装备 需要完善

This commit is contained in:
panw
2025-07-02 17:45:00 +08:00
parent ebeb5ea04b
commit 11e6ecdf48
9 changed files with 1492 additions and 1332 deletions

View File

@@ -24,6 +24,7 @@ export class CardComp extends CCComp {
is_used:boolean=false;
cost_gold:number=0;
skill_slot:string="skill1"
equip_slot:string="weapon"
onLoad(){
// this.on(GameEvent.HeroSelect,this.hero_select,this)
}
@@ -60,9 +61,10 @@ export class CardComp extends CCComp {
this.node.getChildByName("Button").active=true
}, 0.1);
}
equip_select(args: any){
equip_select(args: any,slot:string="weapon"){
this.c_type=cardType.EQUIP
this.c_uuid=args.uuid
this.equip_slot=slot
this.node.getChildByName("show").active=false
this.node.getChildByName("anim").getChildByName("up").getComponent(Animation).play('carsup')
this.show_equip(this.c_uuid)
@@ -249,7 +251,7 @@ export class CardComp extends CCComp {
case cardType.EQUIP:
console.log("[cardcomp]:use_card 装备卡")
if(!this.cost_gold_check()) return
oops.message.dispatchEvent(GameEvent.EquipAdd,{uuid:this.c_uuid,type:EquipInfo[this.c_uuid].type})
oops.message.dispatchEvent(GameEvent.EquipAdd,{uuid:this.c_uuid,type:EquipInfo[this.c_uuid].type,slot:this.equip_slot})
oops.message.dispatchEvent(GameEvent.CardsClose)
break
case cardType.SPECIAL:

View File

@@ -71,15 +71,26 @@ export class CardsCompComp extends CCComp {
this.card3c.hero_skill_select(list[2],data)
// this.card4c.hero_skill_select(list[3])
}
equip_select(){
let list=getRandomCardsByType(cardType.EQUIP,3)
equip_select(data:any){
let list=[]
switch(data.slot){
case "weapon":
list=getRandomCardsByType(cardType.EQUIP,3)
break
case "armor":
list=getRandomCardsByType(cardType.EQUIP,3)
break
case "accessory":
list=getRandomCardsByType(cardType.EQUIP,3)
break
}
console.log("[CardsComp]:装备选择卡牌列表",list)
this.card1c.equip_select(list[0])
this.card2c.equip_select(list[1])
this.card3c.equip_select(list[2])
this.card1c.equip_select(list[0],data)
this.card2c.equip_select(list[1],data)
this.card3c.equip_select(list[2],data)
// this.card4c.equip_select(list[3])
}
func_select(){
func_select(){
let list=getRandomCardsByType(cardType.SPECIAL,3)
console.log("[CardsComp]:功能选择卡牌列表",list)
this.card1c.func_select(list[0])
@@ -132,7 +143,7 @@ export class CardsCompComp extends CCComp {
case GameEvent.EquipSelect:
console.log("[CardsComp]:显示装备选择卡牌")
this.node.getChildByName("btns").getChildByName("cancel").active=true
this.equip_select()
this.equip_select(data)
break
}

View File

@@ -189,6 +189,18 @@ export class EquipSkillComp extends CCComp {
break
}
}
call_skill_card(e:any,data:any){
let mission_data=smc.vmdata.mission_data
if(mission_data.skill_stone < mission_data.skill_stone_max){
oops.gui.toast("技能石不足", false);
return
}
oops.message.dispatchEvent(GameEvent.HeroSkillSelect,{slot:data})
mission_data.skill_stone-=mission_data.skill_stone_max
mission_data.skill_stone_max=mission_data.skill_stone_max*2
}
private show_skill_get(e:string){
if(this.skill1.uuid==0){
@@ -197,15 +209,13 @@ export class EquipSkillComp extends CCComp {
this.boxs.getChildByName("skill1").getChildByName("tip").active =true
this.boxs.getChildByName("skill1").getChildByName("tip").getComponent(Label).string="可购买"
}
if(this.skill2.uuid==0){
if(this.skill2.uuid==0&&this.skill1.uuid!=0){
this.boxs.getChildByName("skill2").getChildByName("get").active =true
this.boxs.getChildByName("skill2").getChildByName("light").active=true
this.boxs.getChildByName("skill2").getChildByName("tip").active =true
this.boxs.getChildByName("skill2").getChildByName("tip").getComponent(Label).string="可购买"
}
if(this.skill3.uuid==0){
if(this.skill3.uuid==0&&this.skill1.uuid!=0&&this.skill2.uuid!=0){
this.boxs.getChildByName("skill3").getChildByName("get").active =true
this.boxs.getChildByName("skill3").getChildByName("light").active=true
this.boxs.getChildByName("skill3").getChildByName("tip").active =true

View File

@@ -36,6 +36,19 @@ export class EquipsComp extends Component {
this.show_equip_get("accessory")
}
}
call_equip_card(e:any,data:any){
let mission_data=smc.vmdata.mission_data
if(mission_data.equip_stone < mission_data.equip_stone_max){
oops.gui.toast("装备石不足", false);
return
}
oops.message.dispatchEvent(GameEvent.EquipSelect,{slot:data})
mission_data.equip_stone-=mission_data.equip_stone_max
mission_data.equip_stone_max=mission_data.equip_stone_max*2
}
start(){
this.fight_ready()
}

View File

@@ -148,29 +148,9 @@ export class MissionComp extends CCComp {
oops.message.dispatchEvent(GameEvent.HeroSelect)
}
call_equip_card(e:any,data:any){
let mission_data=smc.vmdata.mission_data
if(mission_data.equip_stone < mission_data.equip_stone_max){
oops.gui.toast("装备石不足", false);
return
}
oops.message.dispatchEvent(GameEvent.EquipSelect,{slot:data})
mission_data.equip_stone-=mission_data.equip_stone_max
mission_data.equip_stone_max=mission_data.equip_stone_max*2
}
call_skill_card(e:any,data:any){
let mission_data=smc.vmdata.mission_data
if(mission_data.skill_stone < mission_data.skill_stone_max){
oops.gui.toast("技能石不足", false);
return
}
oops.message.dispatchEvent(GameEvent.HeroSkillSelect,{slot:data})
mission_data.skill_stone-=mission_data.skill_stone_max
mission_data.skill_stone_max=mission_data.skill_stone_max*2
}
call_func_card(){
let mission_data=smc.vmdata.mission_data
if(mission_data.gold < (mission_data.refresh_gold+mission_data.buff_refresh_gold)){