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
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@@ -19,7 +19,10 @@ export class CardControllerComp extends CCComp {
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console.log("CardControllerComp start",this.node)
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this.page_init()
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}
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onAdded(args:any){
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console.log("CardControllerComp onAdded",args)
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smc.map.MapView.scene.mapLayer.node.getChildByName("loading").active=false;
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}
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protected update(dt: number): void {
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if(smc.vmdata.game_over||smc.vmdata.game_pause){
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return
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@@ -65,7 +65,6 @@ export class MissionCardComp extends CCComp {
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oops.message.on(GameEvent.MissionStart, this.onMissionStart, this);
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oops.message.on(GameEvent.MissionEnd, this.onMissionEnd, this);
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oops.message.on(GameEvent.ToCallFriend, this.onCallFriend, this);
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// oops.message.on(GameEvent.CanUpdateLv, this.onLevelUp, this);
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}
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@@ -80,7 +79,6 @@ export class MissionCardComp extends CCComp {
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oops.message.off(GameEvent.MissionStart, this.onMissionStart, this);
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oops.message.off(GameEvent.MissionEnd, this.onMissionEnd, this);
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oops.message.off(GameEvent.ToCallFriend, this.onCallFriend, this);
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// oops.message.off(GameEvent.CanUpdateLv, this.onLevelUp, this);
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this.ent.destroy();
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}
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@@ -160,11 +158,7 @@ export class MissionCardComp extends CCComp {
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this.checkQueue();
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}
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private onLevelUp(event: string, args: any) {
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// args.lv 是当前等级
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this.eventQueue.push({ level: args.lv });
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this.checkQueue();
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}
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private checkQueue() {
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if (this.node.active) return;
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@@ -174,8 +168,6 @@ export class MissionCardComp extends CCComp {
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if (event) {
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if (event.type !== undefined) {
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this.showCardType(event.type);
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} else if (event.level !== undefined) {
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this.showLevelCards(event.level);
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}
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}
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}
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@@ -191,30 +183,6 @@ export class MissionCardComp extends CCComp {
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this.openUI();
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}
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/**
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* 显示等级对应的卡牌(正常升级模式)
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*/
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private showLevelCards(level: number) {
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if(smc.vmdata.gold < smc.vmdata.chou_gold){
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oops.gui.toast("金币不足")
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return
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}
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smc.vmdata.gold -= smc.vmdata.chou_gold
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this.curCardType = null; // 混合模式,无单一类型
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this.fetchCards(level);
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this.openUI();
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}
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private do_hero_lv_up(){
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if(smc.vmdata.gold < smc.vmdata.lvup_gold){
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oops.gui.toast("金币不足")
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return
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}
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smc.vmdata.hero.lv++
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smc.vmdata.gold -= smc.vmdata.lvup_gold
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smc.vmdata.lvup_gold += FightSet.LVUP_GOLD_UP*smc.vmdata.hero.lv
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oops.gui.toast("升级成功")
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oops.message.dispatchEvent(GameEvent.HeroLvUp,{lv:smc.vmdata.hero.lv})
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}
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private openUI() {
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this.node.active = true;
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this.hasSelected = false;
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@@ -8,7 +8,7 @@ import { GameEvent } from "../common/config/GameEvent";
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// 导入肉鸽配置
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import { getStageMonConfigs, MonType, generateMonstersFromBudget, getRogueConfig } from "./RogueConfig";
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import { BuffConf } from "../common/config/SkillSet";
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import { IndexSet, FacSet } from "../common/config/GameSet";
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import { IndexSet, FacSet, BoxSet } from "../common/config/GameSet";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { Attrs } from "../common/config/HeroAttrs";
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const { ccclass, property } = _decorator;
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@@ -234,27 +234,27 @@ export class MissionMonCompComp extends CCComp {
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// y 在线路之间交替:0->SLINE_1, 1->SLINE_2, 2->SLINE_3, 3->SLINE_4
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const x = MonStart.START_X + Math.floor(i / 4) * MonStart.START_I;
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let y = MonStart.SLINE_1;
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let y = BoxSet.GAME_LINE;
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let lane = 0;
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switch (i % 4) {
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case 0:
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y = MonStart.SLINE_1;
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lane = 0;
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break;
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case 1:
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y = MonStart.SLINE_2;
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lane = 1;
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break;
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case 2:
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y = MonStart.SLINE_3;
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lane = 2;
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break;
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case 3:
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y = MonStart.SLINE_4;
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lane = 3;
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break;
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}
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// switch (i % 4) {
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// case 0:
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// y = MonStart.SLINE_1;
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// lane = 0;
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// break;
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// case 1:
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// y = MonStart.SLINE_2;
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// lane = 1;
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// break;
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// case 2:
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// y = MonStart.SLINE_3;
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// lane = 2;
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// break;
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// case 3:
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// y = MonStart.SLINE_4;
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// lane = 3;
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// break;
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// }
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let pos: Vec3 = v3(x, y, 0);
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