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
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@@ -117,7 +117,7 @@ export class MissionComp extends CCComp {
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// ======================== 运行时状态 ========================
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/** 战斗已耗时(秒),正向计时 */
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/** 本波战斗已耗时(秒),正向计时,用于自适应难度评估 */
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clearTime: number = 0
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/** 剩余复活次数 */
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revive_times: number = 1;
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@@ -242,7 +242,7 @@ export class MissionComp extends CCComp {
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/** 更新时间/波数显示(仅在秒数变化时更新以减少 Label 操作) */
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update_time() {
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const remainSecond = Math.floor(this.clearTime);
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const remainSecond = Math.floor(smc.vmdata.mission_data.fight_time);
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if (remainSecond === this.lastTimeSecond) return;
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this.lastTimeSecond = remainSecond;
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let m = Math.floor(remainSecond / 60);
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@@ -400,7 +400,7 @@ export class MissionComp extends CCComp {
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const label = phaseNode.getComponent(Label);
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if (label) {
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const wave = Math.max(1, this.currentWave || (smc.vmdata && smc.vmdata.mission_data ? smc.vmdata.mission_data.level : 1) || 1);
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label.string = `第 ${wave}/15 波`;
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label.string = `第 ${wave} 波`;
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}
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// 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
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