chore: 清理未使用的组件文件及更新预制体引用
- 删除多个未使用的组件文件及其meta文件,包括HeroAttrsSystem.ts、TalComp.ts、MGetComp.ts、HInfoComp.ts、SCDSystem.ts、HeroSkills.ts、MissionCardComp.ts、MissionGetsComp.ts、TalSet.ts、CardSet.ts - 新增SCastSystem.ts组件文件 - 更新角色控制器预制体结构,修复节点引用问题 - 移除无效的组件绑定,优化界面节点层次结构
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@@ -1,13 +0,0 @@
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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": "d63b992b-cdaf-4e5a-8472-866c0038857a",
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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": "get"
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}
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}
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@@ -2,7 +2,7 @@
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "7ddd121f-1918-4eed-ad9b-ebaa2fe5b606",
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"uuid": "ed36ef97-521c-4570-ba81-b6ec2e6b6eeb",
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"files": [],
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"subMetas": {},
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"userData": {}
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@@ -99,13 +99,9 @@ export class HInfoComp extends CCComp {
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this.type_node.getComponent(Label).string=HTypeName[HeroInfo[uuid].type]
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this.ap_node.getChildByName("num").getComponent(Label).string=HeroInfo[uuid].ap.toString()
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this.hp_node.getChildByName("num").getComponent(Label).string=HeroInfo[uuid].hp.toString()
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this.def_node.getChildByName("num").getComponent(Label).string=HeroInfo[uuid].def.toString()
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this.mp_node.getChildByName("num").getComponent(Label).string=HeroInfo[uuid].mp.toString()
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let bar_num=getPreAttr(uuid)
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this.ap_node.getChildByName("bar").getComponent(ProgressBar).progress=bar_num.ap
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this.hp_node.getChildByName("bar").getComponent(ProgressBar).progress=bar_num.hp
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this.def_node.getChildByName("bar").getComponent(ProgressBar).progress=bar_num.def
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this.mp_node.getChildByName("bar").getComponent(ProgressBar).progress=bar_num.mp
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// 更新技能图标
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this.updateSkillIcon(this.skill1_node, skill1.icon);
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@@ -255,7 +251,6 @@ export class HInfoComp extends CCComp {
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// 更新数据
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this.h_uuid = nextHero;
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smc.updateFihgtHero(nextHero)
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this.update_data(nextHero);
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// 执行平滑移动动画
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this.moveHeroesRight();
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@@ -275,7 +270,6 @@ export class HInfoComp extends CCComp {
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// 更新数据
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this.h_uuid = prevHero;
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smc.updateFihgtHero(prevHero)
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this.update_data(prevHero);
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// 执行平滑移动动画
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this.moveHeroesLeft();
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@@ -304,11 +298,7 @@ export class HInfoComp extends CCComp {
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this.show_lock()
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this.close_buy()
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}
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start_mission() {
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mLogger.log(this.debugMode, 'HInfoComp', "start_mission")
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oops.message.dispatchEvent(GameEvent.MissionStart, {})
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this.node.active=false;
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}
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moveHeroesLeft() {
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// 取消前一个待处理的异步操作
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if (this.moveTimeoutId !== null) {
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@@ -1,30 +0,0 @@
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import { _decorator, Node, Label } 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 { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { smc } from "../common/SingletonModuleComp";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('MGetsCompComp')
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@ecs.register('MGetsComp', false)
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export class MGetsCompComp extends CCComp {
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get_uuid:number=0;
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get_num:number=0;
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start() {
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}
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onDestroy() {
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}
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/** 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 */
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reset() {
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this.node.destroy();
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}
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}
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@@ -6,14 +6,8 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
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import { GameEvent } from "../common/config/GameEvent";
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import { smc } from "../common/SingletonModuleComp";
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import { CardType, FightSet, CardKind } from "../common/config/GameSet";
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import { getCardOptions, ICardInfo } from "../common/config/CardSet";
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import { TalComp } from "../hero/TalComp";
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import { HeroSkillsComp } from "../hero/HeroSkills";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { BuffConf } from "../common/config/SkillSet";
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import { BType } from "../common/config/HeroAttrs";
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import { AttrCards, PotionCards } from "../common/config/AttrSet";
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import { AttrsType } from "../common/config/HeroAttrs";
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import { HeroMasterComp } from "../hero/HeroMasterComp";
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@@ -49,10 +43,10 @@ export class MissionCardComp extends CCComp {
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@property(Node)
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noStop: Node = null!
