refactor(mission): 优化战斗关卡UI显示与逻辑

1.  调整MissionComp注释与战斗计时获取逻辑
2.  移除关卡波数显示中的总波数限制,只显示当前波数
3.  更新mission.prefab的UI布局与默认显示文本
4.  调整地图prefab的物体位置
5.  修改bg2动画的帧率与时长参数
This commit is contained in:
panFD
2026-06-13 22:42:09 +08:00
parent 9c2c0a1621
commit 50f43c227a
4 changed files with 64 additions and 40 deletions

View File

@@ -117,7 +117,7 @@ export class MissionComp extends CCComp {
// ======================== 运行时状态 ========================
/** 战斗已耗时(秒),正向计时 */
/** 本波战斗已耗时(秒),正向计时,用于自适应难度评估 */
clearTime: number = 0
/** 剩余复活次数 */
revive_times: number = 1;
@@ -242,7 +242,7 @@ export class MissionComp extends CCComp {
/** 更新时间/波数显示(仅在秒数变化时更新以减少 Label 操作) */
update_time() {
const remainSecond = Math.floor(this.clearTime);
const remainSecond = Math.floor(smc.vmdata.mission_data.fight_time);
if (remainSecond === this.lastTimeSecond) return;
this.lastTimeSecond = remainSecond;
let m = Math.floor(remainSecond / 60);
@@ -400,7 +400,7 @@ export class MissionComp extends CCComp {
const label = phaseNode.getComponent(Label);
if (label) {
const wave = Math.max(1, this.currentWave || (smc.vmdata && smc.vmdata.mission_data ? smc.vmdata.mission_data.level : 1) || 1);
label.string = `${wave}/15`;
label.string = `${wave}`;
}
// 阶段切换动感表现:只在进入战斗阶段跳动一下,让流程充满心流体验