护盾改为 护甲值
This commit is contained in:
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Load Diff
4268
assets/resources/gui/element/victory.prefab
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4268
assets/resources/gui/element/victory.prefab
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13
assets/resources/gui/element/victory.prefab.meta
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13
assets/resources/gui/element/victory.prefab.meta
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@@ -0,0 +1,13 @@
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{
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"ver": "1.1.50",
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"importer": "prefab",
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"imported": true,
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"uuid": "12eb126e-afc6-4b04-911e-8cab7f334c44",
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"files": [
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".json"
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],
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"subMetas": {},
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"userData": {
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"syncNodeName": "victory"
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}
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}
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Load Diff
@@ -17047,8 +17047,8 @@
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"rawHeight": 53,
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"borderTop": 0,
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"borderBottom": 0,
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"borderLeft": 0,
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"borderRight": 0,
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"borderLeft": 54,
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"borderRight": 54,
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"packable": true,
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"pixelsToUnit": 100,
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"pivotX": 0.5,
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@@ -59,7 +59,7 @@ export class SingletonModuleComp extends ecs.Comp {
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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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max_mission:4,//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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@@ -418,10 +418,10 @@ export class SingletonModuleComp extends ecs.Comp {
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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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this.vmdata.mission_data.exp=this.getGameProperty("exp", 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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// // 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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@@ -507,8 +507,8 @@ export class SingletonModuleComp extends ecs.Comp {
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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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// 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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@@ -29,7 +29,7 @@ export var UIConfigData: { [key: number]: UIConfig } = {
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// [UIID.Window]: { layer: LayerType.Dialog, prefab: "common/prefab/window" },
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[UIID.Role_Controller]: { layer: LayerType.UI, prefab: "gui/role_controller" },
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[UIID.HeroInfo]: { layer: LayerType.UI, prefab: "gui/Hinfo" },
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[UIID.Victory]: { layer: LayerType.UI, prefab: "gui/victory" },
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[UIID.Victory]: { layer: LayerType.UI, prefab: "gui/element/victory" },
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// [UIID.Shop_Page]: { layer: LayerType.UI, prefab: "gui/shop_page" },
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// [UIID.Hero_Page]: { layer: LayerType.UI, prefab: "gui/heros_page" },
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// [UIID.Toast]: { layer: LayerType.PopUp, prefab: "common/prefab/toast" },
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@@ -25,6 +25,9 @@ export enum TType {
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/** 随机目标 */
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Random =8 // 随机目标
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}
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export enum SKILL_CONST {
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POWER_UP = 60,
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}
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export enum DTType {
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single = 0,
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@@ -140,6 +143,7 @@ export enum BuffAttr {
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DIS = 33, //距离
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SPEED = 34, //速度
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SHIELD = 35, //护盾
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POWER_MAX = 36, //最大能量
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}
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export const getBuffNum=()=>{
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return {
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@@ -179,6 +183,7 @@ export const getBuffNum=()=>{
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[BuffAttr.DIS]:0,//距离
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[BuffAttr.SPEED]:0,//速度
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[BuffAttr.SHIELD]:0,//护盾
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[BuffAttr.POWER_MAX]:0,//最大能量
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}
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}
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export const geDebuffNum=()=>{
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@@ -44,19 +44,20 @@ export const getMonList = (quality:number=0)=>{
