160 Commits

Author SHA1 Message Date
pan
53f73685b1 fix(animation anim): 修复动画关键帧浮点数值精度问题
将动画配置文件中的关键帧浮点数值从简写形式更新为完整的浮点表示,避免因精度丢失导致的动画异常
2026-06-09 16:51:12 +08:00
pan
1766d74a27 refactor(VictoryComp): 重构MVP英雄渲染逻辑
使用CardComp统一渲染MVP英雄,移除冗余的手动UI设置代码,修复了UI被覆盖的问题,同时禁用卡牌交互防止误操作
2026-06-09 10:49:12 +08:00
pan
46cadb3bc2 feat(map): add click preview for skill box on battlefield
1. 为战场技能槽节点添加点击事件,点击时打开技能详情弹窗
2. 重构HInfoComp弹窗以支持技能卡预览模式
3. 新增技能卡专属的图标加载和界面渲染逻辑
2026-06-09 10:28:43 +08:00
pan
f62b5ecc2b fix(talents): 动态调整天赋列表容器高度
根据当前天赋配置数量重新计算列表容器高度,避免内容超出或留白过多,适配不同数量的天赋条目展示。
2026-06-09 10:15:13 +08:00
pan
12449c8d1d feat(talents): 重构驻场技能页面为天赋图鉴页面
- 调整天赋预制体布局参数,包含容器宽度、边距和间距
- 移除旧的驻场技能相关UI节点引用
- 替换数据来源为卡牌池技能卡,重构列表渲染与排序逻辑
- 更新UI展示逻辑,显示天赋名称、描述、图标和对应品质背景
- 优化组件注释与属性描述,统一代码风格
2026-06-09 10:01:44 +08:00
pan
dfbac61ed9 refactor(prefab): 重构卡片、技能盒等预制体资源
调整了hero1/hero2/hero3节点名称与位置,更新精灵帧与动画剪辑资源引用,重构节点层级结构与布局配置,统一资源依赖关系
2026-06-05 10:20:42 +08:00
panFD
500ba03eb9 feat(game): 重构卡牌技能关联逻辑,调整游戏UI布局
为CardConfig新增skill字段,支持卡牌独立关联技能UUID
重构SCardComp与SkillBoxComp的技能获取逻辑,修复技能图标与配置读取问题,修正组件参数注释
调整GameSet中的游戏地平线坐标,优化多个场景与UI预制体的布局位置
移除部分预制体中的冗余配置项,清理无效代码
2026-06-04 23:12:57 +08:00
panFD
c1f1aea387 feat(field-skill): 新增驻场技能卡牌支持与属性计算逻辑
为CardConfig接口新增field字段用于配置驻场技能UUID数组
新增两个示例驻场光环卡牌
优化FieldSkillHelper统计场上技能卡牌的属性加成
调整SkillBoxComp逻辑:驻场技能隐藏剩余次数、跳过定期触发
2026-06-04 21:21:34 +08:00
panFD
998300f721 feat(技能UI): 添加技能冷却遮罩显示功能
为SkillBoxComp组件新增CD遮罩的初始化与帧更新逻辑,根据技能触发间隔动态计算冷却进度
调整多个技能相关预制体的布局,添加cd_mask精灵节点以支持冷却UI展示
优化部分技能框的UI排版与节点配置
2026-06-04 21:12:12 +08:00
panFD
ac1c810636 feat(技能框): 添加技能释放动画并优化UI显示
添加技能触发时的缩放缓动动画,播放前停止已有缓动避免异常,增强操作视觉反馈。
调整技能剩余次数的显示格式,移除多余的“次”后缀。
更新技能框预制体,新增CD遮罩节点并调整图标布局与缩放参数,同时替换关联UI图片资源。
2026-06-04 20:42:22 +08:00
panFD
237df1dc4e 重构(地图卡牌): 抽离技能卡牌逻辑为独立组件
- 新增SCardComp.ts,实现技能卡牌专属的UI渲染、点击交互与使用逻辑
- 更新MissionCardComp.ts,替换技能卡槽的组件类型为SCardComp并修正相关代码
- 重构CardComp.ts:移除所有Skill类型卡牌的处理代码,修复卡牌等级取值优先级问题,简化拖拽逻辑仅保留英雄卡上划使用功能
2026-06-04 19:08:54 +08:00
pan
2276ff1fbd refactor(map): 为技能抽卡添加入场动画效果
1. 新增技能卡入场动画逻辑,实现多张卡牌依次从下方飞入的效果
2. 调整技能抽卡弹窗显示流程,先刷新卡牌数据再播放动画
3. 清理代码中多余的空白行,优化格式整洁度
2026-06-04 17:01:11 +08:00
pan
2c306ff21a feat(技能槽UI): 调整技能槽布局并更新预制件样式
清理了无用的导入语句,调整了MissSkillsComp中的技能槽坐标位置,更新了sbox预制件的图标、文本样式与节点配置,优化界面显示效果。
2026-06-04 15:49:16 +08:00
pan
0c9818ca27 fix(cast&skill): 修复技能预制体加载问题,重构代码并添加调试日志
为SCastSystem添加多处调试日志,便于排查技能施法相关问题
重构Skill类的load方法,将同步预制体获取改为异步加载逻辑
封装重复的技能节点初始化逻辑为内部函数,提升代码可读性
修复预制体未预加载时无法创建技能实体的问题
2026-06-04 15:25:43 +08:00
pan
efe6cc0dd7 refactor(skill): 重构技能盒子管理为ECS实体架构
新增SBox ECS实体,统一管理技能盒子的创建、挂载与销毁
重构MissSkillsComp,改用SBox实体替代直接实例化技能节点
