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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@@ -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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