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}).map(item=>item.uuid)
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}
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export const HeroPos={
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0:{pos:v3(-290,0,0)},
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1:{pos:v3(0,0,0)},
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2:{pos:v3(-100,0,0)},
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}
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export const MonSet = {
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0:{pos:v3(160,0,0)},
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1:{pos:v3(220,0,0)},
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2:{pos:v3(280,0,0)},
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3:{pos:v3(340,0,0)},
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4:{pos:v3(400,0,0)},
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5:{pos:v3(460,0,0)},
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0:{pos:v3(240,0,0)},
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1:{pos:v3(320,0,0)},
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2:{pos:v3(360,0,0)},
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3:{pos:v3(400,0,0)},
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4:{pos:v3(440,0,0)},
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5:{pos:v3(480,0,0)},
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6:{pos:v3(520,0,0)},
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7:{pos:v3(560,0,0)},
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}
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export const HQuality = {
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@@ -75,11 +76,11 @@ export const HQuality = {
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export const HeroInfo = {
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//主将
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5001:{uuid:5001,name:"火焰骑士",path:"hk1", fac:FacSet.HERO, quality:HQuality.GREEN,lv:1,kind:1,
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type:HType.warrior,hp:100,ap:15,dis:100,cd:1,speed:150,skills:[6001],
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type:HType.warrior,hp:100,ap:15,dis:100,cd:1,speed:150,skills:[6001,6001],
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buff:[],info:"剑类专精,穿刺伤害额外+10%"},
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5002:{uuid:5002,name:"hk1",path:"hk1", fac:FacSet.HERO, quality:HQuality.BLUE,lv:1,kind:1,
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type:HType.warrior,hp:100,ap:15,dis:100,cd:1,speed:150,skills:[6001],
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type:HType.warrior,hp:100,ap:15,dis:100,cd:1,speed:150,skills:[6001,6001],
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buff:[],info:"斧类专精,风怒概率增加10%"},
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// 5003:{uuid:5003,name:"碎颅.赫克托",path:"k4", quality:HQuality.BLUE,lv:1,kind:1,
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@@ -91,7 +92,7 @@ export const HeroInfo = {
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// buff:[],info:"刀类专精,易伤效果额外持续1次"},
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5005:{uuid:5005,name:"ha1",path:"ha1", fac:FacSet.HERO, quality:HQuality.BLUE,lv:1,kind:2,
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type:HType.remote,hp:100,ap:15,dis:400,cd:1,speed:100,skills:[6003],
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type:HType.remote,hp:100,ap:15,dis:400,cd:1,speed:100,skills:[6003,6003],
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buff:[],info:"说明"},
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@@ -69,11 +69,26 @@ export class BuffComp extends Component {
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// this.vmdata_update()
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}
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show_shield(val:boolean){
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this.node.getChildByName("shielded").active=val
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show_shield(shield:number=0,shield_max:number=0){
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let shield_progress= shield/shield_max;
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this.node.getChildByName("shielded").active=shield > 0
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this.node.getChildByName("top").getChildByName("shield").active=shield > 0
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this.node.getChildByName("top").getChildByName("shield").getComponent(ProgressBar).progress = shield_progress;
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this.scheduleOnce(()=>{
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this.node.getChildByName("top").getChildByName("shield").getChildByName("pb").getComponent(ProgressBar).progress = shield_progress;
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},0.15)
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}
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hp_show(hp:number,hp_max:number){
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// if(this.node.getComponent(HeroViewComp).fac == 0) return
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let hp_progress= hp/hp_max;
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this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar).progress = hp_progress;
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this.scheduleOnce(()=>{
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this.node.getChildByName("top").getChildByName("hp").getChildByName("hpb").getComponent(ProgressBar).progress = hp_progress;
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},0.15)
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// this.node.getChildByName("top").getChildByName("hp").active = (hp == hp_max) ? false : true;
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}
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update_info_lv(){
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@@ -43,10 +43,13 @@ export class HeroViewComp extends CCComp {
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speed: number = 100; /** 角色移动速度 */
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speed_base: number = 100; /** 角色初始速度 */