更新SkillBoxComp,新增实体引用以通过ECS生命周期销毁节点
临时调整SCastSystem的索敌范围为全屏级,方便测试
2026-06-04 14:41:27 +08:00
pan
c5d521136d 修复(卡牌&施法系统): 修正卡牌消耗与施法目标选择逻辑
调整“持续天降火球”技能卡牌的法力消耗从5改为0,修复错误配置;优化敌方技能的施法目标选择逻辑,通过索敌范围获取真实敌人位置,替代原有的固定偏移位置,提升技能释放准确性
2026-06-04 14:14:02 +08:00
pan
27cd20c70d feat(card): add wave filter for skill card draws
1. 新增卡牌配置wave字段,标记技能卡可抽取的波次
2. 重构抽卡逻辑,新增drawCardsByRule规则支持按波次过滤技能卡
3. 优化任务面板的技能卡抽取逻辑,使用新的抽卡规则获取对应波次的技能卡
4. 更新示例技能卡牌配置,添加wave和overrides配置示例
2026-06-04 11:02:19 +08:00
pan
1855bcec4c feat(card skill): add skill parameter override support
1. 新增卡牌技能参数覆写配置项,支持自定义伤害、buff数值等
2. 调整UI布局的上下边框参数,适配技能框显示
3. 完整打通技能覆写参数从配置到技能释放的全链路
2026-06-04 10:43:53 +08:00
pan
73214dbb10 feat(skillBox): 添加技能跨波次维持功能
1. 新增keep_waves配置字段控制技能维持波次
2. 重构技能盒组件的波次切换逻辑,支持跨波次持续生效
3. 为默认技能卡添加15波次的维持配置
4. 优化节点销毁的合法性校验逻辑
2026-06-04 10:34:51 +08:00
panFD
7e86aed500 feat: 新增技能卡系统,优化卡牌操作逻辑
1.  调整任务开始按钮显示逻辑,新增nobg节点控制
2.  重构卡牌拖拽逻辑,技能卡改为点击使用,英雄卡保留上划使用
3.  修改技能卡牌初始消耗为0
4.  新增技能卡槽面板,在特定波次开放技能卡抽取
5.  新增技能卡刷新按钮与相关回调逻辑
6.  优化抽卡UI显示与费用更新逻辑
2026-06-03 22:40:09 +08:00
panFD
1b384572c6 feat(MissionCardComp): 新增技能卡牌相关节点引用
在任务卡片组件中添加技能弹窗、卡槽、刷新按钮等相关节点的序列化引用,用于后续技能选择刷新功能开发
2026-06-03 19:38:00 +08:00
pan
27ffdaaf87 refactor: 重构技能弹窗系统,移除冗余技能池逻辑
1.  删除SkillBoxCardConfig相关类型、技能池配置和抽卡函数
2.  移除技能弹窗的刷新次数持久化逻辑与UI
3.  简化MissSkillsComp、SkillBoxComp的技能处理流程
4.  统一技能卡的添加和初始化逻辑,移除config专用初始化流程
5.  调整MissionCardComp的波次技能弹窗触发逻辑
6.  清理CardComp中冗余的技能描述缓存代码
7.  修正UIConfig中SkillBox预制体路径命名
2026-06-03 17:24:22 +08:00
pan
e76cba7933 feat(map): 新增固定波次技能三选一弹窗系统
1.  新增MSkillBoxComp弹窗组件,实现固定波次触发的技能卡选择功能
2.  新增SkillBoxCardConfig配置与SkillBoxPool技能池,支持按波次配置技能
3.  重构MissionCardComp,将技能卡抽取改为固定波次弹窗触发
4.  扩展SingletonModuleComp与MissionComp,添加技能刷新次数持久化逻辑
5.  优化MissSkillsComp,新增SkillBox专属技能加载流程
6.  修复SkillBoxComp,支持自定义技能参数覆盖
7.  调整UIConfig与CardSet配置,适配新的技能卡流程
2026-06-03 16:36:22 +08:00
pan
1871551fca feat(ui,card): 添加技能卡牌系统UI配置与显示逻辑
1. 新增SkillBox UI界面配置到GameUIConfig
2. 为CardComp组件添加技能描述文本渲染功能
3. 实现卡牌节点标签缓存与统一UI样式配置
4. 修复不同类型卡牌切换时的文本残留问题
2026-06-03 15:12:36 +08:00
pan
a3a8c61b74 fix(map): adjust card info node display logic
set info node hidden for hero cards and visible for skill cards
2026-06-03 14:45:35 +08:00
pan
55c277016d refactor: 清理废弃资源并优化卡牌相关逻辑
1.  删除废弃的notify.prefab和TalentSet.ts.meta文件
2.  新增MSkillBox预制体资源
3.  优化MissionCardComp抽卡按钮显示逻辑
4.  格式化CardComp.ts代码格式与变量声明
5.  优化MissionComp.ts代码格式与事件绑定
6.  更新mission.prefab布局添加技能槽位
2026-06-03 14:39:31 +08:00
pan
15c771c58c refactor(mission economy): remove unused imports
clean up redundant imported modules in MissionEconomy.ts to reduce clutter
2026-06-03 10:33:14 +08:00
pan
