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-10491,7 +12860,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 462 + "__id__": 564 }, "_contentSize": { "__type__": "cc.Size", @@ -10519,7 +12888,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 464 + "__id__": 566 }, "Lock": null, "unLock": null, @@ -10536,7 +12905,7 @@ "__id__": 101 }, "cost_node": { - "__id__": 272 + "__id__": 265 }, "Ckind_node": { "__id__": 371 @@ -10550,6 +12919,9 @@ "HF_node": { "__id__": 194 }, + "lv_node": { + "__id__": 401 + }, "_id": "" }, { @@ -10566,6 +12938,7 @@ }, "fileId": "24rlgXRJ9AHLGpMW+aYyEx", "instance": null, + "targetOverrides": null, "nestedPrefabInstanceRoots": [ { "__id__": 251 diff --git a/assets/script/game/common/config/GameSet.ts b/assets/script/game/common/config/GameSet.ts index d1cba297..6ed69ae6 100644 --- a/assets/script/game/common/config/GameSet.ts +++ b/assets/script/game/common/config/GameSet.ts @@ -24,14 +24,14 @@ export enum FightSet { MORE_RC=10,//更多次数 广告获取的次数 HEARTPOS=-320,//基地位置 HERO_MAX_NUM=3,//英雄最大数量 - MERGE_MAX=2, //英雄最大等级 - MERGE_NEED=3, //英雄升级需要的英雄数 + MERGE_MAX=3, //英雄最大等级 + MERGE_NEED=2, //英雄升级需要的英雄数 LVUP_GOLD=50,//升级需要的金币 LVUP_GOLD_UP=50,//升级需要的金币 CHOU_GOLD=100,//抽卡需要的金币 - BACK_RANG=30,//后退范围 + // BACK_RANG=30,//后退范围 FiIGHT_TIME=30,//战斗时间 - BACK_CHANCE=40,//击退概率 + // BACK_CHANCE=40,//击退概率 FROST_TIME=3,//冰冻时间 SKILL_CAST_DELAY=0.15, CSKILL_START_X=-340, diff --git a/assets/script/game/common/config/heros.md b/assets/script/game/common/config/heros.md index f902950f..38b6c0fc 100644 --- a/assets/script/game/common/config/heros.md +++ b/assets/script/game/common/config/heros.md @@ -2,11 +2,10 @@ 普通: 近战无 普通魔法:水球 暴击: 火球 :概率,双倍伤害 默认概率10% -穿刺: 旋风 :多个目标 默认概率10% +穿刺: 旋风 :多个目标 默认概率10% 冰冻:冰系,冻结目标减少 默认概率10% 可叠加类型: -双击(风怒)概率 - +双击(风怒)概率 特殊效果 护盾: 抵挡攻击 @@ -26,10 +25,8 @@ 战斗结束技能触发2次 被攻击技能触发2次 -战士1:普通攻击 : 被攻击3次获得3次格挡的护盾 -战士2: : -战士3: : -战士4: : -战士5: : - - +战士1:普通攻击 :被攻击3次获得3次格挡的护盾 +战士2:普通攻击 :就是皮厚,血量普通展示2倍 +战士3:普通攻击 : +战士4:普通攻击 :20%血量复活1次数 +战士5:普通攻击 : diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index b012b8a6..2e54cd76 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -480,30 +480,30 @@ export class HeroViewComp extends CCComp { //后退 back(){ // 🔥 防止重复调用后退动画 - if (this.isBackingUp) return; - this.isBackingUp = true; // 🔥 设置后退状态 + // if (this.isBackingUp) return; + // this.isBackingUp = true; // 🔥 设置后退状态 - if(this.model.fac==FacSet.MON) { - let tx=this.node.position.x+FightSet.BACK_RANG - if(tx > 320) tx=320 - tween(this.node) - .to(0.1, { position:v3(tx,this.node.position.y,0)}) - .call(() => { - this.isBackingUp = false; // 🔥 动画完成后重置状态 - }) - .start() - } + // if(this.model.fac==FacSet.MON) { + // let tx=this.node.position.x+FightSet.BACK_RANG + // if(tx > 320) tx=320 + // tween(this.node) + // .to(0.1, { position:v3(tx,this.node.position.y,0)}) + // .call(() => { + // this.isBackingUp = false; // 🔥 动画完成后重置状态 + // }) + // .start() + // } - if(this.model.fac==FacSet.HERO) { - let tx=this.node.position.x-5 - if(tx < -320) tx=-320 - tween(this.node) - .to(0.1, { position:v3(tx,this.node.position.y,0)}) - .call(() => { - this.isBackingUp = false; // 🔥 动画完成后重置状态 - }) - .start() - } + // if(this.model.fac==FacSet.HERO) { + // let tx=this.node.position.x-5 + // if(tx < -320) tx=-320 + // tween(this.node) + // .to(0.1, { position:v3(tx,this.node.position.y,0)}) + // .call(() => { + // this.isBackingUp = false; // 🔥 动画完成后重置状态 + // }) + // .start() + // } } // 伤害计算和战斗逻辑已迁移到 HeroBattleSystem diff --git a/assets/script/game/map/CardComp.ts b/assets/script/game/map/CardComp.ts index e71e53b2..4b6fee21 100644 --- a/assets/script/game/map/CardComp.ts +++ b/assets/script/game/map/CardComp.ts @@ -665,33 +665,41 @@ export class CardComp extends CCComp { this.node.setPosition(targetX, targetY, this.restPosition.z); // ---- 卡牌种类标识(近战 / 远程 / 辅助等) ---- - // if (this.Ckind_node) { - // const kindName = CKind[this.cardData.kind]; - // this.Ckind_node.children.forEach(child => { - // child.active = (child.name === kindName); - // }); - // } + const kindName = CKind[this.cardData.kind]; - // ---- 背景底框(按卡池等级显示对应子节点) ---- - const cardLvStr = `lv${this.cardData.pool_lv}`; + // ---- 背景底框与高级边框(现在按 Ckind 显示对应子节点) ---- if (this.BG_node) { this.BG_node.children.forEach(child => { - child.active = (child.name === cardLvStr); + child.active = (child.name === kindName); }); } - // ---- 品质边框(高级 vs 普通) ---- - const card_lv_val = this.cardData.card_lv ?? 