feat: 新增技能卡系统,优化卡牌操作逻辑

1.  调整任务开始按钮显示逻辑,新增nobg节点控制
2.  重构卡牌拖拽逻辑,技能卡改为点击使用,英雄卡保留上划使用
3.  修改技能卡牌初始消耗为0
4.  新增技能卡槽面板,在特定波次开放技能卡抽取
5.  新增技能卡刷新按钮与相关回调逻辑
6.  优化抽卡UI显示与费用更新逻辑
This commit is contained in:
panFD
2026-06-03 22:40:09 +08:00
parent 1b384572c6
commit 7e86aed500
5 changed files with 1836 additions and 1448 deletions

View File

@@ -432,7 +432,11 @@ export class MissionComp extends CCComp {
break;
case MissionPhase.Prepare:
if (this.start_btn && this.start_btn.isValid) this.start_btn.active = true;
if (this.start_btn && this.start_btn.isValid) {
this.start_btn.active = true;
const nobg = this.start_btn.getChildByName("nobg");
if (nobg) nobg.active = false;
}
break;
case MissionPhase.PrepareEnd:
@@ -449,9 +453,10 @@ export class MissionComp extends CCComp {
smc.mission.stop_spawn_mon = false;
smc.mission.in_fight = true;
smc.vmdata.mission_data.in_fight = true;
// 战斗阶段:隐藏开始按钮
// 战斗阶段:隐藏开始按钮,激活 nobg
if (this.start_btn && this.start_btn.isValid) {
this.start_btn.active = false;
const nobg = this.start_btn.getChildByName("nobg");
if (nobg) nobg.active = true;
}
oops.message.dispatchEvent(GameEvent.FightStart);
break;
@@ -505,7 +510,10 @@ export class MissionComp extends CCComp {
smc.mission.in_fight = false;
smc.vmdata.mission_data.in_fight = false;
smc.mission.stop_spawn_mon = false;
if (this.start_btn && this.start_btn.isValid) this.start_btn.active = false;
if (this.start_btn && this.start_btn.isValid) {
const nobg = this.start_btn.getChildByName("nobg");
if (nobg) nobg.active = true;
}
break;
}