9adff47e6a refactor(map): 重构天赋系统为驻场技能展示组件
1.  将原天赋系统页面重构成驻场技能信息展示页
2.  移除升级、重置等旧功能,仅保留基础数据展示逻辑
3.  新增数值格式化工具函数,兼容百分比与整数加成显示
4.  简化组件依赖,仅保留必要的配置与UI渲染逻辑
5.  统一组件命名与注释,明确职责边界
2026-06-03 10:27:55 +08:00
pan
5c81227169 refactor(mission economy): 统一出售金币加成计算逻辑
移除冗余的SellBonus字段计算,将出售返还加成合并到SellGold口径中,同时清理废弃的技能配置项和注释。
2026-06-03 10:24:37 +08:00
pan
f00b9496e2 refactor: 替换天赋系统为驻场英雄技能系统
1.  删除已废弃的TalentSet天赋配置文件
2.  重构英雄属性计算逻辑,改为使用驻场技能加成
3.  更新卡牌购买、刷新费用和出售收益的加成逻辑
4.  统一技能配置格式,修复代码格式问题
5.  新增驻场技能类型与配置,兼容原有天赋效果
2026-06-03 10:19:52 +08:00
pan
612bcee5a1 chore: 移除游戏内天赋系统相关代码
1.  删除所有TalentType相关导入和天赋数据存储逻辑
2.  移除英雄属性天赋加成计算逻辑
3.  移除卡牌购买、刷新、售卖的天赋优惠逻辑
4.  将getTalentValue方法降级为空实现
5.  清理多余的空行代码格式
2026-06-03 10:01:34 +08:00
pan
18cbc1c75c feat(common): add talent and player collection data sync
新增玩家天赋、等级经验等收集数据的本地存储与云端同步逻辑,
添加对应的数据结构定义与初始化默认值,完善存档恢复流程。
2026-06-02 16:04:02 +08:00
pan
31df25033d refactor(SingletonModuleComp): 整理并简化游戏数据相关类型与初始化代码
1. 移除未使用的TalentType导入与冗余的collection字段定义
2. 统一所有对象属性的空格格式,修复代码风格问题
3. 简化overrideLocalDataWithRemote方法中的云端收集数据更新逻辑
4. 重构getGameDate方法,移除不必要的collection字段返回
5. 统一所有方法的命名风格与代码缩进格式
2026-06-02 16:00:41 +08:00
panFD
c23c12378c docs(project_rules): 精简并重构项目开发规范文档
重构了原有的项目开发规范文档,将原来的长文本拆分为结构化的章节,优化了排版和可读性,保留了所有核心规则并简化了冗余内容。
2026-05-31 14:04:02 +08:00
panFD
3e5da594f5 docs(rules): 合并并更新代码注释规范文档
删除重复的commenting_rules.md文件,将其内容整合并入project_rules.md中,统一项目内的代码注释规范管理。
2026-05-31 13:57:22 +08:00
panFD
702855d5d7 chore(git rules): add git commit and commenting standard rules
Create two new configuration files for git commit specification and code commenting rules, standardize team's code submission and annotation habits.
2026-05-31 13:55:23 +08:00
panFD
e4f39ee288 docs: 删除旧的git提交消息规则文件并更新项目规则
删除了过时的.git-commit-message.md规则文件,新增了针对oops框架和Cocos Creator开发的详细项目规范文档,包括开发约束、核心模块使用规则和输出格式要求。
2026-05-31 13:46:50 +08:00
pan
d45f370682 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
2026-05-29 15:55:52 +08:00
pan
e7230db7ca fix(ui/mission): 修复预制体缺失的实例和覆盖配置
补充了mission.prefab中多个节点的instance和targetOverrides空值配置,修正了pool_lv_node的id错误
2026-05-29 15:48:57 +08:00
pan
8b1f61014b style: 优化MissionCardComp代码格式与细节
调整变量类型声明的空格、代码缩进与空行规范,修复部分UI更新逻辑,修正卡牌位置数组的空格格式,统一代码书写风格
2026-05-29 15:30:50 +08:00
walkpan
62a92ab9b6 feat(hero): 新增英雄等级进化配置与属性技能变更逻辑
实现了英雄从2级开始的等级进化系统,支持替换普攻技能、覆盖各类触发技能、添加额外属性加成,同时在英雄配置中添加了进化配置的类型定义与示例配置
2026-05-28 22:27:38 +08:00
panw
9ddf5b99c5 refactor: 调整卡牌等级逻辑,新增基础池等级字段
1. 新增base_pool_lv字段存储英雄初始池等级
2. 替换多处直接使用pool_lv的逻辑,优先使用base_pool_lv
3. 移除预制体中废弃的pool_lv_node节点
2026-05-28 10:04:39 +08:00
panw
f7f6c57b56 refactor(map): 优化英雄列表排序和英雄等级展示逻辑
