refactor(hero): 移除英雄等级、简化配置并删除HInfoComp组件
- 删除 HInfoComp.ts 及其 meta 文件,移除英雄信息界面组件 - 从 Hero 和 Monster 类中移除 back_chance 属性设置 - 将 Hero 类中的等级初始化为固定值 1,移除从配置读取的逻辑 - 简化 heroSet.ts 配置:移除 AttrSet、getHeroList、getMonList、MonSet、HeroConf、JobUpConf 等配置项 - 优化 heroInfo 接口:将 icon、kind、lv 字段设为可选,移除已删除的配置引用 - 扩展英雄列表,新增 5008-5015 共8个英雄配置 - 移除与 smc 模块的耦合,简化英雄选择逻辑
This commit is contained in:
@@ -1,10 +1,6 @@
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import { v3 } from "cc"
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import { BoxSet, FacSet } from "./GameSet"
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import { smc } from "../SingletonModuleComp"
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export enum AttrSet {
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ATTR_MAX = 85,
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}
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export enum HType {
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Melee = 0,
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Mid = 1,
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@@ -17,28 +13,6 @@ export const HTypeName ={
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2:"远程",
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}
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//fac:FacSet.HERO
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export const getHeroList = ()=>{
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const filteredHeros = Object.values(HeroInfo).filter(item=>{
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const facMatch = item.fac === FacSet.HERO;
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return facMatch;
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});
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// 根据smc.heros中的数据分离拥有和未拥有的英雄
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// smc.heros是一个包含英雄ID的数组,如[5001, 5002]
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const ownedHeros = filteredHeros.filter(item => smc.heros.includes(item.uuid));
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const unownedHeros = filteredHeros.filter(item => !smc.heros.includes(item.uuid));
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// 合并列表:拥有的在前,未拥有的在后
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return [...ownedHeros, ...unownedHeros].map(item => item.uuid);
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}
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//fac:FacSet.MON
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export const getMonList = ()=>{
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return Object.values(HeroInfo).filter(item=>{
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const facMatch = item.fac === FacSet.MON;
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return facMatch ;
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}).map(item=>item.uuid)
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}
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export const HeroPos={
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0:{pos:v3(-320,BoxSet.GAME_LINE,0)},
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@@ -64,20 +38,6 @@ export const resolveFormationTargetX = (fac: FacSet, type: HType): number => {
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return FormationPointX[resolvedRangeType] * side;
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}
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export const MonSet = {
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0:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
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1:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
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2:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
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3:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
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4:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
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5:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
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6:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
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7:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
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8:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
