refactor(heroUi): 精简和优化英雄界面预制资源

heriui载入 还有问题
- 移除了大量冗余节点和组件,减小预制体体积
- 调整部分节点名称和层级结构,更加清晰易维护
- 优化部分节点位置和尺寸属性,提升界面表现一致性
- 更新部分精灵资源引用及颜色配置,保证视觉效果正确
- 删除无用的动画剪辑和挂载组件,提升加载性能
- 重新整理属性覆盖信息,保持配置整洁规范
This commit is contained in:
2025-10-10 16:55:01 +08:00
parent 577f43042b
commit 5ed5579142
8 changed files with 1264 additions and 20297 deletions

View File

@@ -52,70 +52,12 @@ export class MissionComp extends CCComp {
}
do_drop(drop_item:any[],game_data:any={exp:0,gold:0,diamond:0}){
// console.log("[MissionComp] do_drop",drop_item,game_data)
this.game_data["exp"]+=game_data.exp
this.game_data["gold"]+=game_data.gold
this.game_data["diamond"]+=game_data.diamond
let parent=this.node.getChildByName("reward").getChildByName("items")
let items=parent.children
if(drop_item.length>0){
for(let i=0;i<drop_item.length;i++){
let d_item=drop_item[i]
// 查找是否已存在该物品
const existingItem = this.rewards.find(item => item.item_uuid === d_item.item_uuid);
if(existingItem){
// 如果已存在该物品,累加数量
existingItem.count += d_item.count;
}else{
// 如果不存在该物品,添加新物品
this.rewards.push({item_uuid: d_item.item_uuid, count: d_item.count});
}
}
}
for(let i=0;i<items.length;i++){
let hitem=items[i].getComponent(ItemComp)
for(let j=0;j<drop_item.length;j++){
let d_item=drop_item[j]
if(d_item.item_uuid==hitem.item_uuid){
hitem.addItemCount(d_item.count)
drop_item.splice(j,1)
break
}
}
}
if(drop_item.length>0){
// console.log("[MissionComp] do_drop 剩余物品",drop_item)
for(let i=0;i<drop_item.length;i++){
let d_item=drop_item[i]
let path="game/gui/item"
const prefab = oops.res.get(path, Prefab);
if (!prefab) {
console.error("[MissionComp=>do_drop] 预制体加载失败:", path);
return;
}
const node = instantiate(prefab) as unknown as Node;
node.parent=parent
node.getComponent(ItemComp)!.update_data(d_item.item_uuid,d_item.count)
}
}
}
do_mon_dead(event:any,data:any){
// console.log("[MissionComp] do_mon_dead",event,data)
smc.vmdata.mission_data.mon_num--
if(data.drops){
if(data.drops.length>0){
this.do_drop(data.drops,data.game_data)
}
}
if(smc.vmdata.mission_data.mon_num<=0) {
smc.vmdata.mission_data.level++
if(smc.vmdata.mission_data.level < smc.vmdata.mission_data.max_mission){
oops.message.dispatchEvent(GameEvent.NewWave)
return
}
smc.addMission(1)
oops.message.dispatchEvent(GameEvent.FightEnd,{victory:true})
oops.gui.open(UIID.Victory,{victory:true,rewards:this.rewards,game_data:this.game_data})
}
}
do_hero_dead(event:any,data:any){
@@ -194,7 +136,6 @@ export class MissionComp extends CCComp {
smc.vmdata.mission_data.fight_time=0
smc.vmdata.mission_data.level=0
this.rewards=[] // 改为数组,用于存储掉落物品列表
this.node.getChildByName("reward").getChildByName("items").removeAllChildren()
// console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data)
}