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power:number=0;
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power_max:number=100;
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hp: number = 100; /** 血量 */
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hp_max: number = 100; /** 最大血量 */
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hp_base:number=0;
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shield:number=0; //当前护甲值
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shield_max:number=0; //最大护甲值
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ap: number = 10; /**攻击力 */
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ap_base:number=0;
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// atk_speed: number = 1;
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@@ -72,7 +75,6 @@ export class HeroViewComp extends CCComp {
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frost_no:boolean=false; //冰冻免疫
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knockback:number=0; //击退概率
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knockback_no:boolean=false; //击退免疫
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shield:number = 0; //护盾,免伤1次减1
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reflect:number=0; //反射伤害比率
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lifesteal:number=0; //吸血比率
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skill_dmg:number=0
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@@ -143,6 +145,7 @@ export class HeroViewComp extends CCComp {
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}
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/* 显示角色血量 */
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this.node.getChildByName("top").getChildByName("hp").active = true;
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this.add_shield(100)
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}
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update(dt: number){
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@@ -166,17 +169,6 @@ export class HeroViewComp extends CCComp {
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this.processDamageQueue();
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}
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hp_show(){
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// if(this.node.getComponent(HeroViewComp).fac == 0) return
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let hp=this.hp;
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let hp_max=this.Attrs[BuffAttr.HP_MAX];
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let hp_progress= hp/hp_max;
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this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar).progress = hp_progress;
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this.scheduleOnce(()=>{
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this.node.getChildByName("top").getChildByName("hp").getChildByName("hpb").getComponent(ProgressBar).progress = hp_progress;
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},0.15)
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// this.node.getChildByName("top").getChildByName("hp").active = (hp == hp_max) ? false : true;
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}
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do_fight_end(){
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this.as.do_buff()
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}
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@@ -204,9 +196,8 @@ export class HeroViewComp extends CCComp {
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}
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add_shield(shield:number){
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this.shield =shield
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if(this.shield>6) this.shield=6
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if(this.shield>0) this.BUFFCOMP.show_shield(true)
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this.shield = this.shield_max +=shield
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if(this.shield>0) this.BUFFCOMP.show_shield(this.shield,this.shield_max)
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}
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@@ -232,7 +223,7 @@ export class HeroViewComp extends CCComp {
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this.hp+=real_hp;
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this.BUFFCOMP.tooltip(TooltipTypes.health,real_hp.toFixed(0));
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}
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this.hp_show()
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this.BUFFCOMP.hp_show(this.hp,this.Attrs[BuffAttr.HP_MAX])
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// this.update_vm
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}
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@@ -414,7 +405,7 @@ export class HeroViewComp extends CCComp {
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if(stun_time>0){
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this.add_debuff(DebuffAttr.STUN,stun_time,1,stun_ratio)
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}
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if(this.check_shield()) return
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if(this.check_dodge()) return
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let is_crit = this.check_crit(crit)
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@@ -424,8 +415,9 @@ export class HeroViewComp extends CCComp {
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
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}
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console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX])
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damage=this.check_shield(damage)
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if(damage <= 0) return
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this.hp -= damage;
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if(this.hp <= 0) {
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if(this == null) return;
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this.is_dead=true
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@@ -470,17 +462,23 @@ export class HeroViewComp extends CCComp {