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9:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
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10:{pos:v3(360,BoxSet.GAME_LINE+10,0)},
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11:{pos:v3(360,BoxSet.GAME_LINE-10,0)},
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}
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export enum MonStart {
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SLINE_1=140, //上线y
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@@ -88,35 +48,6 @@ export enum MonStart {
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START_I=90, //x轴间隔
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}
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export enum HeroConf{
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COST=0,
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MAX_HP=500,
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MAX_MP=100,
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MAX_AP=200,
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MAX_DEF=100,
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}
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export const getPreAttr = (uuid:number)=>{
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let hp=HeroInfo[uuid].hp/HeroConf.MAX_HP
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let ap=HeroInfo[uuid].ap/HeroConf.MAX_AP
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return {hp:hp,ap:ap,}
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}
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export enum HRegen {
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HP=0.5
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}
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/**
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* 不同职业升级属性加成配置
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* 战士:高血量成长,低攻击成长
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* 远程:低血量成长,高攻击成长
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* 法师:低血量成长,高攻击成长
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* 辅助:中血量成长,中攻击成长
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* 刺客:极低血量成长,极高攻击成长
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*/
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export const JobUpConf: Record<HType, { hp: number; ap: number; def: number }> = {
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[HType.Melee]: { hp: 50, ap: 5, def: 2 },
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[HType.Mid]: { hp: 30, ap: 6, def: 1 },
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[HType.Long]: { hp: 25, ap: 7, def: 1 },
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};
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/**
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* 英雄/怪物基础信息接口
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@@ -124,14 +55,13 @@ export const JobUpConf: Record<HType, { hp: number; ap: number; def: number }> =
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export interface heroInfo {
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uuid: number; // 唯一标识(英雄5000段,怪物5200段)
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name: string; // 显示名称
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icon: string; // 图标名称(对应美术资源名)
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icon?: string; // 图标名称(对应美术资源名)
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path: string; // 资源路径(对应美术资源名)
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fac: FacSet; // 阵营(FacSet.HERO 或 FacSet.MON)
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kind: number; // 未使用
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kind?: number; // 未使用
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as: number; // 攻击间隔(越小越快)
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ss:number; // 技能间隔
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type: HType; // 攻击定位(近战/中程/远程)
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lv: number; // 初始等级
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hp: number; // 生命值上限
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ap: number; // 攻击力
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// dis: number; // 攻击距离(像素)
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@@ -140,67 +70,57 @@ export interface heroInfo {
