fix(mission): 处理英雄全灭时自动结束战斗并优化UI显示
- 在 MissionComp 中新增 handleHeroWipe 方法,当英雄数量为0且处于战斗状态时自动结束战斗 - 修复 MissionCardComp 中卡池等级UI显示逻辑,简化激活条件判断 - 调整 role_controller.prefab 中多个UI元素的布局参数,优化界面显示效果
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@@ -428,43 +428,38 @@ export class MissionCardComp extends CCComp {
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}
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/** 更新升级按钮上的等级文案,反馈当前卡池层级 */
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private updatePoolLvUI() {
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if (!this.cards_up) return;
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const nobg = this.cards_up.getChildByName("nobg");
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if (nobg) {
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nobg.active = !this.canUpPool();
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}
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const coinNode = this.cards_up.getChildByName("coin");
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const label = coinNode?.getChildByName("num")?.getComponent(Label);
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if (this.poolLv >= CARD_POOL_MAX_LEVEL) {
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if (label) {
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label.string = `0`;
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if (this.cards_up) {
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const nobg = this.cards_up.getChildByName("nobg");
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if (nobg) {
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nobg.active = !this.canUpPool();
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}
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} else {
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if (label) {
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label.string = `${this.getUpgradeCost(this.poolLv)}`;
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const coinNode = this.cards_up.getChildByName("coin");
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const label = coinNode?.getChildByName("num")?.getComponent(Label);
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if (this.poolLv >= CARD_POOL_MAX_LEVEL) {
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if (label) {
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label.string = `0`;
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}
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} else {
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if (label) {
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label.string = `${this.getUpgradeCost(this.poolLv)}`;
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}
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}
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}
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if (this.pool_lv_node) {
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let hasMatchedNode = false;
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const children = this.pool_lv_node.children;
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for (let i = 0; i < children.length; i++) {
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const node = children[i];
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const lvText = node.name.match(/\d+/)?.[0];
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const lv = lvText ? Number(lvText) : (i + 1);
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const active = lv === this.poolLv;
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node.active = active;
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if (active) {
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hasMatchedNode = true;
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}
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}
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if (!hasMatchedNode) {
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for (let i = 1; i <= CARD_POOL_MAX_LEVEL; i++) {
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const n = this.pool_lv_node.getChildByName(`lv${i}`);
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if (n) {
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n.active = i === this.poolLv;
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}
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}
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}
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this.pool_lv_node.active = true;
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const lv = Math.max(CARD_POOL_INIT_LEVEL, Math.min(CARD_POOL_MAX_LEVEL, Math.floor(this.poolLv)));
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const lv1 = this.pool_lv_node.getChildByName("lv1");
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const lv2 = this.pool_lv_node.getChildByName("lv2");
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const lv3 = this.pool_lv_node.getChildByName("lv3");
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const lv4 = this.pool_lv_node.getChildByName("lv4");
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const lv5 = this.pool_lv_node.getChildByName("lv5");
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const lv6 = this.pool_lv_node.getChildByName("lv6");
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if (lv1) lv1.active = lv >= 1;
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if (lv2) lv2.active = lv >= 2;
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if (lv3) lv3.active = lv >= 3;
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if (lv4) lv4.active = lv >= 4;
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if (lv5) lv5.active = lv >= 5;
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if (lv6) lv6.active = lv >= 6;
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}
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mLogger.log(this.debugMode, "MissionCardComp", "pool lv ui update", {
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poolLv: this.poolLv,
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@@ -290,11 +290,19 @@ export class MissionComp extends CCComp {
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if (dt > 0 && this.monsterCountSyncTimer < 0.2) return;
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this.monsterCountSyncTimer = 0;
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let monsterCount = 0;
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let heroCount = 0;
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ecs.query(this.heroAttrsMatcher).forEach(entity => {
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const attrs = entity.get(HeroAttrsComp);
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if (!attrs || attrs.fac !== FacSet.MON || attrs.is_dead) return;
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monsterCount += 1;
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if (!attrs || attrs.is_dead) return;
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if (attrs.fac === FacSet.MON) {
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monsterCount += 1;
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return;
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}
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if (attrs.fac === FacSet.HERO) {
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heroCount += 1;
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}
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});
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this.handleHeroWipe(heroCount);
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smc.vmdata.mission_data.mon_num = monsterCount;
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const { max, resume } = this.getMonsterThresholds();
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smc.vmdata.mission_data.mon_max = max;
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@@ -306,6 +314,15 @@ export class MissionComp extends CCComp {
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if (monsterCount >= max) smc.mission.stop_spawn_mon = true;
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}
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private handleHeroWipe(heroCount: number) {
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if (heroCount > 0) return;
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if (!smc.mission.play || smc.mission.pause) return;
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if (!smc.mission.in_fight) return;
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smc.mission.in_fight = false;
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smc.vmdata.mission_data.in_fight = false;
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this.open_Victory(null, true);
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}
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private cleanComponents() {
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const heroEntities: ecs.Entity[] = [];
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ecs.query(this.heroViewMatcher).forEach(entity => {
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