This commit is contained in:
2025-08-03 08:52:33 +08:00
parent 4daac778a0
commit eff5f21d04
24 changed files with 42773 additions and 10011 deletions

View File

@@ -11352,7 +11352,7 @@
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View File

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View File

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@@ -64,10 +64,10 @@ export enum FightSet {
SHIELD_LV=3,//护盾等级 SHIELD_LV=3,//护盾等级
ARMOR_LV=4,//防具等级 ARMOR_LV=4,//防具等级
ACCESSORY_LV=5,//饰品等级 ACCESSORY_LV=5,//饰品等级
ATKED_TO_POWER=1,//被攻击涨能量 ATKED_TO_POWER=15,//被攻击涨能量
ATK_TO_POWER=1,//攻击涨能量 ATK_TO_POWER=10,//攻击涨能量
CRIT_TO_POWER=1,//暴击涨能量 CRIT_TO_POWER=15,//暴击涨能量
DODGE_TO_POWER=1,//闪避涨能量 DODGE_TO_POWER=15,//闪避涨能量
ONE_WAVE_TIME=30,//单波时间 ONE_WAVE_TIME=30,//单波时间
DOWN_TIME=5,//倒计时时间 DOWN_TIME=5,//倒计时时间
MORE_RC=10,//更多次数 广告获取的次数 MORE_RC=10,//更多次数 广告获取的次数

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@@ -1,4 +1,4 @@
import { _decorator, resources, Sprite, SpriteAtlas ,Node, ProgressBar, tween, v3, Label} from "cc"; import { _decorator, resources, Sprite, SpriteAtlas ,Node, ProgressBar, tween, v3, Label, Animation} from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { GameEvent } from "../common/config/GameEvent"; import { GameEvent } from "../common/config/GameEvent";
@@ -19,6 +19,7 @@ export class EquipSkillComp extends CCComp {
boxs:Node=null boxs:Node=null
skill1_cd_bar_progress:any=null skill1_cd_bar_progress:any=null
skill2_cd_bar_progress:any=null skill2_cd_bar_progress:any=null
max_show:boolean=false
/** 视图层逻辑代码分离演示 */ /** 视图层逻辑代码分离演示 */
onLoad() { onLoad() {
this.on(GameEvent.UseSkillCard, this.get_skill, this); this.on(GameEvent.UseSkillCard, this.get_skill, this);
@@ -88,12 +89,23 @@ export class EquipSkillComp extends CCComp {
} }
this.skill1_cd_bar_progress.progress=(1-this.skill1.cd_time/cd) this.skill1_cd_bar_progress.progress=(1-this.skill1.cd_time/cd)
} }
if(this.skill2.uuid!=0&&smc.vmdata.hero.power>=smc.vmdata.hero.power_max){ if(this.skill2.uuid!=0&&smc.vmdata.hero.power>=smc.vmdata.hero.power_max&&!this.max_show){
this.do_skill2() this.show_max()
smc.vmdata.hero.power=0 this.max_show=true
} }
} }
show_max(){
this.boxs.getChildByName("skill2").getChildByName("light").active=true
this.boxs.getChildByName("skill2").getComponent(Animation).play()
}
hide_max(){
this.max_show=false
this.boxs.getChildByName("skill2").getChildByName("light").active=false
this.boxs.getChildByName("skill2").setScale(1,1,1)
this.boxs.getChildByName("skill2").getComponent(Animation).stop()
}
do_skill1(){ do_skill1(){
console.log("do_skill1") console.log("do_skill1")
this.skill1.cd_time=0 this.skill1.cd_time=0
@@ -104,11 +116,14 @@ export class EquipSkillComp extends CCComp {
} }
do_skill2(){ do_skill2(){
if(smc.vmdata.hero.power<smc.vmdata.hero.power_max) return
console.log("do_skill2") console.log("do_skill2")
tween(this.boxs.getChildByName("skill2")).to(0.1, {scale:v3(1.2,1.2,1)},{onComplete:()=>{ tween(this.boxs.getChildByName("skill2")).to(0.1, {scale:v3(1.5,1.5,1)},{onComplete:()=>{
tween(this.boxs.getChildByName("skill2")).to(0.2, {scale:v3(1,1,1)}).start() tween(this.boxs.getChildByName("skill2")).to(0.2, {scale:v3(1,1,1)}).start()
}}).start() }}).start()
this.do_skill(this.skill2.uuid) this.do_skill(this.skill2.uuid)
smc.vmdata.hero.power=0
this.hide_max()
} }

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@@ -311,6 +311,7 @@ export class MissionComp extends CCComp {
oops.message.dispatchEvent(GameEvent.LuckCardUsed,card) oops.message.dispatchEvent(GameEvent.LuckCardUsed,card)
} }
show_lucky_gold(card:any){ show_lucky_gold(card:any){
this.node.getChildByName("luckybox").getComponent(Animation).play("luckyopen")
var path = "game/gui/lcard"; var path = "game/gui/lcard";
var prefab: Prefab = oops.res.get(path, Prefab)!; var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab); var node = instantiate(prefab);
@@ -319,11 +320,14 @@ export class MissionComp extends CCComp {
node.parent = this.node node.parent = this.node
node.setPosition(v3(this.node.getChildByName("luckybox").position.x,this.node.getChildByName("luckybox").position.y)); node.setPosition(v3(this.node.getChildByName("luckybox").position.x,this.node.getChildByName("luckybox").position.y));
let height=this.node.getComponent(UITransform).height let height=this.node.getComponent(UITransform).height
tween(node) .to(0.5, { tween(node) .to(1, {
scale: v3(1,1,1), scale: v3(1,1,1),
position: v3(0, height-300), position: v3(0, height-300),
}, {easing:"backOut"}) }, {easing:"backOut"})
.start(); .start();
this.scheduleOnce(()=>{
this.node.getChildByName("luckybox").getComponent(Animation).play("lucky")
},1)
} }
private cleanComponents() { private cleanComponents() {
ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()}); ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});

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@@ -50,7 +50,7 @@
- [ ] 完善技能系统 - [ ] 完善技能系统
- [ ] 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 - [ ] 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
- [ ] 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 - [ ] 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
- [ ] 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
波数 升级 获取装备的等级 波数 升级 获取装备的等级
buff 主要靠装备,临时buff尽量减少 buff 主要靠装备,临时buff尽量减少