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card1_data: ICardInfo = null!
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card2_data: ICardInfo = null!
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card3_data: ICardInfo = null!
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card4_data: ICardInfo = null!
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// card1_data: ICardInfo = null!
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// card2_data: ICardInfo = null!
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// card3_data: ICardInfo = null!
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// card4_data: ICardInfo = null!
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// 当前卡片类型 (用于特殊获取模式)
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curCardType: CardType | null = null;
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@@ -271,22 +265,22 @@ export class MissionCardComp extends CCComp {
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// 使用 CardSet 的 getCardOptions 获取卡牌
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// 这里我们要获取 4 张卡牌
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const options = getCardOptions(level, 4, [], forcedType, preferredAttrs);
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mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] 获取到的卡牌选项: ${JSON.stringify(options)}`);
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// 更新卡片数据
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if (options.length > 0) this.updateCardData(1, options[0]);
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if (options.length > 1) this.updateCardData(2, options[1]);
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if (options.length > 2) this.updateCardData(3, options[2]);
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if (options.length > 3) this.updateCardData(4, options[3]);
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// const options = getCardOptions(level, 4, [], forcedType, preferredAttrs);
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// mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] 获取到的卡牌选项: ${JSON.stringify(options)}`);
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// // 更新卡片数据
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// if (options.length > 0) this.updateCardData(1, options[0]);
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// if (options.length > 1) this.updateCardData(2, options[1]);
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// if (options.length > 2) this.updateCardData(3, options[2]);
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// if (options.length > 3) this.updateCardData(4, options[3]);
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// 如果获取不足4张,隐藏多余的卡片节点 (UI可能需要处理空数据)
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if (options.length < 4 && this.card4) this.card4.active = false;
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if (options.length < 3 && this.card3) this.card3.active = false;
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if (options.length < 2 && this.card2) this.card2.active = false;
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if (options.length < 1 && this.card1) this.card1.active = false;
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// // 如果获取不足4张,隐藏多余的卡片节点 (UI可能需要处理空数据)
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// if (options.length < 4 && this.card4) this.card4.active = false;
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// if (options.length < 3 && this.card3) this.card3.active = false;
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// if (options.length < 2 && this.card2) this.card2.active = false;
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// if (options.length < 1 && this.card1) this.card1.active = false;
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}
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updateCardInfo(card:Node, data: ICardInfo){
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updateCardInfo(card:Node, data: any){
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if(!card) return
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card.active = true;
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// 隐藏选中状态
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@@ -405,7 +399,7 @@ export class MissionCardComp extends CCComp {
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}
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}
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updateCardData(index: number, data: ICardInfo) {
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updateCardData(index: number, data: any) {
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// 使用动态属性访问
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(this as any)[`card${index}_data`] = data;
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this.updateCardInfo((this as any)[`card${index}`], data);
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@@ -418,7 +412,7 @@ export class MissionCardComp extends CCComp {
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if (this.hasSelected) return;
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// 动态获取数据和节点
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let selectedData: ICardInfo = (this as any)[`card${_index}_data`];
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let selectedData: any;
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let selectedCardNode: Node | null = (this as any)[`card${_index}`];
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if (selectedData && selectedCardNode) {
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@@ -446,126 +440,126 @@ export class MissionCardComp extends CCComp {
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.to(0.1, { scale: new Vec3(1.1, 1.1, 1.1) })
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.to(0.1, { scale: new Vec3(1, 1, 1) })
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.delay(0.5)