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info: string; // 描述文案
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}
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export const CanSelectHeros: Record<number, number[]> = {
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1: [5001, 5002],
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2: [5003],
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3: [5004],
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4: [5005],
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5: [5006],
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6: [5007],
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// 默认全开(或根据需要留空)
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99: [5001, 5002, 5003, 5004, 5005, 5006, 5007]
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};
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export const HeroInfo: Record<number, heroInfo> = {
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// ========== 英雄角色 ==========
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5001:{uuid:5001,name:"盾战士",icon:"1001",path:"hk1", fac:FacSet.HERO, kind:1,as:1,ss:5,
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type:HType.Melee,lv:1,hp:300,ap:25,speed:120,skills:[6001,6004],info:"盾战士"},
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5001:{uuid:5001,name:"盾战士",path:"hk1", fac:FacSet.HERO, as:1,ss:5,type:HType.Melee,hp:300,ap:25,speed:120,skills:[6001,6004],info:""},
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5002:{uuid:5002,name:"奥术法师",icon:"1001",path:"hm2", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.Long,lv:1,hp:150,ap:40,speed:95,skills:[6003,6101],info:"奥术法师"},
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5002:{uuid:5002,name:"奥术法师",path:"hm2", fac:FacSet.HERO, as:1,ss:5,type:HType.Long,hp:150,ap:40,speed:95,skills:[6003,6101],info:""},
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5003:{uuid:5003,name:"射手",icon:"1001",path:"ha1", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.Long,lv:1,hp:180,ap:30,speed:140,skills:[6005,6008],info:"射手"},
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5003:{uuid:5003,name:"射手",path:"ha1", fac:FacSet.HERO, as:1,ss:5,type:HType.Long,hp:180,ap:30,speed:140,skills:[6005,6008],info:""},
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5005:{uuid:5005,name:"牧师",icon:"1001",path:"hh1", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.Long,lv:1,hp:160,ap:25,speed:100,skills:[6003,6100],info:"牧师"},
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5005:{uuid:5005,name:"牧师",path:"hh1", fac:FacSet.HERO, as:1,ss:5,type:HType.Long,hp:160,ap:25,speed:100,skills:[6003,6100],info:""},
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5004:{uuid:5004,name:"火焰法师",icon:"1001",path:"hm1", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.Long,lv:1,hp:150,ap:45,speed:90,skills:[6003,6101],info:"火焰法师"},
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5004:{uuid:5004,name:"火焰法师",path:"hm1", fac:FacSet.HERO, as:1,ss:5,type:HType.Long,hp:150,ap:45,speed:90,skills:[6003,6101],info:""},
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5006:{uuid:5006,name:"召唤法师",icon:"1001",path:"hz1", fac:FacSet.HERO, kind:2,as:1,ss:5,
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type:HType.Long,lv:1,hp:200,ap:20,speed:105,skills:[6003,6101],info:"召唤法师"},
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5006:{uuid:5006,name:"召唤法师",path:"hz1", fac:FacSet.HERO, as:1,ss:5,type:HType.Long,hp:200,ap:20,speed:105,skills:[6003,6101],info:""},
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5007:{uuid:5007,name:"刺客",icon:"1001",path:"hc1", fac:FacSet.HERO, kind:1,as:1,ss:5,
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type:HType.Melee,lv:1,hp:140,ap:50,speed:180,skills:[6001,6004],info:"刺客"},
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5007:{uuid:5007,name:"刺客",path:"hc1", fac:FacSet.HERO, as:1,ss:5,type:HType.Melee,hp:140,ap:50,speed:180,skills:[6001,6004],info:""},
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5008:{uuid:5008,name:"圣骑士",path:"", fac:FacSet.HERO, as:1,ss:5,type:HType.Melee,hp:340,ap:22,speed:115,skills:[6001,6201],info:""},
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5009:{uuid:5009,name:"游侠",path:"", fac:FacSet.HERO, as:1,ss:5,type:HType.Long,hp:170,ap:32,speed:145,skills:[6002,6106],info:""},
