refactor(gui): 优化role_controller.prefab结构和视觉表现
- 调整多个组件的__id__以规范资源引用 - 修改部分节点名称以提升可读性和管理 - 优化节点的位置、旋转和缩放参数 - 更新Sprite和Label组件的颜色及资源关联 - 替换部分SpriteFrame资源,提高图像清晰度 - 修改UITransform尺寸和锚点以匹配设计需求 - 添加新的Animation和Widget组件,完善动画与布局 - 调整光源节点的变换参数以改善光照效果 - 清理和重组节点层次结构,简化子节点管理 - 改进字体样式及视觉表现,符合设计规范
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@@ -1,4 +1,4 @@
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import { _decorator, Animation, AnimationClip, Component, Label, Node, resources, Sprite, SpriteFrame } from 'cc';
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import { _decorator, Animation, AnimationClip, Component, instantiate, Label, Node, Prefab, resources, Sprite, SpriteFrame, v3 } from 'cc';
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import { oops } from 'db://oops-framework/core/Oops';
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import { getHeroList, HeroInfo, HType, HTypeName } from '../common/config/heroSet';
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import { smc } from '../common/SingletonModuleComp';
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@@ -12,6 +12,24 @@ export class HInfoComp extends Component {
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ap_node:any=null
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hp_node:any=null
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def_node:any=null
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// 重新定义节点映射,使名称更清晰
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// 当前显示的英雄节点数组(7个位置)
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heroNodes: (Node | null)[] = [null, null, null, null, null, null, null];
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// 英雄位置定义
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hero_pos:any={
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0:v3(420,-109,0), // 不在屏幕内
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1:v3(280,-109,0),
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2:v3(140,-109,0),
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3:v3(0,-109,0),
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4:v3(-140,-109,0),
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5:v3(-280,-109,0),
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6:v3(-420,-109,0), // 不在屏幕内
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}
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// 位置索引常量
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private static center_pos = 3;
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start() {
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this.name_node=this.node.getChildByName("hero").getChildByName("hname").getChildByName("name")
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this.type_node=this.node.getChildByName("hero").getChildByName("hname").getChildByName("type")
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@@ -26,19 +44,39 @@ export class HInfoComp extends Component {
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}
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update_data(uuid:number){
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this.h_uuid=uuid
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let hero_data = HeroInfo[uuid]
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console.log("[HInfoComp]:update_data",uuid,hero_data,this.node)
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this.name_node.getComponent(Label).string=hero_data.name
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this.type_node.getComponent(Label).string=HTypeName[hero_data.type]
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this.ap_node.getComponent(Label).string=hero_data.ap.toString()
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this.hp_node.getComponent(Label).string=hero_data.hp.toString()
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this.def_node.getComponent(Label).string=hero_data.def.toString()
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let anm_path=hero_data.path
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resources.load("game/heros/hero/"+anm_path+"/idle", AnimationClip, (err, clip) => {
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this.node.getChildByName("hero").getComponent(Animation).addClip(clip);
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this.node.getChildByName("hero").getComponent(Animation).play("idle");
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});
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console.log("[HInfoComp]:update_data",uuid,HeroInfo[uuid],this.node)
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this.name_node.getComponent(Label).string=HeroInfo[uuid].name
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this.type_node.getComponent(Label).string=HTypeName[HeroInfo[uuid].type]
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this.ap_node.getComponent(Label).string=HeroInfo[uuid].ap.toString()
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this.hp_node.getComponent(Label).string=HeroInfo[uuid].hp.toString()
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this.def_node.getComponent(Label).string=HeroInfo[uuid].def.toString()
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this.load_all_hero(uuid)
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}
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load_all_hero(uuid:number){
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}
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load_hui(uuid:number,pos_index: number){
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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HeroInfo[uuid]
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let anm_path=HeroInfo[uuid].path
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resources.load("game/heros/hero/"+anm_path+"/idle", AnimationClip, (err, clip) => {
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node.getComponent(Animation).addClip(clip);
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node.getComponent(Animation).play("idle");
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});
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node.setPosition(this.hero_pos[pos_index])
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}
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claear_hero(){
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for (let i = 0; i < this.heroNodes.length; i++) {
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if (this.heroNodes[i]) {
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this.heroNodes[i].destroy();
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this.heroNodes[i] = null;
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}
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}
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}
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next_hero(){
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let heros=getHeroList()
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let index = heros.indexOf(this.h_uuid);
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@@ -61,6 +99,4 @@ export class HInfoComp extends Component {
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reset() {
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this.node.destroy()
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}
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}
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}
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