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.call(() => {
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// 使用 HeroMasterComp 查找主角实体
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// @ts-ignore
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const entities = ecs.query(ecs.allOf(HeroMasterComp));
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let role = entities.length > 0 ? entities[0] : null;
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// .call(() => {
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// // 使用 HeroMasterComp 查找主角实体
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// // @ts-ignore
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// const entities = ecs.query(ecs.allOf(HeroMasterComp));
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// let role = entities.length > 0 ? entities[0] : null;
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if (!role) {
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mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] 未找到挂载 HeroMasterComp 的主角实体`);
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} else {
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mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] 成功定位主角实体: ${role.eid}`);
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}
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// if (!role) {
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// mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] 未找到挂载 HeroMasterComp 的主角实体`);
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// } else {
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// mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] 成功定位主角实体: ${role.eid}`);
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// }
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if (role) {
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switch (selectedData.type) {
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case CardType.Talent:
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smc.addTalentRecord(selectedData.uuid);
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// 直接调用 TalComp 添加天赋
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const talComp = role.get(TalComp);
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if (talComp) {
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const beforeCount = Object.keys(talComp.Tals).length;
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mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Talent Before: Count=${beforeCount}, Tals=${JSON.stringify(talComp.Tals)}`);
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talComp.addTal(selectedData.uuid);
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const afterCount = Object.keys(talComp.Tals).length;
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mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Talent After: Count=${afterCount}, Added=${selectedData.uuid}, Tals=${JSON.stringify(talComp.Tals)}`);
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}
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break;
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case CardType.Skill:
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smc.addSkillRecord(selectedData.uuid);
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// 直接调用 HeroSkillsComp 添加技能
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const skillComp = role.get(HeroSkillsComp);
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if (skillComp) {
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const beforeCount = Object.keys(skillComp.skills).length;
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mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Skill Before: Count=${beforeCount}, Skills=${JSON.stringify(skillComp.skills)}`);
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skillComp.addSkill(selectedData.uuid);
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const afterCount = Object.keys(skillComp.skills).length;
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mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Skill After: Count=${afterCount}, Added=${selectedData.uuid}, Skills=${JSON.stringify(skillComp.skills)}`);
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}
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break;
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case CardType.Partner:
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// 伙伴是召唤新实体,依然适合用事件,或者直接调用 summon 方法
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oops.message.dispatchEvent(GameEvent.CallFriend, { uuid: selectedData.uuid });
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break;
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case CardType.Potion:
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// 药水直接作用于 HeroAttrsComp
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const attrsComp = role.get(HeroAttrsComp);
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if (attrsComp) {
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const potion = PotionCards[selectedData.uuid];
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if (potion) {
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const beforeVal = attrsComp.Attrs[potion.attr] || 0;
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mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Potion Before: Attr[${potion.attr}]=${beforeVal}, Attrs=${JSON.stringify(attrsComp.Attrs)}`);
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// if (role) {
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// switch (selectedData.type) {
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// case CardType.Talent:
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// smc.addTalentRecord(selectedData.uuid);
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// // 直接调用 TalComp 添加天赋
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// const talComp = role.get(TalComp);
