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