1. 新增英雄列表按pool_lv升序排序的逻辑
2. 从cardData中获取英雄等级替代直接读取HeroInfo,优化数据读取方式
2026-05-28 09:59:33 +08:00
panw
f114fca2ce refactor(map): 抽象卡牌背景颜色逻辑,简化代码
将多个文件中重复的卡池颜色切换逻辑提取为CardBgComp组件,
减少重复代码,提高可维护性
2026-05-28 09:23:01 +08:00
panw
83e9188cd4 fix(heros prefab): 修复BG_node未正确关联的问题
将heros.prefab中的BG_node从null改为关联到正确的id 22,补全预制体节点引用
2026-05-28 09:09:13 +08:00
panw
861ed26977 refactor(map): 移除冗余的卡池等级节点并重构显示逻辑
1.  删除HInfoComp和CardLiteComp中不再使用的pool_lv相关节点字段
2.  将卡池等级背景色显示逻辑迁移到HerosListComp中统一处理
3.  简化CardLiteComp的节点初始化隐藏逻辑
2026-05-28 09:08:11 +08:00
panw
76a37049c7 feat(HInfoComp): 新增卡牌背景节点适配卡池等级和类型
1.  在hnode.prefab中新增BG_node节点引用
2.  实现根据英雄类型和卡池等级切换背景节点显示逻辑
3.  优化卡池等级标识的显示代码结构
2026-05-28 09:07:16 +08:00
panw
68e184c94d fix: 修复卡片背景激活状态和池色显示逻辑
1.  默认禁用卡片背景节点初始激活状态
2.  根据卡牌池等级动态显示对应颜色的背景高亮
3.  非当前类型的卡片背景隐藏所有子颜色节点
2026-05-28 08:50:07 +08:00
walkpan
27dc408d80 refactor(CardComp): 重构卡牌背景与边框渲染逻辑
1. 移除废弃的oinfo_node、NF_node、HF_node、pool_lv_node等节点属性
2. 简化卡牌背景层级渲染,按卡池等级自动匹配对应颜色边框
3. 清理冗余的尺寸对齐更新代码
4. 统一重置卡牌节点状态的逻辑
2026-05-27 23:31:23 +08:00
walkpan
8f139dfb3f Merge branch 'card0515' of git.eoxnet.com:pan/pixelheros into card0515 2026-05-27 20:39:52 +08:00
walkpan
7a61e7f362 build: 更新游戏UI资源图片ui3.png
替换了assets/resources/gui目录下的ui3.png资源文件
2026-05-27 20:39:50 +08:00
panw
a17b5ab8db fix(map): 简化英雄列表等级节点的显示逻辑
移除冗余的分支判断,仅根据等级字符串直接匹配显示对应节点,同时隐藏了多余的light和bg节点
2026-05-27 17:04:39 +08:00
panw
a9c6970c9e chore(gui): 禁用两个hero预制体节点的激活状态
将assets/resources/gui/element/heros.prefab中的两处_active属性从true改为false,关闭对应节点的默认激活状态
2026-05-27 17:03:03 +08:00
panw
62bb417a4d fix(mission.prefab): 修复任务UI预制体的异常配置
1. 清理冗余的无效组件和配置项
2. 调整节点高度尺寸并启用禁用的UI组件
3. 修正预制体关联的id映射错误
2026-05-27 17:01:34 +08:00
panw
bfafdbabeb feat(missionHome): 添加天赋按钮并优化底部栏选中状态
1. 新增天赋按钮节点引用与相关页面切换逻辑
2. 封装setBarActive方法统一处理按钮选中态显示
3. 调整页面切换时的按钮状态更新逻辑
2026-05-27 16:42:34 +08:00
panw
ad0539d238 refactor(ui): 调整UI页面管理方式,改为节点显隐控制
1. 注释并禁用了Ranks、Heros、Talents三个UIID的全局弹窗配置
2. 将三个页面改为通过MissionHomeComp控制节点显隐切换
3. 移除了原有的gui.open/remove弹窗调用逻辑,改为设置active状态
4. 调整了组件生命周期,改用onEnable替代onAdded处理显示逻辑
5. 更新了对应组件的注释和文档说明
2026-05-27 16:18:26 +08:00
panw
3c78acde78 refactor: 整理多页面UI预制体并调整布局
1. 关闭排行榜、天赋页面默认激活状态
2. 调整英雄页面布局偏移与容器尺寸
3. 清理天赋页面冗余的预制体实例配置
4. 新增英雄、天赋、排行榜页面的节点引用
2026-05-27 15:54:22 +08:00
panw
f0c5b423d6 fix: 调整英雄列表组件调试模式与布局
1. 将CardLiteComp的debugMode默认值改为false
2. 修复heros预制体的Widget对齐参数与位置
3. 优化HerosListComp的日志调试开关,新增卡片列表内容高度自适应逻辑
2026-05-27 15:35:59 +08:00
panw
2f27bb7035 feat(map): 重构英雄图鉴页面,实现完整的英雄卡片展示与详情功能
1.  重写HerosListComp组件,实现卡片动态生成、选中高亮、详情更新逻辑
2.  完善CardLiteComp组件,支持英雄卡渲染、点击交互与动画加载
3.  清理冗余的预制体绑定代码,修复异步加载竞态问题
4.  添加详细的日志与注释,优化可维护性