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5010:{uuid:5010,name:"寒霜术士",path:"", fac:FacSet.HERO, as:1,ss:5,type:HType.Long,hp:160,ap:36,speed:105,skills:[6005,6107],info:""},
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5011:{uuid:5011,name:"炎爆法师",path:"", fac:FacSet.HERO, as:1,ss:5,type:HType.Long,hp:155,ap:42,speed:95,skills:[6007,6108],info:""},
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5012:{uuid:5012,name:"战地医师",path:"", fac:FacSet.HERO, as:1,ss:5,type:HType.Mid,hp:220,ap:24,speed:120,skills:[6004,6204],info:""},
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5013:{uuid:5013,name:"守护祭司",path:"", fac:FacSet.HERO, as:1,ss:5,type:HType.Mid,hp:240,ap:20,speed:110,skills:[6006,6203],info:""},
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5014:{uuid:5014,name:"风行剑士",path:"", fac:FacSet.HERO, as:1,ss:5,type:HType.Melee,hp:210,ap:38,speed:170,skills:[6001,6103],info:""},
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5015:{uuid:5015,name:"秘法贤者",path:"", fac:FacSet.HERO, as:1,ss:5,type:HType.Long,hp:175,ap:34,speed:100,skills:[6003,6207],info:""},
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// 1. 基础近战型
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5201:{uuid:5201,name:"兽人战士",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.Melee,lv:1,hp:60,ap:8,speed:180,skills:[6001,6003],info:"标准炮灰:确保英雄能完成3次普攻积累天赋计数"},
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5201:{uuid:5201,name:"兽人战士",path:"mo1", fac:FacSet.MON, as:3.0,ss:10,type:HType.Melee,hp:60,ap:8,speed:180,skills:[6001,6003],info:""},
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// 2. 快速突击型
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5301:{uuid:5301,name:"兽人斥候",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:1.2,ss:10,
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type:HType.Melee,lv:1,hp:40,ap:12,speed:400,skills:[6001,6003],info:"快速突击:极高移速贴脸,检测护盾(7102)刷新率"},
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5301:{uuid:5301,name:"兽人斥候",path:"mo1", fac:FacSet.MON, as:1.2,ss:10,type:HType.Melee,hp:40,ap:12,speed:400,skills:[6001,6003],info:""},
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// 3. 重型坦克型
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5401:{uuid:5401,name:"兽人卫士",icon:"1001",path:"mo3", fac:FacSet.MON, kind:1,as:5.0,ss:10,
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type:HType.Melee,lv:1,hp:200,ap:15,speed:60,skills:[6001,6003],info:"重型坦克:数值墙,检测玩家破甲(7008)与持续输出"},
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5401:{uuid:5401,name:"兽人卫士",path:"mo3", fac:FacSet.MON, as:5.0,ss:10,type:HType.Melee,hp:200,ap:15,speed:60,skills:[6001,6003],info:""},
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// 4. 远程骚扰型
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5501:{uuid:5501,name:"兽人射手",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.Long,lv:1,hp:50,ap:10,speed:90,skills:[6001,6003],info:"远程骚扰:跨屏打击,迫使阵地分散或移动英雄"},
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5501:{uuid:5501,name:"兽人射手",path:"mo1", fac:FacSet.MON, as:3.0,ss:10,type:HType.Long,hp:50,ap:10,speed:90,skills:[6001,6003],info:""},
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// 5. 特殊机制型
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5601:{uuid:5601,name:"兽人自爆兵",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.Melee,lv:1,hp:80,ap:200,speed:220,skills:[6001,6003],info:"特殊机制:极端伤害,漏怪即秒杀,检测减伤(7103)"},
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5602:{uuid:5602,name:"兽人召唤师",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.Melee,lv:1,hp:150,ap:10,speed:100,skills:[6001,6003],info:"战术目标:持续召唤小怪,检测英雄大招清场频率"},
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5603:{uuid:5603,name:"兽人祭司",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.Melee,lv:1,hp:150,ap:10,speed:105,skills:[6001,6003],info:"战术目标:为怪群回血,检测玩家沉默(7006)覆盖率"},
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5604:{uuid:5604,name:"兽人图腾师",icon:"1001",path:"mo1", fac:FacSet.MON, kind:1,as:3.0,ss:10,
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type:HType.Melee,lv:1,hp:150,ap:10,speed:110,skills:[6001,6003],info:"战术目标:提供加速光环,改变怪群推进节奏"},
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5601:{uuid:5601,name:"兽人自爆兵",path:"mo1", fac:FacSet.MON, as:3.0,ss:10,type:HType.Melee,hp:80,ap:200,speed:220,skills:[6001,6003],info:""},
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5602:{uuid:5602,name:"兽人召唤师",path:"mo1", fac:FacSet.MON, as:3.0,ss:10,type:HType.Melee,hp:150,ap:10,speed:100,skills:[6001,6003],info:""},
