修复bug和ui调整,下一步,达到特定等级才激活技能

This commit is contained in:
2025-07-23 10:41:09 +08:00
parent 1611b5d3b5
commit f805bbcd4a
138 changed files with 12897 additions and 56084 deletions

View File

@@ -20,6 +20,7 @@ export class BarCompComp extends CCComp {
hero:HeroViewComp = null;
friend:HeroViewComp = null;
boss:HeroViewComp = null;
update_count:number=0
/** 视图层逻辑代码分离演示 */
protected onLoad(): void {
this.on(GameEvent.FightReady,this.readay,this)
@@ -38,6 +39,7 @@ export class BarCompComp extends CCComp {
this.node.getChildByName("bar").active = true
this.node.getChildByName("bar").getChildByName("more").active=false
this.node.getChildByName("bar").getChildByName("uplv").active=false
this.update_count=0
}
private master_called(e:any,data:any){
this.node.getChildByName("bar").active = true
@@ -62,9 +64,12 @@ export class BarCompComp extends CCComp {
}
}
show_uplv_button(){
this.update_count++
this.node.getChildByName("bar").getChildByName("uplv").active=true
}
hide_uplv_button(){
this.update_count--
if(this.update_count > 0) return
this.node.getChildByName("bar").getChildByName("uplv").active=false
}
show_master_more(){

View File

@@ -6,6 +6,7 @@ import { SkillSet } from "../common/config/SkillSet";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "db://oops-framework/core/Oops";
import { MissionEvent } from "../common/config/MissionEvent";
import { HeroInfo } from "../common/config/heroSet";
const { ccclass, property } = _decorator;
@@ -24,6 +25,7 @@ export class EquipSkillComp extends CCComp {
onLoad() {
this.on(GameEvent.UseSkillCard, this.get_skill, this);
this.on(GameEvent.FightReady,this.fight_ready,this)
this.on(GameEvent.MasterCalled,this.master_called,this)
this.boxs=this.node.getChildByName("boxs")
this.skill1_cd_bar_progress=this.boxs.getChildByName("skill1").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar)
this.skill2_cd_bar_progress=this.boxs.getChildByName("skill2").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar)
@@ -32,6 +34,14 @@ export class EquipSkillComp extends CCComp {
start(){
this.fight_ready()
}
private master_called(e:any,data:any){
console.log("[EquipSkillComp]: master_called",data)
let hero=HeroInfo[data.uuid]
if(hero.skills.length>0){
this.get_skill(null,{slot:"skill1",uuid:hero.skills[1]})
this.get_skill(null,{slot:"skill2",uuid:hero.skills[2]})
}
}
skill_stone_up(e:GameEvent,data:any){
console.log("[EquipSkillComp]: skill_stone_up",data)
smc.vmdata.mission_data.skill_stone+=data

