refactor(animation): 更新动画和预设资源优化表现

- notify.anim 新增位置向量轨迹和关键帧曲线数据,丰富动画表现
- notify.prefab 增加和调整节点、组件及属性,提升UI结构和视觉布局
- hero hc1 的 move.anim 动画时长和帧数据调整,优化动作流畅度
- atk_fires.prefab 添加 withHero 属性以支持技能表现扩展
- 删除了 game/skills 目录下的 buff.prefab 和 buff_iced.prefab 资源,清理无用资源
This commit is contained in:
2025-10-22 16:06:37 +08:00
parent e1f0492f34
commit d987e0806f
22 changed files with 1479 additions and 210 deletions

View File

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"__type__": "cc.animation.Channel",
"_curve": {
"__id__": 10
}
},
{
"__type__": "cc.RealCurve",
"_times": [],
"_values": [],
"preExtrapolation": 1,
"postExtrapolation": 1
},
{
"__type__": "cc.AnimationClipAdditiveSettings",
"enabled": false,
"refClip": null
}
]

View File

@@ -0,0 +1,13 @@
{
"ver": "2.0.3",
"importer": "animation-clip",
"imported": true,
"uuid": "2e6a6e8e-b430-4ccf-86b2-b8abbada6f20",
"files": [
".cconb"
],
"subMetas": {},
"userData": {
"name": "lock"
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,6 +1,6 @@
import { _decorator, Animation, AnimationClip, Component, instantiate, Label, Node, Prefab, resources, Sprite, SpriteFrame, v3, tween, Vec3 } from 'cc';
import { oops } from 'db://oops-framework/core/Oops';
import { getHeroList, HeroInfo, HType, HTypeName } from '../common/config/heroSet';
import { getHeroList, HeroConf, HeroInfo, HType, HTypeName } from '../common/config/heroSet';
import { smc } from '../common/SingletonModuleComp';
import { GameEvent } from '../common/config/GameEvent';
import { CCComp } from 'db://oops-framework/module/common/CCComp';
@@ -89,7 +89,7 @@ export class HInfoComp extends CCComp {
// 载入英雄预制体并设置位置
this.heroNodes[i] = this.load_hui(heroUuid, i);
}
this.is_lucky()
this.show_lock()
}
load_hui(uuid:number, pos_index: number){
var path = "game/gui/hui";
@@ -100,7 +100,7 @@ export class HInfoComp extends CCComp {
// 设置节点位置
node.setPosition(this.hero_pos[pos_index]);
node.setSiblingIndex(0);
// 加载并播放动画
let anm_path=HeroInfo[uuid].path;
resources.load("game/heros/hero/"+anm_path+"/idle", AnimationClip, (err, clip) => {
@@ -120,8 +120,12 @@ export class HInfoComp extends CCComp {
mission_start(){
this.claear_hero()
}
is_lucky(){
this.node.getChildByName("buy").active=!smc.heros.includes(this.h_uuid)
is_own(){
return smc.heros.includes(this.h_uuid)
}
show_lock(){
this.node.getChildByName("buy").active=!this.is_own()
this.node.getChildByName("hero").getChildByName("lock").active=!this.is_own()
}
claear_hero(){
for (let i = 0; i < this.heroNodes.length; i++) {
@@ -149,7 +153,7 @@ export class HInfoComp extends CCComp {
this.update_data(nextHero);
// 执行平滑移动动画
this.moveHeroesRight();
this.is_lucky()
this.show_lock()
}
prev_hero(){
@@ -169,14 +173,17 @@ export class HInfoComp extends CCComp {
this.update_data(prevHero);
// 执行平滑移动动画
this.moveHeroesLeft();
this.is_lucky()
this.show_lock()
}
buy_hero(){
console.info("[HInfoComp]:buy_hero",this.h_uuid)
this.node.getChildByName("buy").active=false
if(smc.vmdata.gold < HeroConf.COST) {
oops.gui.toast("金币不足")
return
}
smc.addHero(this.h_uuid)
this.load_all_hero(this.h_uuid)
this.is_lucky()
this.show_lock()
}
start_mission() {
oops.message.dispatchEvent(GameEvent.MissionStart, {})

View File

@@ -16,7 +16,9 @@ export class SkillViewCom extends CCComp {
@property({ type: Prefab })
atkPrefab: Prefab = null!
@property
hasReady: boolean = false;
hasReady: boolean = false
@property
withHero: boolean = true
@property
ReadyLoop: boolean = false // 预备是否循环
@property({ type: CCFloat })
@@ -55,6 +57,7 @@ export class SkillViewCom extends CCComp {
start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
this.node.getChildByName("ready").active = this.hasReady
this.node.setPosition(this.caster.node.position.x,this.caster.node.position.y+this.ready_y)
}
protected update(dt: number): void {
this.doTimer(dt)
@@ -144,7 +147,7 @@ export class SkillViewCom extends CCComp {
}
move(dt: number): void {
// console.log(`${this.cName}_[SkillViewCom] move`)
if(this.caster != null&&this.caster.node!=null) this.node.setPosition(this.caster.node.position.x,this.caster.node.position.y+this.ready_y)
if(this.caster != null&&this.caster.node!=null&&this.withHero) this.node.setPosition(this.caster.node.position.x,this.caster.node.position.y+this.ready_y)
// console.log(`${this.cName}_[skillview]move`,this.caster.node.position,this.node.position)
}
reset() {