ui继续
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@@ -55,6 +55,9 @@ export class SingletonModuleComp extends ecs.Comp {
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score:0,//分数
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diamond:0,//钻石
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mission:1,//关卡
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chapter:1,//章节
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level:1,//关卡等级
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max_mission:10,//最大关卡
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meat:0,//肉
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mon_num:0,//怪物数量
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hero_num:0,//英雄数量
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@@ -407,6 +410,11 @@ export class SingletonModuleComp extends ecs.Comp {
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this.vmdata.mission_data.diamond=this.getGameProperty("diamond", 0)
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this.vmdata.mission_data.mission=this.getGameProperty("mission", 1)
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this.vmdata.mission_data.score=this.getGameProperty("score", 0)
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// 计算章节和关卡等级
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const currentMission = this.getGameProperty("mission", 1)
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this.vmdata.mission_data.chapter = Math.floor((currentMission - 1) / 10) + 1
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this.vmdata.mission_data.level = ((currentMission - 1) % 10) + 1
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}
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initReward(){
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this.vmdata.reward.gold=0
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@@ -493,6 +501,22 @@ export class SingletonModuleComp extends ecs.Comp {
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}
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}
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/**
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* 增加关卡进度
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* @param amount 增加的关卡数 (默认1)
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* @param autoSave 是否自动保存 (默认true)
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*/
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addMission(amount: number = 1, autoSave: boolean = true) {
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const currentMission = this.getGameProperty("mission", 1);
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const newMission = currentMission + amount;
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this.setGameProperty("mission", newMission, autoSave);
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console.log(`[SMC]: 关卡进度增加: ${currentMission} -> ${newMission} (+${amount})`);
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// 计算章节和关卡等级
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this.vmdata.mission_data.chapter = Math.floor((newMission - 1) / 10) + 1
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this.vmdata.mission_data.level = ((newMission - 1) % 10) + 1
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return newMission;
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}
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/**
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* 获取当前关卡进度
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*/
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@@ -50,7 +50,7 @@ export class MissionComp extends CCComp {
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smc.vmdata.mission_data.mon_num--
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console.log("[MissionComp] do_mon_dead",smc.vmdata.mission_data.mon_num)
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if(smc.vmdata.mission_data.mon_num<=0) {
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smc.setGameProperty("mission",smc.data.mission+1,true)
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smc.addMission()
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oops.message.dispatchEvent(GameEvent.FightEnd,{victory:true})
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}
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}
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@@ -31,22 +31,51 @@ export class MissionHomeComp extends CCComp {
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home_active(){
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this.uodate_data()
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this.node.active=true
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this.btn_func("","fight")
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oops.message.dispatchEvent(GameEvent.UpdateHero, {})
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}
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uodate_data(){
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smc.syncData()
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}
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btn_func(e:string,data:any){
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let btns=this.node.getChildByName("btns")
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let btn=btns.getChildByName(data)
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let act=btn.getChildByName("act")
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console.log("[MissionHomeComp]:btn_func",e,data)
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if(act.active){
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act.active=false
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}else{
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act.active=true
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let btns=this.node.getChildByName("btns")
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let shop =btns.getChildByName("shop")
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let heros =btns.getChildByName("heros")
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let fight =btns.getChildByName("fight")
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let skill =btns.getChildByName("skill")
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let set =btns.getChildByName("set")
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shop.getChildByName("act").active=false
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heros.getChildByName("act").active=false
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fight.getChildByName("act").active=false
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skill.getChildByName("act").active=false
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set.getChildByName("act").active=false
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this.node.getChildByName("shop").active=false
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// this.node.getChildByName("heros").active=false
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// this.node.getChildByName("fight").active=false
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// this.node.getChildByName("skill").active=false
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// this.node.getChildByName("set").active=false
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switch(data){
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case "shop":
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this.node.getChildByName("shop").active=true
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shop.getChildByName("act").active=true
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break
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case "heros":
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heros.getChildByName("act").active=true
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break
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case "fight":
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fight.getChildByName("act").active=true
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break
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case "skill":
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skill.getChildByName("act").active=true
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break
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case "set":
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set.getChildByName("act").active=true
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break
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default:
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fight.getChildByName("act").active=true
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break
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}
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}
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