feat(ui): 优化任务界面显示逻辑与天赋物品样式

移除 MissionMonComp 中多余的 resetSlotSpawnData 调用
在 MissionHomeComp 中添加地图主节点的显示/隐藏控制
重构 map_rpg 预制体结构,将 maps 节点重命名为 fight 并添加 main 节点
调整 prefab_talent_item 的布局和样式,优化显示效果
This commit is contained in:
panw
2026-05-08 10:28:27 +08:00
parent 2bec1e5336
commit c70e3bbb4d
5 changed files with 1381 additions and 1086 deletions

View File

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@@ -72,11 +72,18 @@ export class MissionHomeComp extends CCComp {
* 1. 打印日志。 * 1. 打印日志。
* 2. 分发 MissionStart 事件,驱动 MissionComp / MissionCardComp 初始化战斗。 * 2. 分发 MissionStart 事件,驱动 MissionComp / MissionCardComp 初始化战斗。
* 3. 隐藏主页节点。 * 3. 隐藏主页节点。
* 4. 隐藏 mapLayer 下的 main 节点。
*/ */
start_mission() { start_mission() {
mLogger.log(this.debugMode, 'MissionHomeComp', "start_mission") mLogger.log(this.debugMode, 'MissionHomeComp', "start_mission")
oops.message.dispatchEvent(GameEvent.MissionStart, {}) oops.message.dispatchEvent(GameEvent.MissionStart, {})
this.node.active=false; this.node.active=false;
// 隐藏 mapLayer 下的 main 节点
let mainNode = smc.map.MapView.scene.mapLayer?.node.getChildByName("main");
if (mainNode) {
mainNode.active = false;
}
} }
/** 打开排行榜弹窗 */ /** 打开排行榜弹窗 */
@@ -99,6 +106,12 @@ export class MissionHomeComp extends CCComp {
home_active(){ home_active(){
this.uodate_data() this.uodate_data()
this.node.active=true this.node.active=true
// 重新显示 mapLayer 下的 main 节点
let mainNode = smc.map.MapView.scene.mapLayer?.node.getChildByName("main");
if (mainNode) {
mainNode.active = true;
}
} }
/** 更新主页显示数据(预留) */ /** 更新主页显示数据(预留) */

View File

@@ -105,7 +105,6 @@ export class MissionMonCompComp extends CCComp {
this.on("SpawnSpecialMonster", this.onSpawnSpecialMonster, this); this.on("SpawnSpecialMonster", this.onSpawnSpecialMonster, this);
this.on("PhasePrepareEnd", this.onPhasePrepareEnd, this); this.on("PhasePrepareEnd", this.onPhasePrepareEnd, this);
this.on("TimeUpAdvanceWave", this.onTimeUpAdvanceWave, this); this.on("TimeUpAdvanceWave", this.onTimeUpAdvanceWave, this);
this.resetSlotSpawnData(1)
} }
/** /**