2026-05-27 15:24:40 +08:00
panw
ff2785680d feat(map): 新增英雄图鉴相关组件与配置
1.  新增CardLiteComp卡牌组件、HerosListComp英雄列表组件
2.  新增cardlite预制体及其元配置
3.  重构HlistComp移除旧的英雄图标节点与切换按钮逻辑
2026-05-27 10:08:16 +08:00
panw
51813826ad ui 2026-05-26 17:26:10 +08:00
panw
bb3b8cdfc4 feat(resources): add skill3 image and its meta config 2026-05-26 14:28:27 +08:00
walkpan
2ae2ad1da6 feat(assets): add skill3 skill icon resource
新增了技能3的图标素材文件,用于游戏技能系统展示
2026-05-26 13:05:53 +08:00
panw
ceb40941c2 refactor(rogue配置): 调整全局词条、等级和蓝图配置
下调多数词条的最低解锁等级,调整各等级预算与生成权重,优化前期游戏节奏
2026-05-26 11:10:11 +08:00
panw
9a0b768be8 chore: 调整游戏数值与配置,优化怪物与战场体验
1. 调整怪物移动速度、攻击距离等基础属性
2. 修正英雄站位坐标,优化战场布局
3. 重构分段刷怪逻辑,修复刷怪计数异常问题
4. 调整怪物属性模板与关卡掉落预算,平衡游戏难度
5. 优化刷怪波次的怪物数量配置,调整生成节奏
2026-05-26 09:45:47 +08:00
walkpan
b256171471 fix(hnode.prefab): 修复节点精灵图集和尺寸配置
更新了hnode预制体的精灵帧与图集引用,调整了两处节点尺寸参数,修正了_atlas空引用问题
2026-05-25 23:27:29 +08:00
walkpan
083cd9f195 fix(map): 调整英雄站位坐标并新增CD标签显示
1. 修正MissionHeroComp中的6个英雄占位坐标
2. 在HInfoComp中新增CD标签缓存引用并实现技能CD显示逻辑
3. 更新hnode.prefab的UI布局尺寸与元素位置适配新需求
2026-05-25 23:02:47 +08:00
walkpan
988affe2ac refactor(hero config): 重构攻击速度配置系统,统一管理技能CD
扩展攻击速度档位至6档3级共18级,补充完善配置注释
调整各档位攻击间隔数值,优化档位命名提升可读性
统一所有英雄和怪物的技能冷却时间配置,替换硬编码的CD值
清理废弃的旧英雄与怪物配置注释
2026-05-25 20:06:30 +08:00
walkpan
3fbaebbcc5 feat(map, skill): 新增HInfoComp的cd_node属性并统一技能描述分隔符
为HInfoComp组件新增cd_node序列化节点引用
修正HeroSkillDesc中的技能描述分隔符,将→替换为:以对齐文档与实际输出格式
2026-05-25 19:56:25 +08:00
panw
58ac41feb0 refactor(heroSkill): 重构英雄技能描述生成逻辑
1. 新增完整的文件注释和职责说明
2. 拆分出buildEffectDesc函数生成技能效果描述
3. 替换硬编码的触发名称为模板化的SkillTriggerDesc
4. 支持覆盖技能参数mergeSkillParams
5. 优化三种类型技能的处理流程,输出标准格式描述
2026-05-25 17:01:16 +08:00
panw
e846e6408c feat(hero-info): 实现自动生成英雄技能描述文本
新增HeroSkillDesc工具类动态生成技能描述字符串
修正heroSet.ts中的技能触发器描述文本
优化HInfoComp组件替换硬编码的英雄信息
完善hnode预制体的info标签配置与样式
2026-05-25 17:01:04 +08:00
panw
3386ccc68c Merge branch 'card0515' of git.eoxnet.com:pan/pixelheros into card0515 2026-05-25 15:47:59 +08:00
panw
4d2e42953b refactor(map,gui): 重构卡牌和英雄信息弹窗逻辑,新增静态预览模式
1.  移除卡牌的长按放大逻辑,改为长按直接打开英雄静态预览面板
2.  重构HInfoComp,新增静态预览模式支持,无需绑定实体数据
3.  调整card和hnode预制体的缩放参数
4.  简化卡牌UI的尺寸和位置计算逻辑,移除放大状态的额外处理
2026-05-25 15:47:54 +08:00
walkpan
f73012f80a Merge branch 'card0515' of git.eoxnet.com:pan/pixelheros into card0515 2026-05-25 15:47:35 +08:00
panw
124a48613e fix(card.prefab): 调整卡牌预制体的节点位置与布局参数
修复并调整了卡牌预制体内多个节点的坐标、对齐属性以及关联的组件ID,修正了布局偏移问题,优化了界面显示位置
2026-05-25 09:56:07 +08:00
panw
8026c2368e feat: 添加等级颜色显示,优化卡池和英雄等级UI
1.  新增getLvColor工具函数,根据等级返回对应颜色
2.  为英雄信息面板和卡牌添加等级文本颜色设置
3.  重构卡池等级节点命名和显示逻辑,修复prefab布局
4.  新增英雄自身等级显示组件到卡牌预制件
2026-05-25 09:49:34 +08:00
panw