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// if (talComp) {
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// const beforeCount = Object.keys(talComp.Tals).length;
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// mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Talent Before: Count=${beforeCount}, Tals=${JSON.stringify(talComp.Tals)}`);
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// talComp.addTal(selectedData.uuid);
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// const afterCount = Object.keys(talComp.Tals).length;
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// mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Talent After: Count=${afterCount}, Added=${selectedData.uuid}, Tals=${JSON.stringify(talComp.Tals)}`);
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// }
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// break;
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// case CardType.Skill:
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// smc.addSkillRecord(selectedData.uuid);
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// // 直接调用 HeroSkillsComp 添加技能
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// const skillComp = role.get(HeroSkillsComp);
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// if (skillComp) {
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// const beforeCount = Object.keys(skillComp.skills).length;
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// mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Skill Before: Count=${beforeCount}, Skills=${JSON.stringify(skillComp.skills)}`);
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// skillComp.addSkill(selectedData.uuid);
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// const afterCount = Object.keys(skillComp.skills).length;
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// mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Skill After: Count=${afterCount}, Added=${selectedData.uuid}, Skills=${JSON.stringify(skillComp.skills)}`);
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// }
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// break;
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// case CardType.Partner:
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// // 伙伴是召唤新实体,依然适合用事件,或者直接调用 summon 方法
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// oops.message.dispatchEvent(GameEvent.CallFriend, { uuid: selectedData.uuid });
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// break;
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// case CardType.Potion:
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// // 药水直接作用于 HeroAttrsComp
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// const attrsComp = role.get(HeroAttrsComp);
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// if (attrsComp) {
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// const potion = PotionCards[selectedData.uuid];
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// if (potion) {
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// const beforeVal = attrsComp.Attrs[potion.attr] || 0;
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// mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Potion Before: Attr[${potion.attr}]=${beforeVal}, Attrs=${JSON.stringify(attrsComp.Attrs)}`);
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const buffConf: BuffConf = {
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buff: potion.attr,
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value: potion.value,
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BType: BType.RATIO,
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time: potion.duration,
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chance: 1,
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};
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attrsComp.addBuff(buffConf);
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smc.updateHeroInfo(attrsComp);
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// const buffConf: BuffConf = {
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// buff: potion.attr,
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// value: potion.value,
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// BType: BType.RATIO,
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// time: potion.duration,
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// chance: 1,
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// };
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// attrsComp.addBuff(buffConf);
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// smc.updateHeroInfo(attrsComp);
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mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Potion Applied: ${potion.desc}, Value=${potion.value}, Attrs=${JSON.stringify(attrsComp.Attrs)}`);
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oops.gui.toast(potion.desc);
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}
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}
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break;
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case CardType.Attr:
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// 属性卡:使用 addBuff 添加永久属性加成
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const attrCard = AttrCards[selectedData.uuid];
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if (attrCard) {
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const attrsComp = role.get(HeroAttrsComp);
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if (attrsComp) {
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// 记录变更前状态
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const roleBefore = attrsComp.Attrs[attrCard.attr] || 0;
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// mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Potion Applied: ${potion.desc}, Value=${potion.value}, Attrs=${JSON.stringify(attrsComp.Attrs)}`);