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5603:{uuid:5603,name:"兽人祭司",path:"mo1", fac:FacSet.MON, as:3.0,ss:10,type:HType.Melee,hp:150,ap:10,speed:105,skills:[6001,6003],info:""},
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5604:{uuid:5604,name:"兽人图腾师",path:"mo1", fac:FacSet.MON, as:3.0,ss:10,type:HType.Melee,hp:150,ap:10,speed:110,skills:[6001,6003],info:""},
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// 6. 精英/BOSS型
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5701:{uuid:5701,name:"兽人首领(BOSS)",icon:"1001",path:"mo4", fac:FacSet.MON, kind:1,as:2.5,ss:10,
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type:HType.Melee,lv:3,hp:2000,ap:60,speed:120,skills:[6002,6004],info:"终极考验:极高HP,检测大招重置与辐射协同输出"},
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5701:{uuid:5701,name:"兽人首领(BOSS)",path:"mo4", fac:FacSet.MON, as:2.5,ss:10,type:HType.Melee,hp:2000,ap:60,speed:120,skills:[6002,6004],info:""},
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};
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@@ -67,7 +67,7 @@ export class Hero extends ecs.Entity {
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// 设置 Model 层属性(数据相关)
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model.hero_uuid = uuid;
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model.hero_name = hero.name;
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model.lv = hero.lv ? hero.lv : 1;
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model.lv = 1
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model.type = hero.type;
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model.fac = FacSet.HERO;
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// 只有主角才挂载天赋组件
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@@ -89,7 +89,6 @@ export class Hero extends ecs.Entity {
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// 初始化 buff/debuff 系统
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model.initAttrs();
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model.back_chance=FightSet.BACK_CHANCE
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this.add(hv);
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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const move = this.get(MoveComp);
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@@ -143,7 +143,6 @@ export class Monster extends ecs.Entity {
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}
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model.a_cd_max=hero.as
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model.s_cd_max=hero.ss
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model.back_chance=FightSet.BACK_CHANCE
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// ✅ 初始化技能数据(迁移到 HeroSkillsComp)
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if(hero.skills[0]) model.atk_id=hero.skills[0]
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if(hero.skills[1]) model.skill_id=hero.skills[1]
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@@ -1,430 +0,0 @@
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import { _decorator, Animation, AnimationClip, Component, instantiate, Label, Node, Prefab, resources, Sprite, SpriteFrame, v3, tween, Vec3, ProgressBar, SpriteAtlas } from 'cc';
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import { oops } from 'db://oops-framework/core/Oops';
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import { getHeroList, getPreAttr, HeroConf, HeroInfo, HType, HTypeName } from '../common/config/heroSet';
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import { smc } from '../common/SingletonModuleComp';
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import { GameEvent } from '../common/config/GameEvent';
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import { CCComp } from 'db://oops-framework/module/common/CCComp';
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import { ecs } from 'db://oops-framework/libs/ecs/ECS';
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import { SkillSet } from '../common/config/SkillSet';
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import { mLogger } from '../common/Logger';
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const { ccclass, property } = _decorator;
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@ccclass('HInfoComp')
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@ecs.register('HInfoComp', false)
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export class HInfoComp extends CCComp {
