refactor(game): 重构游戏地平线与怪物生成逻辑,并更新UI资源

- 将游戏地平线从120调整为-215,以改变战斗场景基线
- 移除多线路怪物生成逻辑,统一使用地平线作为y坐标
- 清理卡牌系统中的等级升级相关代码,简化事件处理
- 更新角色控制器UI布局和样式,调整组件位置和尺寸
- 替换纹理图集资源,移除旧版背景图,添加新版分层背景
- 删除多个未使用的meta配置文件
This commit is contained in:
walkpan
2026-01-29 22:51:16 +08:00
parent 4ac3d55990
commit bff20f0ded
14 changed files with 1844 additions and 1557 deletions

View File

@@ -19,7 +19,10 @@ export class CardControllerComp extends CCComp {
console.log("CardControllerComp start",this.node)
this.page_init()
}
onAdded(args:any){
console.log("CardControllerComp onAdded",args)
smc.map.MapView.scene.mapLayer.node.getChildByName("loading").active=false;
}
protected update(dt: number): void {
if(smc.vmdata.game_over||smc.vmdata.game_pause){
return

View File

@@ -65,7 +65,6 @@ export class MissionCardComp extends CCComp {
oops.message.on(GameEvent.MissionStart, this.onMissionStart, this);
oops.message.on(GameEvent.MissionEnd, this.onMissionEnd, this);
oops.message.on(GameEvent.ToCallFriend, this.onCallFriend, this);
// oops.message.on(GameEvent.CanUpdateLv, this.onLevelUp, this);
}
@@ -80,7 +79,6 @@ export class MissionCardComp extends CCComp {
oops.message.off(GameEvent.MissionStart, this.onMissionStart, this);
oops.message.off(GameEvent.MissionEnd, this.onMissionEnd, this);
oops.message.off(GameEvent.ToCallFriend, this.onCallFriend, this);
// oops.message.off(GameEvent.CanUpdateLv, this.onLevelUp, this);
this.ent.destroy();
}
@@ -160,11 +158,7 @@ export class MissionCardComp extends CCComp {
this.checkQueue();
}
private onLevelUp(event: string, args: any) {
// args.lv 是当前等级
this.eventQueue.push({ level: args.lv });
this.checkQueue();
}
private checkQueue() {
if (this.node.active) return;
@@ -174,8 +168,6 @@ export class MissionCardComp extends CCComp {
if (event) {
if (event.type !== undefined) {
this.showCardType(event.type);
} else if (event.level !== undefined) {
this.showLevelCards(event.level);
}
}
}
@@ -191,30 +183,6 @@ export class MissionCardComp extends CCComp {
this.openUI();
}
/**
* 显示等级对应的卡牌(正常升级模式)
*/
private showLevelCards(level: number) {
if(smc.vmdata.gold < smc.vmdata.chou_gold){
oops.gui.toast("金币不足")
return
}
smc.vmdata.gold -= smc.vmdata.chou_gold
this.curCardType = null; // 混合模式,无单一类型
this.fetchCards(level);
this.openUI();
}
private do_hero_lv_up(){
if(smc.vmdata.gold < smc.vmdata.lvup_gold){
oops.gui.toast("金币不足")
return
}
smc.vmdata.hero.lv++
smc.vmdata.gold -= smc.vmdata.lvup_gold
smc.vmdata.lvup_gold += FightSet.LVUP_GOLD_UP*smc.vmdata.hero.lv
oops.gui.toast("升级成功")
oops.message.dispatchEvent(GameEvent.HeroLvUp,{lv:smc.vmdata.hero.lv})
}
private openUI() {
this.node.active = true;
this.hasSelected = false;

View File

@@ -8,7 +8,7 @@ import { GameEvent } from "../common/config/GameEvent";
// 导入肉鸽配置
import { getStageMonConfigs, MonType, generateMonstersFromBudget, getRogueConfig } from "./RogueConfig";
import { BuffConf } from "../common/config/SkillSet";
import { IndexSet, FacSet } from "../common/config/GameSet";
import { IndexSet, FacSet, BoxSet } from "../common/config/GameSet";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { Attrs } from "../common/config/HeroAttrs";
const { ccclass, property } = _decorator;
@@ -234,27 +234,27 @@ export class MissionMonCompComp extends CCComp {
// y 在线路之间交替0->SLINE_1, 1->SLINE_2, 2->SLINE_3, 3->SLINE_4
const x = MonStart.START_X + Math.floor(i / 4) * MonStart.START_I;
let y = MonStart.SLINE_1;
let y = BoxSet.GAME_LINE;
let lane = 0;
switch (i % 4) {
case 0:
y = MonStart.SLINE_1;
lane = 0;
break;
case 1:
y = MonStart.SLINE_2;
lane = 1;
break;
case 2:
y = MonStart.SLINE_3;
lane = 2;
break;
case 3:
y = MonStart.SLINE_4;
lane = 3;
break;
}
// switch (i % 4) {
// case 0:
// y = MonStart.SLINE_1;
// lane = 0;
// break;
// case 1:
// y = MonStart.SLINE_2;
// lane = 1;
// break;
// case 2:
// y = MonStart.SLINE_3;
// lane = 2;
// break;
// case 3:
// y = MonStart.SLINE_4;
// lane = 3;
// break;
// }
let pos: Vec3 = v3(x, y, 0);