fix: 调整英雄升级所需数量,优化战斗和UI细节
1. 将英雄升级所需数量从2改为3 2. 调整UI3.plist的边框参数 3. 修改地图精灵帧和图集绑定 4. 优化技能提示框动画:减少停留时间并简化漂移淡出逻辑 5. 修改任务卡牌组件:战斗阶段不再隐藏面板,新增战斗阶段无法召唤英雄的限制,注释掉战斗阶段隐藏抽卡面板的代码 6. 重构hnode.prefab的层级和UI组件,调整等级显示样式
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@@ -335,7 +335,7 @@ export class MissionCardComp extends CCComp {
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this.playCoinChangeAnim(v > 0);
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}
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/** 战斗开始:收起面板,清空卡牌 */
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/** 战斗开始:不收起面板,不再强制清空卡牌 */
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private onFightStart() {
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this.isBattlePhase = true;
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this.enterBattlePhase();
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@@ -432,6 +432,14 @@ export class MissionCardComp extends CCComp {
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private onUseHeroCard(event: string, args: any) {
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const payload = args ?? event;
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if (!payload) return;
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if (this.isBattlePhase) {
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payload.cancel = true;
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payload.reason = "battle_phase";
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oops.gui.toast("战斗阶段无法召唤英雄");
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return;
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}
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const current = this.getAliveHeroCount();
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this.syncMissionHeroData(current);
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const heroMax = this.getMissionHeroMaxNum();
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@@ -571,10 +579,10 @@ export class MissionCardComp extends CCComp {
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* 3. 重新布局槽位 → 从卡池构建 4 张卡 → 分发到槽位。
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*/
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private onClickDraw() {
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if (this.isBattlePhase) {
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oops.gui.toast("战斗阶段无法抽卡");
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return;
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}
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// if (this.isBattlePhase) {
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// oops.gui.toast("战斗阶段无法抽卡");
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// return;
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// }
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const cost = this.getRefreshCost();
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const currentCoin = this.getMissionCoin();
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if (currentCoin < cost) {
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@@ -663,15 +671,16 @@ export class MissionCardComp extends CCComp {
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private enterBattlePhase() {
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if (!this.cards_node || !this.cards_node.isValid) return;
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this.initCardsPanelPos();
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Tween.stopAllByTarget(this.cards_node);
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tween(this.cards_node)
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.to(this.cardsPanelMoveDuration, { scale: this.cardsHideScale })
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.call(() => {
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if (this.cards_node && this.cards_node.isValid) {
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this.cards_node.active = false;
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}
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})
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.start();
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// 战斗阶段不再隐藏抽卡面板
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// Tween.stopAllByTarget(this.cards_node);
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// tween(this.cards_node)
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// .to(this.cardsPanelMoveDuration, { scale: this.cardsHideScale })
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// .call(() => {
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// if (this.cards_node && this.cards_node.isValid) {
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// this.cards_node.active = false;
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// }
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// })
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// .start();
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this.cachedHInfoComps.forEach(comp => {
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if (comp && comp.isValid) {
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