ui添加
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@@ -64,10 +64,10 @@ export enum FightSet {
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SHIELD_LV=3,//护盾等级
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ARMOR_LV=4,//防具等级
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ACCESSORY_LV=5,//饰品等级
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ATKED_TO_POWER=1,//被攻击涨能量
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ATK_TO_POWER=1,//攻击涨能量
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CRIT_TO_POWER=1,//暴击涨能量
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DODGE_TO_POWER=1,//闪避涨能量
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ATKED_TO_POWER=15,//被攻击涨能量
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ATK_TO_POWER=10,//攻击涨能量
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CRIT_TO_POWER=15,//暴击涨能量
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DODGE_TO_POWER=15,//闪避涨能量
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ONE_WAVE_TIME=30,//单波时间
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DOWN_TIME=5,//倒计时时间
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MORE_RC=10,//更多次数 广告获取的次数
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@@ -1,4 +1,4 @@
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import { _decorator, resources, Sprite, SpriteAtlas ,Node, ProgressBar, tween, v3, Label} from "cc";
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import { _decorator, resources, Sprite, SpriteAtlas ,Node, ProgressBar, tween, v3, Label, Animation} from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { GameEvent } from "../common/config/GameEvent";
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@@ -19,6 +19,7 @@ export class EquipSkillComp extends CCComp {
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boxs:Node=null
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skill1_cd_bar_progress:any=null
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skill2_cd_bar_progress:any=null
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max_show:boolean=false
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/** 视图层逻辑代码分离演示 */
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onLoad() {
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this.on(GameEvent.UseSkillCard, this.get_skill, this);
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@@ -88,12 +89,23 @@ export class EquipSkillComp extends CCComp {
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}
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this.skill1_cd_bar_progress.progress=(1-this.skill1.cd_time/cd)
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}
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if(this.skill2.uuid!=0&&smc.vmdata.hero.power>=smc.vmdata.hero.power_max){
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this.do_skill2()
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smc.vmdata.hero.power=0
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if(this.skill2.uuid!=0&&smc.vmdata.hero.power>=smc.vmdata.hero.power_max&&!this.max_show){
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this.show_max()
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this.max_show=true
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}
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}
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show_max(){
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this.boxs.getChildByName("skill2").getChildByName("light").active=true
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this.boxs.getChildByName("skill2").getComponent(Animation).play()
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}
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hide_max(){
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this.max_show=false
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this.boxs.getChildByName("skill2").getChildByName("light").active=false
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this.boxs.getChildByName("skill2").setScale(1,1,1)
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this.boxs.getChildByName("skill2").getComponent(Animation).stop()
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}
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do_skill1(){
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console.log("do_skill1")
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this.skill1.cd_time=0
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@@ -104,11 +116,14 @@ export class EquipSkillComp extends CCComp {
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}
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do_skill2(){
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if(smc.vmdata.hero.power<smc.vmdata.hero.power_max) return
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console.log("do_skill2")
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tween(this.boxs.getChildByName("skill2")).to(0.1, {scale:v3(1.2,1.2,1)},{onComplete:()=>{
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tween(this.boxs.getChildByName("skill2")).to(0.1, {scale:v3(1.5,1.5,1)},{onComplete:()=>{
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tween(this.boxs.getChildByName("skill2")).to(0.2, {scale:v3(1,1,1)}).start()
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}}).start()
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this.do_skill(this.skill2.uuid)
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smc.vmdata.hero.power=0
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this.hide_max()
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}
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@@ -311,6 +311,7 @@ export class MissionComp extends CCComp {
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oops.message.dispatchEvent(GameEvent.LuckCardUsed,card)
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}
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show_lucky_gold(card:any){
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this.node.getChildByName("luckybox").getComponent(Animation).play("luckyopen")
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var path = "game/gui/lcard";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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@@ -319,11 +320,14 @@ export class MissionComp extends CCComp {
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node.parent = this.node
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node.setPosition(v3(this.node.getChildByName("luckybox").position.x,this.node.getChildByName("luckybox").position.y));
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let height=this.node.getComponent(UITransform).height
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tween(node) .to(0.5, {
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tween(node) .to(1, {
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scale: v3(1,1,1),
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position: v3(0, height-300),
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}, {easing:"backOut"})
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.start();
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.start();
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this.scheduleOnce(()=>{
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this.node.getChildByName("luckybox").getComponent(Animation).play("lucky")
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},1)
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}
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private cleanComponents() {
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ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
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@@ -50,7 +50,7 @@
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- [ ] 完善技能系统
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- [ ] 添加评分系统,在游戏中突出显示 达成某种条件触发大幅打分的动画
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- [ ] 添加多主英雄, 初始 剑 刀 斧 锤专精 英雄 后期逐步增加特殊英雄
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- [ ] 添加命中 和破甲 对抗 怪物闪避和免伤 对防御属性 做出改变
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波数 升级 获取装备的等级
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buff 主要靠装备,临时buff尽量减少
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