View File

@@ -14,10 +14,10 @@ export class EquipsComp extends Component {
armor:any=null
accessory:any=null
boxs:Node=null
attrs:any={
hero_buff:getBuffNum(),
enemy_buff:getBuffNum(),
}
// attrs:any={
// hero_buff:getBuffNum(),
// enemy_buff:getBuffNum(),
// }
/** 视图层逻辑代码分离演示 */
onLoad() {
oops.message.on(GameEvent.FightReady,this.fight_ready,this)
@@ -28,6 +28,7 @@ export class EquipsComp extends Component {
}
hero_lv_up(e:GameEvent,data:any){
console.log("[EquipsComp]:hero_lv_up",data)
switch(data.lv){
case FightSet.WEAPON_LV:
this.show_equip_get("weapon")
@@ -83,7 +84,6 @@ export class EquipsComp extends Component {
type:"accessory",
level:0,
}
this.count_attrs()
}
equip_add(e:GameEvent,data:any){
console.log("equip_add",data)
@@ -159,100 +159,100 @@ export class EquipsComp extends Component {
}
count_attrs(){
// 重置所有属性
this.reset_attrs();
console.log("[EquipsComp]:重置后的属性", this.attrs);
// count_attrs(){
// // 重置所有属性
// this.reset_attrs();
// console.log("[EquipsComp]:重置后的属性", this.attrs);
// 获取所有装备的属性
let weapon_buffs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.buff || [] : [];
let armor_buffs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.buff || [] : [];
let accessory_buffs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.buff || [] : [];
let weapon_special_attr = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.special_attr : [];
let armor_special_attr = this.armor.uuid ? EquipInfo[this.armor.uuid]?.special_attr : [];
let accessory_special_attr = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.special_attr : [];
// // 获取所有装备的属性
// let weapon_buffs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.buff || [] : [];
// let armor_buffs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.buff || [] : [];
// let accessory_buffs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.buff || [] : [];
// let weapon_special_attr = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.special_attr : [];
// let armor_special_attr = this.armor.uuid ? EquipInfo[this.armor.uuid]?.special_attr : [];
// let accessory_special_attr = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.special_attr : [];
console.log("[EquipsComp]:weapon_special_attr", weapon_special_attr);
console.log("[EquipsComp]:armor_special_attr", armor_special_attr);
console.log("[EquipsComp]:accessory_special_attr", accessory_special_attr);
console.log("[EquipsComp]:weapon_buffs", weapon_buffs);
console.log("[EquipsComp]:防具属性", armor_buffs);
console.log("[EquipsComp]:饰品属性", accessory_buffs);
const all_special_attr=[...weapon_special_attr,...armor_special_attr,...accessory_special_attr]
// console.log("[EquipsComp]:weapon_special_attr", weapon_special_attr);
// console.log("[EquipsComp]:armor_special_attr", armor_special_attr);
// console.log("[EquipsComp]:accessory_special_attr", accessory_special_attr);
// console.log("[EquipsComp]:weapon_buffs", weapon_buffs);
// console.log("[EquipsComp]:防具属性", armor_buffs);
// console.log("[EquipsComp]:饰品属性", accessory_buffs);
// const all_special_attr=[...weapon_special_attr,...armor_special_attr,...accessory_special_attr]
let equip_special_attr=this.count_equip_special_attr(all_special_attr)
oops.message.dispatchEvent(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,equip_special_attr)
// let equip_special_attr=this.count_equip_special_attr(all_special_attr)
// oops.message.dispatchEvent(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,equip_special_attr)
// 合并所有装备属性
const allBuff = [...weapon_buffs, ...armor_buffs, ...accessory_buffs];
console.log("[EquipsComp]:合并后的所有属性", allBuff);
// 计算每个目标的属性加成
allBuff.forEach(attr => {
const target = attr.target || EquipAttrTarget.HERO;
let targetKey = null;
// 根据目标类型获取对应的key
switch (target) {
case EquipAttrTarget.HERO:
targetKey = 'hero_buff';
break;
}
this.add_attr(targetKey,attr)
});
// // 合并所有装备属性
// const allBuff = [...weapon_buffs, ...armor_buffs, ...accessory_buffs];
// console.log("[EquipsComp]:合并后的所有属性", allBuff);
// // 计算每个目标的属性加成
// allBuff.forEach(attr => {
// const target = attr.target || EquipAttrTarget.HERO;
// let targetKey = null;
// // 根据目标类型获取对应的key
// switch (target) {
// case EquipAttrTarget.HERO:
// targetKey = 'hero_buff';
// break;
// }
// this.add_attr(targetKey,attr)
// });
console.log("[EquipsComp]:debuff buff attrs ", this.attrs);
oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
}
// console.log("[EquipsComp]:debuff buff attrs ", this.attrs);
// oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
// }
count_equip_special_attr(all_special_attr:any[]){
//特殊属性附加 - 直接使用枚举值作为属性名
let equip_special_attr = {
[EquipSpecialAttr.ICE]: 0,
[EquipSpecialAttr.FIRE]: 0,
[EquipSpecialAttr.WIND]: 0,
[EquipSpecialAttr.ATK_ADD_GLOD]: 0,
[EquipSpecialAttr.ATK_ADD_MASTER_ATK]: 0,
[EquipSpecialAttr.ATK_ADD_MASTER_HP]: 0,
[EquipSpecialAttr.DOUBLE_ATKED]: 0,
[EquipSpecialAttr.ATKED_ADD_SKILL_STONE]: 0,
[EquipSpecialAttr.ATK_ADD_VALUE]: 0,
};
// count_equip_special_attr(all_special_attr:any[]){
// //特殊属性附加 - 直接使用枚举值作为属性名
// let equip_special_attr = {
// [EquipSpecialAttr.ICE]: 0,
// [EquipSpecialAttr.FIRE]: 0,
// [EquipSpecialAttr.WIND]: 0,
// [EquipSpecialAttr.ATK_ADD_GLOD]: 0,
// [EquipSpecialAttr.ATK_ADD_MASTER_ATK]: 0,
// [EquipSpecialAttr.ATK_ADD_MASTER_HP]: 0,
// [EquipSpecialAttr.DOUBLE_ATKED]: 0,
// [EquipSpecialAttr.ATKED_ADD_SKILL_STONE]: 0,
// [EquipSpecialAttr.ATK_ADD_VALUE]: 0,
// };
console.log("[EquipsComp]:all_special_attr",all_special_attr)
// console.log("[EquipsComp]:all_special_attr",all_special_attr)
// 直接使用枚举值累加属性
all_special_attr.forEach(special_attr => {
if (special_attr && equip_special_attr.hasOwnProperty(special_attr.special_attr)) {
equip_special_attr[special_attr.special_attr] += special_attr.special_attr_value;
}
});
// // 直接使用枚举值累加属性
// all_special_attr.forEach(special_attr => {
// if (special_attr && equip_special_attr.hasOwnProperty(special_attr.special_attr)) {
// equip_special_attr[special_attr.special_attr] += special_attr.special_attr_value;
// }
// });
console.log("[EquipsComp]:equip_special_attr",equip_special_attr)
return equip_special_attr
}
// console.log("[EquipsComp]:equip_special_attr",equip_special_attr)
// return equip_special_attr
// }
add_attr(targetKey:string,attr:any){
if(targetKey){
this.attrs[targetKey][BuffAttr[attr.type]] += attr.value;
}
}
// add_attr(targetKey:string,attr:any){
// if(targetKey){
// this.attrs[targetKey][BuffAttr[attr.type]] += attr.value;
// }
// }
// 重置所有属性为0
private reset_attrs() {
// 创建新的属性对象
const newAttrs = {
hero_buff: getBuffNum(),
enemy_buff: getBuffNum(),
};
// const newAttrs = {
// hero_buff: getBuffNum(),
// enemy_buff: getBuffNum(),
// };
// 替换整个 attrs 对象
this.attrs = newAttrs;
// // 替换整个 attrs 对象
// this.attrs = newAttrs;
console.log("重置属性", {
hero_buff: this.attrs.hero_buff,
enemy_buff: this.attrs.enemy_buff,
});
// console.log("重置属性", {
// hero_buff: this.attrs.hero_buff,
// enemy_buff: this.attrs.enemy_buff,
// });
}
equip_remove(e:GameEvent,data:any){

