强化单局 弱化成长
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9
assets/script/game/common/config/skill.meta
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9
assets/script/game/common/config/skill.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "1.2.0",
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"importer": "directory",
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"imported": true,
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"uuid": "f6f84e06-578b-446b-b5d7-595b686efbe0",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -28,13 +28,10 @@ export class CardControllerComp extends CCComp {
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bbg_y:number=40
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bbg_x:any=[-300,-150,0,150,300]
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protected onLoad(): void {
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this.bbg=this.node.getChildByName("bar").getChildByName("bbg")
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oops.message.on(GameEvent.MissionStart,this.mission_home_to_mission,this)
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// oops.message.on(GameEvent.MissionEnd,this.mission_home_to_mission,this)
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}
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start() {
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this.bbg=this.node.getChildByName("bar").getChildByName("bbg")
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this.bbg.setPosition(v3(this.bbg_x[2],this.bbg_y))
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this.page_init()
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}
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@@ -50,15 +47,9 @@ export class CardControllerComp extends CCComp {
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}
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page_init(){
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this.node.getChildByName("mission_home").active=true;
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this.node.getChildByName("hero_home").active = false;
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this.node.getChildByName("shop_home").active = false;
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this.node.getChildByName("battle_home").active = false;
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this.node.getChildByName("luck_home").active = false;
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this.node.getChildByName("mission").active = false;
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}
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mission_home_to_mission(){
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this.node.getChildByName("bar").active=false;
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let mission=this.node.getChildByName("mission").getComponent(MissionComp)
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mission.node.active = true;
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mission.mission_start()
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@@ -66,43 +57,10 @@ export class CardControllerComp extends CCComp {
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}
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mission_to_mission_home(){
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let mission_home=this.node.getChildByName("mission_home").getComponent(MissionHomeComp)
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this.bar_change(null,"home")
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this.node.getChildByName("bar").active=true;
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this.node.getChildByName("mission_home").active = true
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mission_home.load_ui_heros()
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}
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bar_change(e:any,args:any){
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console.log("bar_change",args)
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this.node.getChildByName("bar").active=true;
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this.node.getChildByName("mission").active = false;
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this.node.getChildByName("hero_home").active = false
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this.node.getChildByName("mission_home").active = false
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this.node.getChildByName("shop_home").active = false
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this.node.getChildByName("battle_home").active = false
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this.node.getChildByName("luck_home").active = false
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switch(args){
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case "hero":
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this.node.getChildByName("hero_home").active = true
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this.bbg.setPosition(v3(this.bbg_x[1],this.bbg_y))
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break;
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case "shop":
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this.node.getChildByName("shop_home").active = true
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this.bbg.setPosition(v3(this.bbg_x[0],this.bbg_y))
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break;
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// case "battle":
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// this.node.getChildByName("battle_home").active = true
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// this.bbg.setPosition(v3(this.bbg_x[4],this.bbg_y))
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break;
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case "luck":
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this.node.getChildByName("luck_home").active = true
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this.bbg.setPosition(v3(this.bbg_x[3],this.bbg_y))
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break;
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case "home":
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this.node.getChildByName("mission_home").active = true
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this.bbg.setPosition(v3(this.bbg_x[2],this.bbg_y))
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this.node.getChildByName("mission_home").getComponent(MissionHomeComp).update_hero_cards()
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break;
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}
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}
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/** 视图对象通过 ecs.Entity.remove(ControllerComp) 删除组件是触发组件处理自定义释放逻辑 */
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reset() {
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@@ -108,10 +108,7 @@ export class MissionComp extends CCComp {
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to_mission_home(){
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this.colose_victory()
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let home =this.node.parent.getComponent(CardControllerComp);
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let mission_home=home.node.getChildByName("mission_home").getComponent(MissionHomeComp)
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home.bar_change(null,"home")
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home.node.getChildByName("bar").active=true;
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mission_home.load_ui_heros()
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home.mission_to_mission_home()
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}
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mission_init(){
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//局内数据初始化
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@@ -54,7 +54,6 @@ export class MissionHomeComp extends CCComp {
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]
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oops.message.dispatchEvent(GameEvent.MissionStart, {})
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this.node.active=false;
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}
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init_buff(){
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smc.vmdata.mission.ap_up=MBSet.ap_add*smc.vmdata.buff_num[0]/MBSet.ap_cost
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