style: 格式化代码对齐与缩进

统一调整所有枚举、对象的代码格式,修正缩进和空格规范,移除冗余代码注释
This commit is contained in:
pan
2026-05-29 15:55:52 +08:00
parent e7230db7ca
commit d45f370682
2 changed files with 53 additions and 53 deletions

View File

@@ -2,51 +2,51 @@ import { Color } from "cc";
/** 碰撞分组 */ /** 碰撞分组 */
export enum BoxSet { export enum BoxSet {
//物理碰撞tag //物理碰撞tag
SKILL_TAG=8, SKILL_TAG = 8,
ATK_RANGE = 4, ATK_RANGE = 4,
//group //group
DEFAULT = 1, DEFAULT = 1,
MONSTER = 2, MONSTER = 2,
HERO = 4, HERO = 4,
//地图边界 //地图边界
LETF_END = -360, LETF_END = -360,
RIGHT_END = 360, RIGHT_END = 360,
//游戏地平线 //游戏地平线
GAME_LINE = 100, GAME_LINE = 100,
} }
export enum FacSet { export enum FacSet {
HERO=0, HERO = 0,
MON=1, MON = 1,
} }
export enum FightSet { export enum FightSet {
CRIT_DAMAGE=50,//暴击伤害 CRIT_DAMAGE = 50,//暴击伤害
MORE_RC=10,//更多次数 广告获取的次数 MORE_RC = 10,//更多次数 广告获取的次数
HEARTPOS=-320,//基地位置 HEARTPOS = -320,//基地位置
HERO_MAX_NUM=6,//英雄最大数量 HERO_MAX_NUM = 6,//英雄最大数量
MERGE_MAX=5, //英雄最大等级 MERGE_MAX = 3, //英雄最大等级
MERGE_NEED=3, //英雄升级需要的英雄数 MERGE_NEED = 3, //英雄升级需要的英雄数
// BACK_RANG=30,//后退范围 // BACK_RANG=30,//后退范围
BACK_RANG=30,//后退范围 BACK_RANG = 30,//后退范围
FiIGHT_TIME=30,//战斗时间 FiIGHT_TIME = 30,//战斗时间
// BACK_CHANCE=40,//击退概率 // BACK_CHANCE=40,//击退概率
FROST_TIME=3,//冰冻时间 FROST_TIME = 3,//冰冻时间
SKILL_CAST_DELAY=0.15, SKILL_CAST_DELAY = 0.15,
CSKILL_START_X=-340, CSKILL_START_X = -340,
CSKILL_START_Y=30, CSKILL_START_Y = 30,
SHIELD_MAX=5, SHIELD_MAX = 5,
WAVE_HEAL_RATE=0.5, // 回合结束时所有英雄恢复最大生命值的比例 WAVE_HEAL_RATE = 0.5, // 回合结束时所有英雄恢复最大生命值的比例
PUNCTURE_DOWN=50, PUNCTURE_DOWN = 50,
} }
export const laneIdx = { export const laneIdx = {
2:[-180,90], 2: [-180, 90],
1:[-180,0], 1: [-180, 0],
3:[-180,-90], 3: [-180, -90],
5:[-280,90], 5: [-280, 90],
4:[-280,0], 4: [-280, 0],
6:[-280,-90], 6: [-280, -90],
} }
export enum IndexSet { export enum IndexSet {
@@ -58,20 +58,20 @@ export enum IndexSet {
MON2 = -3000, MON2 = -3000,
/** 每个怪物的层级增量,确保后生成的在前面 */ /** 每个怪物的层级增量,确保后生成的在前面 */
MON_INCREMENT = 1, MON_INCREMENT = 1,
SLILL=4000, SLILL = 4000,
BOSS=2100, BOSS = 2100,
} }
export const TooltipTypes = { export const TooltipTypes = {
life:1, life: 1,
health:2, health: 2,
skill:3, skill: 3,
crit:4, crit: 4,
uskill:5, uskill: 5,
lvup:6, lvup: 6,
apup:7, apup: 7,
hpup:8, hpup: 8,
addmp:9, addmp: 9,
shield:10, shield: 10,
} }

View File

@@ -772,12 +772,12 @@ export class MissionCardComp extends CCComp {
label.string = `lv.${lv}`; label.string = `lv.${lv}`;
} }
} }
const widget = this.pool_lv_node.getComponent(Widget); // const widget = this.pool_lv_node.getComponent(Widget);
if (widget) widget.updateAlignment(); // if (widget) widget.updateAlignment();
this.pool_lv_node.children.forEach(child => { // this.pool_lv_node.children.forEach(child => {
const childWidget = child.getComponent(Widget); // const childWidget = child.getComponent(Widget);
if (childWidget) childWidget.updateAlignment(); // if (childWidget) childWidget.updateAlignment();
}); // });
const peak = 1.2 const peak = 1.2
this.playHeroNumNodePop(this.pool_lv_node, peak); this.playHeroNumNodePop(this.pool_lv_node, peak);
} }