8d27a4bef3 refactor(map): 调整英雄站位坐标参数
微调6个英雄占位的坐标数值,优化布局显示效果
2026-05-25 09:23:43 +08:00
panw
09e9308021 fix(map): 修复卡池等级标识显示逻辑
新增卡池等级节点的显示控制逻辑,根据当前池等级激活对应标识节点
2026-05-25 09:11:07 +08:00
panw
350b107d2a refactor(HInfoComp): 简化卡牌等级显示逻辑
1. 将lv_node从Node改为Label类型,直接通过string属性更新等级文本
2. 移除原有的子节点遍历匹配逻辑,替换为更简洁的文本赋值方式
3. 新增pool_lv_node节点属性用于后续池等级相关逻辑
4. 同步更新了ha2.prefab的预制体结构与meta配置文件
2026-05-25 09:03:34 +08:00
walkpan
217c90377c feat(map): add hero skill info display component
新增英雄技能信息节点的绑定与显示逻辑,补充对应的缓存引用和注释
2026-05-24 23:38:15 +08:00
walkpan
fd60191324 refactor(skill): 调整技能触发枚举的存放位置与使用方式
将SkillTriggerType枚举从GameEvent.ts迁移到heroSet.ts,统一管理技能触发相关配置,同时更新所有引用该枚举的文件路径,优化代码结构与维护性
2026-05-24 23:38:09 +08:00
walkpan
518a9a1ce9 feat: 新增英雄基础属性存档与UI属性加成显示
1.  新增base_ap和base_hp属性存储英雄原始基础攻防属性
2.  实现属性加成差值显示,展示当前属性与基础属性的差异
3.  重构英雄信息UI,新增名字、关闭按钮等节点绑定
4.  调整英雄预制体布局,适配新的UI展示需求
5.  补充战斗触发类型注释文档
2026-05-24 23:21:35 +08:00
walkpan
dfaa55b864 feat(map): 新增英雄出售事件并更新场上英雄数量UI
- 新增GameEvent.HeroSell事件枚举,在英雄出售时派发通知
- 在HInfoComp中添加事件派发代码,在MissionCardComp中注册监听更新UI
- 调整英雄统计逻辑与事件派发逻辑,简化最大英雄数量获取函数
- 为多款英雄预制体添加影子显示组件
2026-05-24 22:34:20 +08:00
walkpan
429c07cc79 修复(任务卡片, GUI): 恢复英雄数量动画并调整UI边框参数
取消MissionCardComp.ts中的动画相关注释,启用英雄数量增减和已满时的弹出动画;调整ui3.plist.meta的UI元素边框参数优化显示效果。
2026-05-24 20:00:36 +08:00
walkpan
1b26a9079d refactor(hero-ui): 重构英雄信息面板为点击弹窗形式
本次修改完成以下核心调整:
1.  在GameUIConfig中注册HInfo弹窗的UIID与预制体路径
2.  为场上英雄节点添加点击交互,点击时打开对应英雄的信息弹窗
3.  清理MissionCardComp中常驻英雄信息面板的旧逻辑代码
4.  重构HInfoComp适配弹窗模式,支持按实体ID绑定英雄数据并实时刷新显示
5.  调整CardComp中英雄图标缩放,优化界面显示效果
2026-05-24 16:16:40 +08:00
walkpan
981f3a43b9 feat(hero combat): 调整战斗单位排序规则,新增死亡状态优先级判断 2026-05-24 10:21:39 +08:00
walkpan
f18ee54b4b fix(游戏配置,动画): 调整怪物平衡、移除无用技能并修复动画设置
更新近战怪物设计注释适配v5版本TD节奏设计,调整所有怪物及BOSS的技能冷却时间,移除所有BOSS的无用6206技能,修复金币受击动画的循环模式与编辑器额外数据
2026-05-24 09:38:51 +08:00
walkpan
5cacfee288 chore: 调整怪物数值与波次配置,优化游戏爽感与难度平衡
1.  调整MissionComp中怪物上限与恢复阈值,提升刷怪容错空间
2.  下调全基础怪物属性并调整注释,降低初期怪物强度,同时调整BOSS属性降低其压力
3.  更新MonsterStats与TierConfigs,调整怪物消耗、预算与生成数量
4.  调整各波次模板的怪物生成数量,优化战斗体验
5.  调整自适应刷怪的最大填充比例,提升怪物生成效率
6.  更新部分配置注释,补充设计说明
2026-05-23 22:06:46 +08:00
walkpan
92836c14b6 feat(map,economy): 重做游戏经济与卡牌平衡系统
本次提交重构了英雄出售、抽卡、波次金币的数值体系:
1. 调整英雄出售价格按等级计算,1/2/3级分别为3/10/25金币
2. 修改抽卡刷新费用为2,初始金币调整为10
3. 重做波次金币公式,基础收益改为10,每波增长4
4. 调整卡池卡牌消耗与特殊卡牌的定价
5. 优化卡牌抽取消耗的计算逻辑,使用指数增长替代线性计算
2026-05-23 19:03:48 +08:00
walkpan
f49831bf9e chore: 调整怪物配置与肉鸽模式参数,优化游戏平衡性
1.  重构基础怪物数据,按站位分类并更新属性、名称与描述
2.  更新怪物池与属性配置,调整各类型怪物生成权重与消耗
3.  修改阶梯预算与生成数量,调整适配性配置参数
4.  优化生成引擎的预算填充逻辑,增加生成上限限制
2026-05-23 19:03:09 +08:00
walkpan
9f6f09dbd3 refactor(heroConfig): 完成英雄配置v3版本重构