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return Math.floor(Math.max(damage,min))
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}
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check_shield(){
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if(this.shield>0){
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this.shield -= 1
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check_shield(damage:number){
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if(this.shield <= 0 ) return damage
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if(this.shield >= damage){
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this.shield -= damage
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this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*吸收*");
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if(this.shield <= 0){
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if(this == null) return;
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this.BUFFCOMP.show_shield(false);
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this.shield=this.shield_max=0
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}
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return true
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damage = 0
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}
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return false
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if(this.shield < damage){
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damage=damage-this.shield
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this.shield=0
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this.shield_max=0
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}
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this.BUFFCOMP.show_shield(this.shield,this.shield_max)
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return damage
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}
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check_dodge(){
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@@ -622,7 +620,7 @@ export class HeroViewComp extends CCComp {
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/** 立即显示伤害效果 */
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private showDamageImmediate(damage: number, isCrit: boolean,anm:string="atked") {
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// this.as.atked()
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this.hp_show()
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this.BUFFCOMP.hp_show(this.hp,this.Attrs[BuffAttr.HP_MAX])
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this.BUFFCOMP.in_atked(anm,this.fac==FacSet.HERO?1:-1)
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this.atked_count++;
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if (isCrit) {
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@@ -1,6 +1,6 @@
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import { _decorator, Component, Node, v3, Vec3 } from 'cc';
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import { _decorator, Component, Node, ProgressBar, v3, Vec3 } from 'cc';
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import { HeroViewComp } from './HeroViewComp';
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import { BuffAttr, DTType, SkillSet, SType, TGroup, TType } from '../common/config/SkillSet';
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import { BuffAttr, CdType, DTType, SKILL_CONST, SkillSet, SType, TGroup, TType } from '../common/config/SkillSet';
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import { Skill } from '../skills/Skill';
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import { ecs } from 'db://oops-framework/libs/ecs/ECS';
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import { oops } from 'db://oops-framework/core/Oops';
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@@ -11,6 +11,7 @@ import { CCComp } from 'db://oops-framework/module/common/CCComp';
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import { MonModelComp } from './MonModelComp';
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import { HeroModelComp } from './HeroModelComp';
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import { FightSet } from '../common/config/Mission';
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import { Timer } from 'db://oops-framework/core/common/timer/Timer';
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const { ccclass, property } = _decorator;
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@ccclass('SkillCon')
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@@ -35,18 +36,35 @@ export class SkillConComp extends CCComp {
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update(dt: number) {
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if(!smc.mission.play||smc.mission.pause) return
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if(this.HeroView.DEBUFF_STUN <= 0&&this.HeroView.DEBUFF_FROST <= 0) {
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for(let i=0;i<this.HeroView.skills.length;i++){
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this.HeroView.skills[i].cd += dt;
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if(this.HeroView.skills[i].cd > (i==0?this.HeroView.Attrs[BuffAttr.ATK_CD]:this.HeroView.skills[i].cd_max)){
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let sc=SkillSet[this.HeroView.skills[i].uuid]
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if(!sc) return
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if(sc.SType==SType.damage&&!this.HeroView.is_atking) return
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this.castSkill(sc)
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let skills=this.HeroView.skills
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for(let i=0;i<skills.length;i++){
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if(SkillSet[skills[i].uuid].CdType==CdType.cd) {
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skills[i].cd += dt;
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if(skills[i].cd > (i==0?this.HeroView.Attrs[BuffAttr.ATK_CD]:skills[i].cd_max)){
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if(SkillSet[skills[i].uuid].SType==SType.damage&&this.HeroView.is_atking){
