
alpha = 0.0;
}
vec4 dstColor = glowColor * alpha;
vec4 scrColor = o;
o = scrColor * scrColor.a + dstColor * (1.0 - scrColor.a);
o *= color;
ALPHA_TEST(o);
return o;
}
}%

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@@ -0,0 +1,15 @@
{
"ver": "1.7.1",
"importer": "effect",
"imported": true,
"uuid": "cfeeea4f-db9c-42cd-a0f7-fc5cb37bd3d7",
"files": [
".json"
],
"subMetas": {},
"userData": {
"combinations": [
{}
]
}
}

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@@ -10,7 +10,7 @@ import { HeroViewComp } from "../hero/HeroViewComp";
import { smc } from "../common/SingletonModuleComp";
import { HeroSkillList, SkillSet } from "../common/config/SkillSet";
import { cardType, getRandomCardUUID, Quality, SuperCards } from "../common/config/CardSet";
import { EquipInfo } from "../common/config/Equips";
import { EquipInfo, EquipType } from "../common/config/Equips";
import { FightSet } from "../common/config/Mission";
const { ccclass, property } = _decorator;
@@ -169,6 +169,13 @@ export class CardComp extends CCComp {
show.getChildByName("mask").getChildByName("equip").active=false
show.getChildByName("mask").getChildByName("hero").active=false
show.getChildByName("mask").getChildByName("func").active=false
show.getChildByName("mask").getChildByName("abg").active=false
show.getChildByName("mask").getChildByName("wbg").active=false
show.getChildByName("mask").getChildByName("lv1").active=false
show.getChildByName("mask").getChildByName("lv2").active=false
show.getChildByName("mask").getChildByName("lv3").active=false
show.getChildByName("mask").getChildByName("lv4").active=false
show.getChildByName("mask").getChildByName("lv5").active=false
switch(this.c_type){
case cardType.HERO:
show.getChildByName("mask").getChildByName("hero").active=true
@@ -180,6 +187,34 @@ export class CardComp extends CCComp {
break
case cardType.EQUIP:
show.getChildByName("mask").getChildByName("equip").active=true
switch(EquipInfo[this.c_uuid].type){
case EquipType.ARMOR:
show.getChildByName("mask").getChildByName("abg").active=true
break
case EquipType.WEAPON:
show.getChildByName("mask").getChildByName("wbg").active=true
break
case EquipType.ACCESSORY:
console.log("[cardcomp]:装备卡 饰品")
break
}
switch(EquipInfo[this.c_uuid].lv){
case 1:
show.getChildByName("mask").getChildByName("lv1").active=true
break
case 2:
show.getChildByName("mask").getChildByName("lv2").active=true
break
case 3:
show.getChildByName("mask").getChildByName("lv3").active=true
break
case 4:
show.getChildByName("mask").getChildByName("lv4").active=true
break
case 5:
show.getChildByName("mask").getChildByName("lv5").active=true
break
}
show.getChildByName("type").getChildByName("name").getComponent(Label).string="装备"
break
case cardType.SPECIAL:
@@ -197,8 +232,8 @@ export class CardComp extends CCComp {
show.getChildByName("mask").getChildByName("q3").active=q==Quality.BLUE
show.getChildByName("mask").getChildByName("q4").active=q==Quality.PURPLE
show.getChildByName("mask").getChildByName("q5").active=q==Quality.ORANGE
this.node.getChildByName("show").getChildByName("coins").active=true
this.node.getChildByName("show").getChildByName("coins").getChildByName("num").getComponent(Label).string=this.get_cost_gold(q).toString()
// this.node.getChildByName("show").getChildByName("coins").active=false
// this.node.getChildByName("show").getChildByName("coins").getChildByName("num").getComponent(Label).string=this.get_cost_gold(q).toString()
}
get_cost_gold(quality:number){
@@ -250,13 +285,13 @@ export class CardComp extends CCComp {
break
case cardType.EQUIP:
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.CardsClose)
break
case cardType.SPECIAL:
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.CardsClose)
break