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debugMode: boolean = false;
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h_uuid:number=0
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private uiconsAtlas: SpriteAtlas | null = null;
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name_node:any=null
|
||||
type_node:any=null
|
||||
ap_node:any=null
|
||||
hp_node:any=null
|
||||
def_node:any=null
|
||||
mp_node:any=null
|
||||
skill1_node:any=null
|
||||
skill2_node:any=null
|
||||
// 重新定义节点映射,使名称更清晰
|
||||
// 当前显示的英雄节点数组(7个位置)
|
||||
heroNodes: (Node | null)[] = [null, null, null, null, null, null, null];
|
||||
|
||||
// 英雄位置定义
|
||||
hero_pos:any={
|
||||
0:v3(500,0,0), // 不在屏幕内
|
||||
1:v3(500,0,0),
|
||||
2:v3(250,0,0),
|
||||
3:v3(0,-30,0),
|
||||
4:v3(-250,0,0),
|
||||
5:v3(-500,0,0),
|
||||
6:v3(-500,0,0), // 不在屏幕内
|
||||
}
|
||||
|
||||
// 动画锁定标志:防止快速点击导致的动画冲突
|
||||
private isMoving: boolean = false;
|
||||
// 保存待处理的setTimeout句柄,用于取消前一个异步操作
|
||||
private moveTimeoutId: any = null;
|
||||
protected onLoad(): void {
|
||||
// this.on(GameEvent.MissionStart,this.mission_start,this)
|
||||
}
|
||||
// 位置索引常量
|
||||
private static center_pos = 3;
|
||||
|
||||
/**
|
||||
* 根据位置索引获取英雄缩放值
|
||||
* @param posIndex 位置索引 (0-6)
|
||||
* @returns Vec3 缩放向量
|
||||
*/
|
||||
private getHeroScale(posIndex: number): Vec3 {
|
||||
switch(posIndex) {
|
||||
case 2:
|
||||
case 4:
|
||||
return v3(-2.2, 2.2, 1); // 2、4位置:1.5倍缩放
|
||||
case 3:
|
||||
return v3(-2.5, 2.5, 1); // 3位置(中心):1.5倍缩放
|
||||
default:
|
||||
return v3(-2.2, 2.2, 1); // 其他位置:1.8倍缩放
|
||||
}
|
||||
}
|
||||
|
||||
start() {
|
||||
this.name_node=this.node.getChildByName("hname").getChildByName("name")
|
||||
this.type_node=this.node.getChildByName("hname").getChildByName("type")
|
||||
this.hp_node=this.node.getChildByName("info").getChildByName("base").getChildByName("bgs").getChildByName("hp")
|
||||
this.mp_node=this.node.getChildByName("info").getChildByName("base").getChildByName("bgs").getChildByName("mp")
|
||||
this.ap_node=this.node.getChildByName("info").getChildByName("base").getChildByName("bgs").getChildByName("ap")
|
||||
this.def_node=this.node.getChildByName("info").getChildByName("base").getChildByName("bgs").getChildByName("def")
|
||||
this.skill1_node=this.node.getChildByName("info").getChildByName("base").getChildByName("skills").getChildByName("skill1")
|
||||
this.skill2_node=this.node.getChildByName("info").getChildByName("base").getChildByName("skills").getChildByName("skill2")
|
||||
this.h_uuid=smc.fight_hero
|
||||
this.update_data(this.h_uuid)
|
||||
this.load_all_hero(this.h_uuid)
|
||||
this.showInfo()
|
||||
this.close_buy()
|
||||
this.close_ranks()
|
||||
}
|
||||
update(deltaTime: number) {
|
||||
|
||||
}
|
||||
update_data(uuid:number){
|
||||
this.h_uuid=uuid
|
||||
let skill1=SkillSet[HeroInfo[uuid].skills[0]]
|
||||
let skill2=SkillSet[HeroInfo[uuid].skills[1]]
|
||||
this.skill1_node.getChildByName("info").getChildByName("Label").getComponent(Label).string=skill1.info
|
||||
this.skill1_node.getChildByName("info").getChildByName("name").getComponent(Label).string=skill1.name
|
||||
|
||||
this.skill2_node.getChildByName("info").getChildByName("Label").getComponent(Label).string=skill2.info
|
||||
this.skill2_node.getChildByName("info").getChildByName("name").getComponent(Label).string=skill2.name
|
||||
|
||||
this.name_node.getComponent(Label).string=HeroInfo[uuid].name
|
||||
this.type_node.getComponent(Label).string=HTypeName[HeroInfo[uuid].type]
|
||||
this.ap_node.getChildByName("num").getComponent(Label).string=HeroInfo[uuid].ap.toString()
|
||||
this.hp_node.getChildByName("num").getComponent(Label).string=HeroInfo[uuid].hp.toString()
|
||||
let bar_num=getPreAttr(uuid)
|
||||
this.ap_node.getChildByName("bar").getComponent(ProgressBar).progress=bar_num.ap
|
||||
this.hp_node.getChildByName("bar").getComponent(ProgressBar).progress=bar_num.hp
|
||||
|
||||
// 更新技能图标
|
||||
this.updateSkillIcon(this.skill1_node, skill1.icon);
|
||||
this.updateSkillIcon(this.skill2_node, skill2.icon);
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新技能图标
|
||||
* @param node 技能节点
|
||||
* @param iconId 图标ID
|
||||
*/
|
||||
private updateSkillIcon(node: Node, iconId: string) {
|
||||
if (!node || !iconId) return;
|
||||
mLogger.log(this.debugMode, 'HInfoComp', "iconId",iconId)
|
||||
const iconNode = node.getChildByName("icon");
|
||||
mLogger.log(this.debugMode, 'HInfoComp', "iconNode",iconNode)