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// oops.gui.toast(potion.desc);
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// }
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// }
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// break;
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// case CardType.Attr:
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// // 属性卡:使用 addBuff 添加永久属性加成
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// const attrCard = AttrCards[selectedData.uuid];
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// if (attrCard) {
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// const attrsComp = role.get(HeroAttrsComp);
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// if (attrsComp) {
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// // 记录变更前状态
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// const roleBefore = attrsComp.Attrs[attrCard.attr] || 0;
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// 根据属性类型决定 Buff 类型
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// 如果属性本身是 RATIO 型(如暴击率),AttrCards 中的值(如2)应该作为 VALUE 添加(因为 recalculateSingleAttr 会把 VALUE 和 RATIO 相加)
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// 但如果属性本身是 VALUE 型(如攻击力),AttrCards 中的值是直接加数值,也应该作为 VALUE 添加
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// 结论:无论属性类型如何,AttrCards 中的配置都是"增加的点数",所以统一使用 BType.VALUE
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// 修正:虽然 AttrsType 定义了属性本身的类型,但在 addBuff 中,BType.VALUE 表示"加法叠加",BType.RATIO 表示"乘法叠加"
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// 对于数值型属性(如攻击力):BType.VALUE 是 +10,BType.RATIO 是 +10%
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// 对于百分比型属性(如暴击率):BType.VALUE 是 +2(%),BType.RATIO 是 +2%(即 *1.02,通常不这么用)
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// 所以,AttrCards 配置的值应当被视为"绝对值增量",对应 BType.VALUE
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// // 根据属性类型决定 Buff 类型
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// // 如果属性本身是 RATIO 型(如暴击率),AttrCards 中的值(如2)应该作为 VALUE 添加(因为 recalculateSingleAttr 会把 VALUE 和 RATIO 相加)
|
||||
// // 但如果属性本身是 VALUE 型(如攻击力),AttrCards 中的值是直接加数值,也应该作为 VALUE 添加
|
||||
// // 结论:无论属性类型如何,AttrCards 中的配置都是"增加的点数",所以统一使用 BType.VALUE
|
||||
// // 修正:虽然 AttrsType 定义了属性本身的类型,但在 addBuff 中,BType.VALUE 表示"加法叠加",BType.RATIO 表示"乘法叠加"
|
||||
// // 对于数值型属性(如攻击力):BType.VALUE 是 +10,BType.RATIO 是 +10%
|
||||
// // 对于百分比型属性(如暴击率):BType.VALUE 是 +2(%),BType.RATIO 是 +2%(即 *1.02,通常不这么用)
|
||||
// // 所以,AttrCards 配置的值应当被视为"绝对值增量",对应 BType.VALUE
|
||||
|
||||
// 构造永久 Buff (time: 0)
|
||||
const buffConf: BuffConf = {
|
||||
buff: attrCard.attr,
|
||||
value: attrCard.value,
|
||||
BType: BType.RATIO, // 始终使用 VALUE 类型,代表数值/点数叠加
|
||||
time: 0,
|
||||
chance: 1,
|
||||
};
|
||||
// // 构造永久 Buff (time: 0)
|
||||
// const buffConf: BuffConf = {
|
||||
// buff: attrCard.attr,
|
||||
// value: attrCard.value,
|
||||
// BType: BType.RATIO, // 始终使用 VALUE 类型,代表数值/点数叠加
|
||||
// time: 0,
|
||||
// chance: 1,
|
||||
// };
|
||||
|
||||
mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Adding Buff: Attr=${attrCard.attr}, Val=${attrCard.value}, Type=VALUE`);
|
||||
attrsComp.addBuff(buffConf);
|
||||
// addBuff 内部会自动调用 recalculateSingleAttr 和 updateHeroInfo
|
||||
// mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Adding Buff: Attr=${attrCard.attr}, Val=${attrCard.value}, Type=VALUE`);
|
||||
// attrsComp.addBuff(buffConf);
|
||||
// // addBuff 内部会自动调用 recalculateSingleAttr 和 updateHeroInfo
|
||||
|
||||
const roleAfter = attrsComp.Attrs[attrCard.attr] || 0;
|
||||
mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Attr After: Hero=${roleAfter} (Change: ${roleAfter - roleBefore})`);
|
||||
// const roleAfter = attrsComp.Attrs[attrCard.attr] || 0;
|
||||
// mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] Attr After: Hero=${roleAfter} (Change: ${roleAfter - roleBefore})`);
|
||||
|
||||
oops.gui.toast(attrCard.desc);
|
||||
}
|
||||
} else {
|
||||
mLogger.warn(this.debugMode, 'MissionCard', `[MissionCard] 未找到属性卡配置: UUID=${selectedData.uuid}`);
|
||||
}
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] 主角实体无效,无法应用卡牌效果`);
|
||||
}
|
||||
// oops.gui.toast(attrCard.desc);
|
||||
// }
|
||||
// } else {
|
||||
// mLogger.warn(this.debugMode, 'MissionCard', `[MissionCard] 未找到属性卡配置: UUID=${selectedData.uuid}`);
|
||||
// }
|
||||
// break;
|
||||
// }
|
||||
// } else {
|
||||
// mLogger.log(this.debugMode, 'MissionCard', `[MissionCard] 主角实体无效,无法应用卡牌效果`);
|
||||
// }
|
||||
|
||||
// 记录已获取的卡牌
|
||||
oops.message.dispatchEvent(GameEvent.UpdateMissionGet, {
|
||||
uuid: selectedData.uuid,
|
||||
icon: selectedData.icon,
|
||||
kind: selectedData.kind
|
||||
});
|
||||
// // 记录已获取的卡牌
|
||||
// oops.message.dispatchEvent(GameEvent.UpdateMissionGet, {
|
||||
// uuid: selectedData.uuid,
|
||||
// icon: selectedData.icon,
|
||||
// kind: selectedData.kind
|
||||
// });
|
||||
|
||||
this.close();
|
||||
})
|
||||
// this.close();
|
||||
// })
|
||||
.start();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,7 +17,6 @@ export class MissionHomeComp extends CCComp {
|
||||
|
||||
protected onLoad(): void {
|
||||
this.on(GameEvent.MissionEnd,this.mission_end,this)
|
||||
this.on(GameEvent.MissionStart,this.mission_start,this)
|
||||
}
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
start() {
|
||||
@@ -29,15 +28,17 @@ export class MissionHomeComp extends CCComp {
|
||||
|
||||
}
|
||||
|
||||
|
||||
start_mission() {
|
||||
mLogger.log(this.debugMode, 'MissionHomeComp', "start_mission")
|
||||
oops.message.dispatchEvent(GameEvent.MissionStart, {})
|
||||
this.node.active=false;
|
||||
}
|
||||
|
||||
mission_end(){
|
||||
mLogger.log(this.debugMode, 'MissionHomeComp', "[MissionHomeComp]=>mission_end")
|
||||
this.home_active()
|
||||
}
|
||||
mission_start(){
|
||||
this.node.active=false
|
||||
}
|
||||
|
||||
home_active(){
|
||||
this.uodate_data()
|
||||
this.node.active=true
|
||||
|
||||
Reference in New Issue
Block a user