1; - const isHighLevel = (this.cardData.hero_lv ?? 0) > 1 || card_lv_val > 1; - if (this.HF_node) this.HF_node.active = isHighLevel; - if (this.NF_node) this.NF_node.active = !isHighLevel; - this.node.getChildByName("HB").active = isHighLevel; - const activeFrameNode = isHighLevel ? this.HF_node : this.NF_node; - if (activeFrameNode) { - activeFrameNode.children.forEach(child => { - child.active = (child.name === cardLvStr); + if (this.HF_node) { + this.HF_node.active = true; + this.HF_node.children.forEach(child => { + child.active = (child.name === kindName); + }); + } + + if (this.NF_node) { + this.NF_node.active = false; + } + + const hbNodeUI = this.node.getChildByName("HB"); + if (hbNodeUI) hbNodeUI.active = false; + + // ---- 卡牌等级标识 ---- + const cardLvStr = `lv${this.cardData.pool_lv}`; + if (this.lv_node) { + this.lv_node.children.forEach(child => { + if (child.name === "light") { + child.active = false; + } else if (child.name === "bg") { + child.active = true; + } else { + child.active = (child.name === cardLvStr); + } }); - if(isHighLevel){activeFrameNode.getChildByName("light").active=true} } // ---- 按卡牌类型渲染具体内容 ---- @@ -720,6 +728,23 @@ export class CardComp extends CCComp { }); } + if (this.lv_node) { + const lvTrans = this.lv_node.getComponent(UITransform); + if (lvTrans) { + lvTrans.setContentSize(this.isEnlarged ? 230 : 170, this.isEnlarged ? 300 : 230); + const widget = this.lv_node.getComponent(Widget); + if (widget) widget.updateAlignment(); + } + this.lv_node.children.forEach(child => { + const childTrans = child.getComponent(UITransform); + if (childTrans) { + childTrans.setContentSize(this.isEnlarged ? 230 : 170, this.isEnlarged ? 300 : 230); + const widget = child.getComponent(Widget); + if (widget) widget.updateAlignment(); + } + }); + } + if (this.HF_node) { const hfTrans = this.HF_node.getComponent(UITransform); if (hfTrans) { @@ -830,7 +855,17 @@ export class CardComp extends CCComp { } // ---- 费用标签 ---- - this.setLabel(this.cost_node, `${this.card_cost}`); + if (this.card_type === CardType.Hero) { + if (this.cost_node) this.cost_node.active = false; + } else { + if (this.cost_node) { + this.cost_node.active = true; + const numNode = this.cost_node.getChildByName("num"); + if (numNode) { + this.setLabel(numNode, `${this.card_cost}`); + } + } + } // ---- 名字节点位置调整 ---- if (this.name_node) { @@ -945,6 +980,22 @@ export class CardComp extends CCComp { } }); } + if (this.lv_node) { + const lvTrans = this.lv_node.getComponent(UITransform); + if (lvTrans) { + lvTrans.setContentSize(170, 230); + const widget = this.lv_node.getComponent(Widget); + if (widget) widget.updateAlignment(); + } + this.lv_node.children.forEach(child => { + const childTrans = child.getComponent(UITransform); + if (childTrans) { + childTrans.setContentSize(170, 230); + const widget = child.getComponent(Widget); + if (widget) widget.updateAlignment(); + } + }); + } if (this.HF_node) { const hfTrans = this.HF_node.getComponent(UITransform); if (hfTrans) { @@ -1002,7 +1053,12 @@ export class CardComp extends CCComp { } this.iconVisualToken += 1; this.setLabel(this.name_node, ""); - this.setLabel(this.cost_node, ""); + if (this.cost_node) { + const numNode = this.cost_node.getChildByName("num"); + if (numNode) { + this.setLabel(numNode, ""); + } + } if (this.info_node) this.info_node.active = false; if (this.oinfo_node) this.oinfo_node.active = false; // if (this.Ckind_node) { @@ -1013,8 +1069,15 @@ export class CardComp extends CCComp { if (this.BG_node) { this.BG_node.children.forEach(child => child.active = false); } - if (this.HF_node) this.HF_node.active = false; + if (this.HF_node) { + this.HF_node.active = false; + this.HF_node.children.forEach(child => child.active = false); + } if (this.NF_node) this.NF_node.active = false; + if (this.lv_node) { + this.lv_node.children.forEach(child => child.active = false); + } + if (this.cost_node) this.cost_node.active = false; this.clearIconAnimation(this.icon_node as Node); const sprite = this.icon_node?.getComponent(Sprite) || this.icon_node?.getComponentInChildren(Sprite); if (sprite) sprite.spriteFrame = null;