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this.castSkill(SkillSet[skills[i].uuid])
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this.HeroView.skills[i].cd = 0
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}
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}
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}
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}
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if(skills[1]){
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if(this.HeroView.fac==FacSet.HERO) {
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console.log("[SkillConComp] 角色状态:",this.HeroView.hero_name+"=>能量:"+this.HeroView.power+"/"+this.HeroView.power_max,skills)
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}
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this.HeroView.power+=(1+this.HeroView.Attrs[BuffAttr.POWER_UP])*dt*SKILL_CONST.POWER_UP
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let progress=this.HeroView.power/this.HeroView.power_max
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this.HeroView.node.getChildByName("top").getChildByName("pow").getComponent(ProgressBar).progress=progress
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if(this.HeroView.power>this.HeroView.power_max){
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this.HeroView.power=0
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}
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}else{
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if(this.HeroView.fac==FacSet.HERO) {
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}
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}
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}
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||||
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||||
}
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||||
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@@ -9,6 +9,7 @@ import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { MonModelComp } from "../hero/MonModelComp";
|
||||
import { SkillCom } from "../skills/SkillCom";
|
||||
import { UIID } from "../common/config/GameUIConfig";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
|
||||
@@ -46,12 +47,17 @@ export class MissionComp extends CCComp {
|
||||
}
|
||||
|
||||
do_mon_dead(){
|
||||
smc.addGold(1)
|
||||
smc.vmdata.mission_data.mon_num--
|
||||
console.log("[MissionComp] do_mon_dead",smc.vmdata.mission_data.mon_num)
|
||||
if(smc.vmdata.mission_data.mon_num<=0) {
|
||||
smc.addMission()
|
||||
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})
|
||||
}
|
||||
}
|
||||
do_hero_dead(){
|
||||
@@ -59,6 +65,7 @@ export class MissionComp extends CCComp {
|
||||
console.log("[MissionComp] do_hero_dead",smc.vmdata.mission_data.hero_num)
|
||||
if(smc.vmdata.mission_data.hero_num<=0) {
|
||||
oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
|
||||
oops.gui.open(UIID.Victory,{victory:false})
|
||||
}
|
||||
}
|
||||
do_ad(){
|
||||
@@ -79,7 +86,6 @@ export class MissionComp extends CCComp {
|
||||
|
||||
async mission_start(){
|
||||
console.log("[MissionComp] ** 1 ** mission_start")
|
||||
|
||||
this.node.getChildByName("ending").getComponent(Animation).play("startFight")
|
||||
oops.message.dispatchEvent(GameEvent.FightReady)
|
||||
this.node.active=true
|
||||
@@ -103,6 +109,7 @@ export class MissionComp extends CCComp {
|
||||
|
||||
to_end_fight(){
|
||||
oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
|
||||
oops.gui.open(UIID.Victory,{victory:false})
|
||||
}
|
||||
|
||||
|
||||
@@ -117,6 +124,7 @@ export class MissionComp extends CCComp {
|
||||
}
|
||||
|
||||
mission_end(){
|
||||
console.log("[MissionComp] mission_end")
|
||||
this.node.getChildByName("ending").active=false
|
||||
this.node.active=false
|
||||
}
|
||||
@@ -126,6 +134,7 @@ export class MissionComp extends CCComp {
|
||||
smc.mission.play = true;
|
||||
smc.vmdata.mission_data.in_fight=false
|
||||
smc.vmdata.mission_data.fight_time=0
|
||||
smc.vmdata.mission_data.level=0
|
||||
smc.initReward()
|
||||
console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data)
|
||||
}
|
||||
|
||||
@@ -43,8 +43,8 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使
|
||||
|
||||
|
||||
onLoad(){
|
||||
// this.on(GameEvent.NewWave,this.do_mon_wave,this)
|
||||
this.on(GameEvent.FightReady,this.fight_ready,this)
|
||||
this.on(GameEvent.NewWave,this.fight_ready,this)
|
||||
|
||||
}
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
|
||||
@@ -16,49 +16,34 @@ export class VictoryComp extends CCComp {
|
||||
reward_num:number=2
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
protected onLoad(): void {
|
||||
this.on(GameEvent.MissionStart,this.mission_start,this)
|
||||
this.on(GameEvent.FightEnd,this.fight_end,this)
|
||||
|
||||
}
|
||||
|
||||
onAdded(args: any) {
|
||||
console.log("[VictoryComp] onAdded",args)
|
||||
this.node.getChildByName("title").getChildByName("victory").active=args.victory
|
||||
this.node.getChildByName("title").getChildByName("defeat").active=!args.victory
|
||||
this.node.getChildByName("btns").getChildByName("next").active=false
|
||||
this.scheduleOnce(()=>{
|
||||
this.node.getChildByName("btns").getChildByName("next").active=true
|
||||
},0.2)
|
||||
}
|
||||
mission_start(){
|
||||
this.hide()
|
||||
}
|
||||
fight_end(e:any,val:any){
|
||||
this.node.getChildByName("title").getChildByName("victory").active=val.victory
|
||||
this.node.getChildByName("title").getChildByName("defeat").active=!val.victory
|
||||
this.open()
|
||||
}
|
||||
|
||||
|
||||
victory_end(){
|
||||
this.hide()
|
||||
oops.message.dispatchEvent(GameEvent.MissionEnd)
|
||||
oops.gui.removeByNode(this.node)
|
||||
}
|
||||
|
||||
restart(){
|
||||
this.hide()
|
||||
oops.message.dispatchEvent(GameEvent.MissionStart)
|
||||
oops.gui.removeByNode(this.node)
|
||||
}
|
||||
open(){
|
||||
this.show()
|
||||
}
|
||||
show(){
|
||||
this.node.setPosition(v3(0,640,0))
|
||||
}
|
||||
hide(){
|
||||
this.node.setPosition(v3(-1500,640,0))
|
||||
}
|
||||
do_x10(){
|
||||
this.clear_x1()
|
||||
}
|
||||
do_x1(){
|
||||
this.clear_x1()
|
||||
}
|
||||
clear_x1(){
|
||||
this.victory_end()
|
||||
}
|
||||
|
||||
item_show(e:any,val:any){
|
||||
console.log("item_show",val)
|
||||
}
|
||||
|
||||
protected onDestroy(): void {
|
||||
console.log("释放胜利界面");
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user