|
||||
if (!iconNode) return;
|
||||
const sprite = iconNode.getComponent(Sprite);
|
||||
mLogger.log(this.debugMode, 'HInfoComp', "sprite",sprite)
|
||||
if (!sprite) return;
|
||||
if (this.uiconsAtlas) {
|
||||
mLogger.log(this.debugMode, 'HInfoComp', "this.uiconsAtlas",this.uiconsAtlas)
|
||||
const frame = this.uiconsAtlas.getSpriteFrame(iconId);
|
||||
if (frame) {
|
||||
sprite.spriteFrame = frame;
|
||||
}
|
||||
} else {
|
||||
// 加载图集
|
||||
resources.load("gui/uicons", SpriteAtlas, (err, atlas) => {
|
||||
if (err) {
|
||||
mLogger.log(this.debugMode, 'HInfoComp', "[HInfoComp] Failed to load uicons atlas", err);
|
||||
return;
|
||||
}
|
||||
this.uiconsAtlas = atlas;
|
||||
mLogger.log(this.debugMode, 'HInfoComp', "atlas",atlas)
|
||||
const frame = atlas.getSpriteFrame(iconId);
|
||||
if (frame) {
|
||||
sprite.spriteFrame = frame;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
load_all_hero(uuid:number){
|
||||
// 清除之前的英雄节点
|
||||
this.claear_hero();
|
||||
|
||||
// 获取英雄列表(优先显示拥有的英雄)
|
||||
let heros = getHeroList();
|
||||
let currentIndex = heros.indexOf(uuid);
|
||||
|
||||
// 载入7个英雄节点(当前英雄及前后各3个)
|
||||
for(let i = 0; i < 7; i++) {
|
||||
// 计算索引位置(考虑循环)
|
||||
let indexOffset = i - 3; // -3, -2, -1, 0, 1, 2, 3
|
||||
let heroIndex = currentIndex + indexOffset;
|
||||
|
||||
// 处理循环边界
|
||||
if(heroIndex < 0) {
|
||||
heroIndex = heros.length + heroIndex;
|
||||
} else if(heroIndex >= heros.length) {
|
||||
heroIndex = heroIndex - heros.length;
|
||||
}
|
||||
|
||||
// 获取英雄UUID
|
||||
let heroUuid = heros[heroIndex];
|
||||
|
||||
// 载入英雄预制体并设置位置
|
||||
this.heroNodes[i] = this.load_hui(heroUuid, i);
|
||||
|
||||
// 添加初始缩放动画,根据位置设置不同的缩放值
|
||||
if (this.heroNodes[i]) {
|
||||
let targetScale = this.getHeroScale(i);
|
||||
tween(this.heroNodes[i])
|
||||
.to(0.2, { scale: targetScale })
|
||||
.start();
|
||||
}
|
||||
}
|
||||
this.show_lock()
|
||||
}
|
||||
load_hui(uuid:number, pos_index: number){
|
||||
var path = "game/gui/hui";
|
||||
var prefab: Prefab = oops.res.get(path, Prefab)!;
|
||||
var node = instantiate(prefab);
|
||||
// 将节点添加到父节点下
|
||||
this.node.getChildByName("hero").addChild(node);
|
||||
|
||||
// 设置节点位置
|
||||
node.setPosition(this.hero_pos[pos_index]);
|
||||
// node.setSiblingIndex(0);
|
||||
// 根据位置设置不同的缩放值
|
||||
node.setScale(this.getHeroScale(pos_index));
|
||||
// 加载并播放动画
|
||||
let anm_path=HeroInfo[uuid].path;
|
||||
resources.load("game/heros/hero/"+anm_path+"/idle", AnimationClip, (err, clip) => {
|
||||
if (!err && clip) {
|
||||
let animComponent = node.getComponent(Animation);
|
||||
if(animComponent) {
|
||||
animComponent.addClip(clip);
|
||||
animComponent.play("idle");
|
||||
}
|
||||
} else {
|
||||
mLogger.log(this.debugMode, 'HInfoComp', ` Failed to load animation for hero ${uuid}`, err);
|
||||
}
|
||||
});
|
||||
|
||||
return node;
|
||||
}
|
||||
mission_start(){
|
||||
this.claear_hero()
|
||||
}
|
||||
is_own(){
|
||||
return smc.heros.includes(this.h_uuid)
|
||||
}
|
||||
show_lock(){
|
||||
this.node.getChildByName("buy").active=!this.is_own()
|
||||
}
|
||||
showInfo(){
|
||||
this.node.getChildByName("info").active=smc.data.showInfo
|
||||
this.node.getChildByName("hname").getChildByName("more").getChildByName("no").active=smc.data.showInfo
|
||||
}
|
||||
btnShowInfo(){
|
||||
smc.data.showInfo=!smc.data.showInfo
|
||||
this.showInfo()
|
||||
}
|
||||
claear_hero(){
|
||||
for (let i = 0; i < this.heroNodes.length; i++) {
|
||||
if (this.heroNodes[i]) {
|
||||
this.heroNodes[i].destroy();
|
||||
this.heroNodes[i] = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
next_hero(){
|
||||
// 检查是否正在动画中,防止快速点击导致的冲突
|
||||
if (this.isMoving) return;
|
||||
|
||||
// 获取英雄列表(优先显示拥有的英雄)
|
||||
let heros = getHeroList();
|
||||
let index = heros.indexOf(this.h_uuid);
|
||||
index++;
|
||||
if(index == heros.length) index = 0;
|
||||
let nextHero = heros[index];
|
||||
|
||||
// 更新数据
|
||||
this.h_uuid = nextHero;
|
||||
this.update_data(nextHero);
|
||||
// 执行平滑移动动画
|
||||
this.moveHeroesRight();
|
||||
this.show_lock()
|
||||
}
|
||||
|
||||
prev_hero(){
|
||||
// 检查是否正在动画中,防止快速点击导致的冲突
|
||||
if (this.isMoving) return;
|
||||
|
||||
// 获取英雄列表(优先显示拥有的英雄)
|
||||
let heros = getHeroList();
|
||||
let index = heros.indexOf(this.h_uuid);
|
||||
index--;
|
||||
if(index == -1) index = heros.length - 1;
|
||||
let prevHero = heros[index];
|
||||
|
||||
// 更新数据
|
||||
this.h_uuid = prevHero;
|
||||
this.update_data(prevHero);