1.  更新职业触发规则文档,新增8大流派分类与职业绑定规则
2.  重构现有英雄配置,调整职业与触发逻辑:
    - 调整5006疾风战士为疾风刺客,新增死亡触发效果
    - 重构奥术法师等现有英雄,替换为field驻场机制
    - 新增击退推拉、暴击爆发、经济滚雪球、献祭亡语4大流派共12个新英雄
3.  更新英雄列表与文档说明,统一配置格式与触发逻辑
2026-05-23 18:29:46 +08:00
walkpan
8a485bb6e6 refactor: 重构英雄卡池为动态生成方式
更新导入以包含HeroList,移除硬编码的英雄卡池条目,改为动态生成卡牌,适配英雄等级与卡池等级的计算规则,提升代码可维护性。
2026-05-23 15:32:28 +08:00
walkpan
a2b5bbc39d docs(hero config): 完善英雄配置文档,新增四大流派及配套数据
补充了完整的流派协同矩阵、6人推荐组队方案与英雄ID总表,同时新增英雄配置Excel文件的导入元文件
2026-05-23 15:22:56 +08:00
walkpan
268c6e155a refactor(英雄&卡池): 修改英雄等级字段为pool_lv并优化卡池配置
重构heroInfo接口,将原cards_lv字段重命名为pool_lv,同步更新所有英雄配置与注释;修正HListComp的等级显示逻辑,新增按pool_lv分级的卡池配置。
2026-05-23 15:09:45 +08:00
walkpan
23db51df12 feat(config): 新增多流派英雄并优化英雄配置表
按流派重新分组整理英雄配置,保留原有可用核心英雄
新增攻速叠伤、铁壁反伤、冰冻控制、治疗续航四类新英雄
注释废弃的旧英雄配置项
移除怪物配置中的冗余cards_lv字段
更新HeroList数组仅包含活跃可用的英雄ID
2026-05-23 14:51:18 +08:00
walkpan
de67e36590 docs(英雄配置): 重构英雄配置文档并新增官方配置表
重写英雄配置说明文档,系统化整理四大英雄流派的设计规则、12款新英雄的详细配置与协同方案,新增heros.xlsx英雄配置表文件,统一现有与新设计英雄的属性和触发机制,替换旧版零散配置内容。
2026-05-23 14:24:32 +08:00
walkpan
0b59f601d8 feat(penetration): 将穿刺机制从固定次数改为概率触发模式
统一重命名所有穿刺相关属性为 `puncture_chance` 以规范代码命名,新增FightSet.PUNCTURE_DOWN配置项控制每次穿透后的概率衰减值。调整6408号穿刺强化技能,将提升穿刺次数效果改为提升20%穿透概率并修正AP消耗。在技能命中逻辑中添加穿透概率判定逻辑,实现概率穿透效果,同时更新所有引用原属性的代码位置确保功能正常。
2026-05-23 14:08:45 +08:00
walkpan
cb53417ea8 feat(skill config): 新增7个团队属性强化支援技能配置
新增的技能均为全体友方增益buff,覆盖暴击率、暴击伤害、冰冻概率、击退属性、穿透次数和风怒次数强化,持续1次生效
2026-05-23 13:32:21 +08:00
walkpan
9eccca7e2a refactor(skill/hero): 重构技能buff系统,优化属性处理与技能加成逻辑
- 新增HeroAttrsComp的add_special_attr方法,实现动态累加任意数字类型的英雄属性
- 废弃旧的BuffConf数组配置格式,改用单一buff_type字段简化技能buff配置
- 修复金币类技能加成未随技能等级提升的问题,调整计算逻辑为baseGold + sUp.ap * skillLv
- 重构applyActualFriendlyEffect方法,添加技能等级参数,按buff类型匹配对应升级加成
- 更新所有内置技能配置为新的格式规范
2026-05-23 13:26:11 +08:00
walkpan
fce7646de6 feat(技能系统): 新增获取金币技能功能
新增金币类型技能枚举与配置字段,添加6303号获取金币技能配置;新增通用的技能结束动画播放逻辑,当技能配置了endAnm时自动播放;完善施法系统的金币技能处理逻辑,计算并添加对应金币;新增对应的技能prefab资源文件。
2026-05-23 12:29:26 +08:00
walkpan
88d7bdae47 feat(skill): 支持技能参数自定义覆盖
本次修改实现同技能不同角色的差异化技能效果:
1. 新增SkillOverrides接口与mergeSkillParams工具函数,用于合并基础技能配置和角色覆盖参数
2. 更新英雄配置、属性组件、触发辅助系统与施法系统以适配该机制
3. 为盾骑士、医师添加示例差异化配置,验证功能可行性
4. 整理技能配置,删除冗余重复的旧技能条目
5. 新增技能重构设计计划文档,替换旧的迁移计划文档
2026-05-23 12:11:00 +08:00
walkpan
eae62f245a docs: add skill template refactor design and migration plan docs
新增技能基座重构的设计文档和完整迁移计划文档,包含新的接口定义、配置结构、运行时参数解析逻辑以及分步迁移验证方案,为后续技能系统重构提供完整的设计指导。
2026-05-22 10:22:33 +08:00
walkpan
c96eac9bac refactor(map): 将RPG地图预设默认激活状态改为关闭
调整了map_rpg.prefab文件中根节点的默认激活属性,从启用改为禁用,避免地图默认加载激活
2026-05-21 21:37:44 +08:00
walkpan
ef4aa9aeec refactor(map,hero): 调整怪物出生参数与UI显示逻辑
1. 调整怪物出生点X坐标和掉落高度默认值