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@@ -5,6 +5,7 @@ import { smc } from '../common/SingletonModuleComp';
import { EquipInfo, EquipType, EquipAttrTarget, EquipSpecialAttr} from '../common/config/Equips';
import { BuffAttr, DebuffAttr, geDebuffNum, getBuffNum } from '../common/config/SkillSet';
import { FightSet } from '../common/config/Mission';
import { Quality } from '../common/config/CardSet';
const { ccclass, property } = _decorator;
@ccclass('EquipsComp')
@@ -109,31 +110,65 @@ export class EquipsComp extends Component {
}
show_weapon(uuid:number){
let icon = this.boxs.getChildByName("weapon").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips2"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path);
});
icon.active=true
var icon_path = "game/heros/equips2"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path);
});
icon.getChildByName("lv1").active=EquipInfo[uuid].lv==1
icon.getChildByName("lv2").active=EquipInfo[uuid].lv==2
icon.getChildByName("lv3").active=EquipInfo[uuid].lv==3
icon.getChildByName("lv4").active=EquipInfo[uuid].lv==4
icon.getChildByName("lv5").active=EquipInfo[uuid].lv==5
icon.getChildByName("q1").active=EquipInfo[uuid].quality==Quality.WHITE
icon.getChildByName("q2").active=EquipInfo[uuid].quality==Quality.GREEN
icon.getChildByName("q3").active=EquipInfo[uuid].quality==Quality.BLUE
icon.getChildByName("q4").active=EquipInfo[uuid].quality==Quality.PURPLE
icon.getChildByName("q5").active=EquipInfo[uuid].quality==Quality.ORANGE
}
show_armor(uuid:number){
let icon = this.boxs.getChildByName("armor").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips2"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path);
});
icon.active=true
var icon_path = "game/heros/equips2"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path);
});
icon.getChildByName("lv1").active=EquipInfo[uuid].lv==1
icon.getChildByName("lv2").active=EquipInfo[uuid].lv==2
icon.getChildByName("lv3").active=EquipInfo[uuid].lv==3
icon.getChildByName("lv4").active=EquipInfo[uuid].lv==4
icon.getChildByName("lv5").active=EquipInfo[uuid].lv==5
icon.getChildByName("q1").active=EquipInfo[uuid].quality==Quality.WHITE
icon.getChildByName("q2").active=EquipInfo[uuid].quality==Quality.GREEN
icon.getChildByName("q3").active=EquipInfo[uuid].quality==Quality.BLUE
icon.getChildByName("q4").active=EquipInfo[uuid].quality==Quality.PURPLE
icon.getChildByName("q5").active=EquipInfo[uuid].quality==Quality.ORANGE
}
show_accessory(uuid:number){
let icon = this.boxs.getChildByName("accessory").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips2"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path);
});
icon.active=true
var icon_path = "game/heros/equips2"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path);
});
icon.getChildByName("lv1").active=EquipInfo[uuid].lv==1
icon.getChildByName("lv2").active=EquipInfo[uuid].lv==2
icon.getChildByName("lv3").active=EquipInfo[uuid].lv==3
icon.getChildByName("lv4").active=EquipInfo[uuid].lv==4
icon.getChildByName("lv5").active=EquipInfo[uuid].lv==5
icon.getChildByName("q1").active=EquipInfo[uuid].quality==Quality.WHITE
icon.getChildByName("q2").active=EquipInfo[uuid].quality==Quality.GREEN
icon.getChildByName("q3").active=EquipInfo[uuid].quality==Quality.BLUE
icon.getChildByName("q4").active=EquipInfo[uuid].quality==Quality.PURPLE
icon.getChildByName("q5").active=EquipInfo[uuid].quality==Quality.ORANGE
}
count_attrs(){
// 重置所有属性
@@ -295,12 +330,15 @@ export class EquipsComp extends Component {
this.boxs.getChildByName("weapon").getChildByName("get").active =false
this.boxs.getChildByName("weapon").getChildByName("light").active=false
this.boxs.getChildByName("weapon").getChildByName("tip").active=false
this.boxs.getChildByName("weapon").getChildByName("icon").active =false
this.boxs.getChildByName("armor").getChildByName("get").active =false
this.boxs.getChildByName("armor").getChildByName("light").active=false
this.boxs.getChildByName("armor").getChildByName("tip").active=false
this.boxs.getChildByName("armor").getChildByName("icon").active =false
this.boxs.getChildByName("accessory").getChildByName("get").active =false
this.boxs.getChildByName("accessory").getChildByName("light").active=false
this.boxs.getChildByName("accessory").getChildByName("tip").active=false
this.boxs.getChildByName("accessory").getChildByName("icon").active =false
}
private show_equip_change(e:string){