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@@ -1,43 +0,0 @@
import { instantiate, Label, Prefab, resources, Sprite, SpriteAtlas } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { MSCardComp } from "./MSCardComp";
import { SkillSet } from "../common/config/SkillSet";
/** MSCard 模块 */
@ecs.register(`MSCard`)
export class MSCard extends ecs.Entity {
/** 实始添加的数据层组件 */
protected init() {
// this.addComponents<ecs.Comp>();
}
load(uuid:number=1001,parent:any,zone:number=0) {
var path = "game/gui/MSCard";
var icon_path = "game/heros/cards"
var prefab: Prefab = oops.res.get(path, Prefab)!;
console.log("load_hcard",prefab)
var node = instantiate(prefab);
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = node.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[uuid].path);
});
node.getChildByName("name").getComponent(Label).string = SkillSet[uuid].name
node.parent = parent
var msc = node.getComponent(MSCardComp)!;
msc.s_uuid= uuid
msc.update_data()
if(zone==1) {msc.is_update=true }else{msc.is_update=false}
if(zone==2) {msc.is_select=true}else{msc.is_select=false}
this.add(msc)
}
/** 模块资源释放 */
destroy() {
// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
super.destroy();
}
}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "b808913f-7dc0-4dbf-9e74-12b5338a39ee",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -1,75 +0,0 @@
import { _decorator, Label } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { smc } from "../common/SingletonModuleComp";
import { MissionHomeComp } from "./MissionHomeComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { SkillSet } from "../common/config/SkillSet";
import { SChipComp } from "../hero/SChipComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MSCardComp')
@ecs.register('MSCardComp', false)
export class MSCardComp extends CCComp {
mhc:MissionHomeComp
s_uuid: number = 0;
is_update: boolean = false;
is_select: boolean = false;
is_selected: boolean = false;
/** 视图层逻辑代码分离演示 */
start() {
oops.message.on(GameEvent.MSSelected, this.update_select, this);
this.mhc=this.node.parent.parent.parent.parent.getComponent(MissionHomeComp)
this.change()
}
change_set(){
this.is_update=!this.is_update
this.is_select=!this.is_select
this.change()
}
change(){
if(this.is_update){
this.node.getChildByName("update").active=true
}else{
this.node.getChildByName("update").active=false
}
if(this.is_select){
this.node.getChildByName("set").active=true
this.update_select()
}else{
this.node.getChildByName("set").active=false
}
}
update_data(){
}
select(){
smc.mission.mskill=this.s_uuid
oops.message.dispatchEvent(GameEvent.MSSelected,{uuid:this.s_uuid})
}
update_select(){
console.log("update_select",smc.mission.mskill,this.s_uuid)
if(smc.mission.mskill ==this.s_uuid){
this.node.getChildByName("set").getChildByName("btn").active=false
}else{
this.node.getChildByName("set").getChildByName("btn").active=true
}
}
update_lv(){
let mscards:any= ecs.query(ecs.allOf(MSCardComp));
for(let i=0;i<mscards.length;i++){
mscards[i].MSCardComp.update_data()
}
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
this.node.destroy();
}
}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "f7a30834-31c8-405a-9f9d-70555981d611",
"files": [],
"subMetas": {},
"userData": {}
}