feat(界面): 为任务阶段切换添加缩放动画效果
在任务阶段切换时,为阶段节点添加缩放动画,提升视觉反馈和心流体验。动画在准备开始/结束和战斗开始/结束阶段触发,包含放大和回弹效果。
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@@ -1,5 +1,3 @@
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盾战:获得护盾,抵御3次攻击,
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攻击类型:
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普通: 近战无
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普通魔法:水球
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@@ -27,3 +25,11 @@
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战斗开始技能触发2次
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战斗结束技能触发2次
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被攻击技能触发2次
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战士1:普通攻击 : 被攻击3次获得3次格挡的护盾
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战士2: :
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战士3: :
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战士4: :
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战士5: :
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@@ -27,7 +27,7 @@
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* - CardInitCoins —— 初始金币数
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* - UIID.Victory —— 结算弹窗
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*/
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import { _decorator, Vec3,Animation, instantiate, Prefab, Node, NodeEventType, ProgressBar, Label, CCInteger } from "cc";
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import { _decorator, Vec3,Animation, instantiate, Prefab, Node, NodeEventType, ProgressBar, Label, CCInteger, tween, v3, Tween } 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 { smc } from "../common/SingletonModuleComp";
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@@ -306,6 +306,19 @@ export class MissionComp extends CCComp {
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if (label) {
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label.string = MissionComp.PhaseNameMap[targetPhase] || "未知";
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}
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// 阶段切换动感表现:针对阶段变化加入缩放与回弹动画,让流程充满心流体验
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if (targetPhase === MissionPhase.PrepareStart ||
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targetPhase === MissionPhase.PrepareEnd ||
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targetPhase === MissionPhase.BattleStart ||
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targetPhase === MissionPhase.BattleEnd) {
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Tween.stopAllByTarget(phaseNode);
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phaseNode.scale = v3(0.5, 0.5, 1);
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tween(phaseNode)
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.to(0.3, { scale: v3(1.5, 1.5, 1) }, { easing: "backOut" })
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.to(0.2, { scale: v3(1, 1, 1) }, { easing: "sineInOut" })
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.start();
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}
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}
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}
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