|
||||
// 执行平滑移动动画
|
||||
this.moveHeroesLeft();
|
||||
this.show_lock()
|
||||
}
|
||||
show_buy(){
|
||||
this.node.getChildByName("unlock").active=true
|
||||
}
|
||||
close_buy(){
|
||||
this.node.getChildByName("unlock").active=false
|
||||
}
|
||||
show_ranks(){
|
||||
this.node.getChildByName("ranks").active=true
|
||||
}
|
||||
close_ranks(){
|
||||
this.node.getChildByName("ranks").active=false
|
||||
}
|
||||
buy_hero(){
|
||||
mLogger.log(this.debugMode, 'HInfoComp', "buy_hero",this.h_uuid)
|
||||
if(smc.data.gold < HeroConf.COST) {
|
||||
oops.gui.toast("金币不足")
|
||||
return
|
||||
}
|
||||
smc.addHero(this.h_uuid)
|
||||
this.load_all_hero(this.h_uuid)
|
||||
this.show_lock()
|
||||
this.close_buy()
|
||||
}
|
||||
|
||||
moveHeroesLeft() {
|
||||
// 取消前一个待处理的异步操作
|
||||
if (this.moveTimeoutId !== null) {
|
||||
clearTimeout(this.moveTimeoutId);
|
||||
}
|
||||
|
||||
// 设置动画锁定
|
||||
this.isMoving = true;
|
||||
|
||||
// 在动画开始前,直接销毁hero_pos[6]上的节点
|
||||
mLogger.log(this.debugMode, 'HInfoComp', "hero_pos[6]",this.hero_pos[6])
|
||||
if (this.heroNodes[6]) {
|
||||
this.heroNodes[6].destroy();
|
||||
this.heroNodes[6] = null;
|
||||
}
|
||||
|
||||
// 移动所有现有节点向左(除了已销毁的heroNodes[6])
|
||||
for (let i = 0; i < 6; i++) {
|
||||
if (this.heroNodes[i]) {
|
||||
mLogger.log(this.debugMode, 'HInfoComp', "i",i)
|
||||
// 计算目标位置:向左移动
|
||||
let targetPos = this.hero_pos[i + 1];
|
||||
|
||||
// 使用Tween执行平滑移动和缩放动画
|
||||
let targetScale = this.getHeroScale(i + 1);
|
||||
|
||||
tween(this.heroNodes[i])
|
||||
.to(0.2, { position: targetPos, scale: targetScale })
|
||||
.start();
|
||||
}
|
||||
}
|
||||
|
||||
// 延迟重排数组和创建新节点,等待动画完成
|
||||
this.moveTimeoutId = setTimeout(() => {
|
||||
// 移动数组元素(向后平移)
|
||||
for (let i = 6; i > 0; i--) {
|
||||
mLogger.log(this.debugMode, 'HInfoComp', "i",i)
|
||||
this.heroNodes[i] = this.heroNodes[i - 1];
|
||||
}
|
||||
|
||||
// 创建新节点放在hero_pos[0]位置
|
||||
let heros = getHeroList();
|
||||
mLogger.log(this.debugMode, 'HInfoComp', "heros",heros)
|
||||
let currentIndex = heros.indexOf(this.h_uuid);
|
||||
let newIndex = currentIndex - 3; // 新的最左侧英雄索引
|
||||
|
||||
// 处理循环边界
|
||||
if (newIndex < 0) {
|
||||
newIndex = heros.length + newIndex;
|
||||
}
|
||||
|
||||
this.heroNodes[0] = this.load_hui(heros[newIndex], 0);
|
||||
|
||||
// 确保新创建的节点使用正确的缩放值
|
||||
if (this.heroNodes[0]) {
|
||||
mLogger.log(this.debugMode, 'HInfoComp', "this.heroNodes[0]",this.heroNodes[0])
|
||||
this.heroNodes[0].setScale(this.getHeroScale(0));
|
||||
}
|
||||
|
||||
// 动画完成,解除锁定
|
||||
this.isMoving = false;
|
||||
this.moveTimeoutId = null;
|
||||
}, 200); // 与动画时间保持一致
|
||||
}
|
||||
|
||||
moveHeroesRight() {
|
||||
// 取消前一个待处理的异步操作
|
||||
if (this.moveTimeoutId !== null) {
|
||||
clearTimeout(this.moveTimeoutId);
|
||||
}
|
||||
|
||||
// 设置动画锁定
|
||||
this.isMoving = true;
|
||||
|
||||
// 在动画开始前,直接销毁hero_pos[0]上的节点
|
||||
if (this.heroNodes[0]) {
|
||||
this.heroNodes[0].destroy();
|
||||
this.heroNodes[0] = null;
|
||||
}
|
||||
|
||||
// 移动所有现有节点向右(除了已销毁的heroNodes[0])
|
||||
for (let i = 1; i < this.heroNodes.length; i++) {
|
||||
if (this.heroNodes[i]) {
|
||||
// 计算目标位置:向右移动
|
||||
let targetPos = this.hero_pos[i - 1];
|
||||
|
||||
// 使用Tween执行平滑移动和缩放动画
|
||||
let targetScale = this.getHeroScale(i - 1);
|
||||
|
||||
tween(this.heroNodes[i])
|
||||
.to(0.2, { position: targetPos, scale: targetScale })
|
||||
.start();
|
||||
}
|
||||
}
|
||||
|
||||
// 延迟重排数组和创建新节点,等待动画完成
|
||||
this.moveTimeoutId = setTimeout(() => {
|
||||
// 移动数组元素(向前平移)
|
||||
for (let i = 0; i < 6; i++) {
|
||||
this.heroNodes[i] = this.heroNodes[i + 1];
|
||||
}
|
||||
|
||||
// 创建新节点放在hero_pos[6]位置
|
||||
let heros = getHeroList();
|
||||
let currentIndex = heros.indexOf(this.h_uuid);
|
||||
let newIndex = currentIndex + 3; // 新的最右侧英雄索引
|
||||
|
||||
// 处理循环边界
|
||||
if (newIndex >= heros.length) {
|
||||
newIndex = newIndex - heros.length;
|
||||
}
|
||||
|
||||
this.heroNodes[6] = this.load_hui(heros[newIndex], 6);
|
||||
|
||||
// 确保新创建的节点使用正确的缩放值
|
||||
if (this.heroNodes[6]) {
|
||||
this.heroNodes[6].setScale(this.getHeroScale(6));
|
||||
}
|
||||
|
||||
// 动画完成,解除锁定
|
||||
this.isMoving = false;
|
||||
this.moveTimeoutId = null;
|
||||
}, 200); // 与动画时间保持一致
|
||||
}
|
||||
|
||||
reset() {
|
||||
this.node.destroy()
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "f8dd2383-61ab-4cf9-9879-0d0fe2cd6c2f",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
Reference in New Issue
Block a user