fix(game): 调整怪物生成逻辑和UI尺寸,优化资源图集
- 修复怪物生成时近战/远程类型与槽位不匹配的问题,增加槽位类型限制 - 调整加载界面进度条尺寸和颜色,优化视觉表现 - 修改任务主页组件,注释掉未使用的标签切换功能 - 更新资源图集布局,修正精灵帧坐标和旋转状态 - 调整英雄界面预制件的部分UI元素尺寸
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@@ -55,7 +55,7 @@ export class MissionHomeComp extends CCComp {
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home_active(){
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this.uodate_data()
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this.node.active=true
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this.switch_tab('home')
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// this.switch_tab('home')
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}
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uodate_data(){
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@@ -63,25 +63,25 @@ export class MissionHomeComp extends CCComp {
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isWxClient(){
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return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
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}
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btn_func(e: any, data: string){
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if (['home', 'hero', 'rank'].includes(data)) {
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this.switch_tab(data);
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}
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}
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// btn_func(e: any, data: string){
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// if (['home', 'hero', 'rank'].includes(data)) {
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// this.switch_tab(data);
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// }
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// }
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switch_tab(tab: string) {
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if (this.heros_page) this.heros_page.active = tab === 'hero';
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if (this.rank_page) this.rank_page.active = tab === 'rank';
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// switch_tab(tab: string) {
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// if (this.heros_page) this.heros_page.active = tab === 'hero';
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// if (this.rank_page) this.rank_page.active = tab === 'rank';
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const setBtnActive = (btn: Node, isActive: boolean) => {
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const activeNode = btn?.getChildByName('active');
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if (activeNode) activeNode.active = isActive;
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}
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// const setBtnActive = (btn: Node, isActive: boolean) => {
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// const activeNode = btn?.getChildByName('active');
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// if (activeNode) activeNode.active = isActive;
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// }
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setBtnActive(this.home_btn, tab === 'home');
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setBtnActive(this.hero_btn, tab === 'hero');
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setBtnActive(this.rank_btn, tab === 'rank');
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}
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// setBtnActive(this.home_btn, tab === 'home');
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// setBtnActive(this.hero_btn, tab === 'hero');
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// setBtnActive(this.rank_btn, tab === 'rank');
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// }
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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