2. 修复英雄血条UI层级问题,强制置于顶层
3. 优化血条提示框的Y轴显示位置
4. 简化怪物死亡飞出动画,移除多余的角度重置
5. 重构怪物下落逻辑,拆分完成回调,处理无下落距离的情况
2026-05-21 20:21:29 +08:00
walkpan
f7db4da113 fix: 修复怪物技能、朝向和飘字显示问题
1. 修正技能节点缩放逻辑,确保镜像显示正确
2. 修复怪物反向移动时的朝向错误
3. 调整伤害飘字的Y轴偏移,优化显示位置
4. 更新怪物配置的技能ID,修正技能绑定错误
2026-05-21 20:13:28 +08:00
panw
7c54f58be1 refactor(missionMon): 扩展为6路刷怪并优化中路判定逻辑
1.  将原3路刷怪扩展为6路,调整刷怪线Y轴偏移配置
2.  优化怪物中路判定,使用常量BoxSet.GAME_LINE替代硬编码30阈值
3.  改进均衡选路逻辑,支持多候选路随机选择
4.  为怪物出生位置增加Y轴随机偏移实现多路线进军
2026-05-21 16:58:29 +08:00
panw
52b24668c7 refactor(heroView): 优化英雄和怪物死亡处理逻辑
重构了realDead方法,统一添加死亡飞出屏幕动画,根据阵营区分处理逻辑:英雄移动到墓地,怪物动画结束后销毁
2026-05-21 16:34:09 +08:00
panw
654e39ff5b refactor(MissionHeroComp): 移除闲置的驻场技能总加成计算方法 2026-05-21 16:20:54 +08:00
panw
c5f1fb9993 refactor(MissionHeroComp): 删除无用的getFieldSkillTotalValue方法 2026-05-21 16:10:57 +08:00
panw
f5c37d3634 docs(project_rules): 添加代码引用函数的审核规则
补充配置项和新增代码引用正确性审核的具体要求
2026-05-21 15:16:35 +08:00
panw
b925ae972e docs(project_rules): 移除ESP32开发规则文档内容
将原有的ESP32-C3 ESP-IDF开发规则文档全部删除,仅保留基础配置框架
2026-05-21 15:11:35 +08:00
panw
8fd479c243 chore(hero prefab): 更新多个英雄预制体配置
1. 调整mb5预制体的位置参数
2. 移除mb6预制体的默认动画剪辑并设为null
3. 为mb3预制体新增动画组件并更新相关id引用
2026-05-21 14:50:28 +08:00
panw
bb47a7a318 refactor(hero/map): 重命名MissionHeroCompComp为MissionHeroComp
修改所有引用该组件的文件,统一组件命名,包括导入语句、类定义、静态属性调用以及相关注释,未变更原有业务逻辑。
2026-05-21 14:46:48 +08:00
panw
fc3f4d7375 refactor(skill): 重构技能触发逻辑,提取统一工具类
将分散在Hero、Mon、HeroAtkSystem、SCastSystem、MissionComp中的技能触发代码统一封装,集中处理触发次数加成、实体合法性校验与技能事件派发,同时新增SkillTriggerType枚举统一管理技能触发类型,简化业务调用并消除重复模板代码。
2026-05-21 11:10:27 +08:00
panw
3bfdf1639b fix: 恢复怪物和英雄的召唤技能配置复制逻辑
修复了heroSet.ts中注释掉的call字段注释,同时恢复了Hero和Monster类中对call技能配置的复制代码,让召唤技能触发逻辑正常生效
2026-05-21 10:41:33 +08:00
panw
bbd3e01ae5 refactor(map): 重构局内经济系统,统一封装金币操作逻辑
新建MissionEconomy类作为局内经济统一管理入口,整合原分散在HInfoComp、MissionComp、CardComp、MissionCardComp中的金币计算、消费、收益统计逻辑,移除各组件中重复的getMissionCoin、setMissionCoin、getRefreshCost等工具方法,统一维护评分系统的金币统计,提升代码可维护性。
2026-05-21 09:51:32 +08:00
panw
5cdb50b760 chore(map): 移除两种怪物类型并更新相关配置
删除了Bomber自爆和Splitter分裂两种怪物类型,同步更新了怪物枚举注释、名称映射、怪物列表、属性配置、关卡配置、蓝图模板以及默认波次配置
2026-05-21 09:26:25 +08:00
panw
7c313571ec fix(heroSet): 调整英雄和怪物的属性配置,修正字段顺序
调整了见习战士、盾骑士等英雄的攻击属性字段顺序,修正奥术法师的复活技能字段位置,调整牧师、医师等辅助英雄的攻击字段位置,同时大幅提升各类怪物的生命值和攻击力,统一怪物移动速度参数
2026-05-21 08:44:01 +08:00
panw
d454ceecf6 chore(SkillConfig): 补充怪物技能注释并修正格式
为6005怪物战士技能、6103怪物法师技能添加使用说明注释,同时修复6103技能info末尾多余空格
2026-05-20 16:14:58 +08:00
panw
795e52adf1 chore(hero config): 调整多款怪物的移动速度
统一调整普通怪物和BOSS的移动速度,优化战斗内单位手感与平衡
2026-05-20 16:05:41 +08:00
panw
3c66b3f9e6 feat(怪物系统): 完善红蓝兽人法师配置与动画,清理废弃英雄资源
删除废弃的o12345英雄资源及其元数据文件,修正怪物配置表的错误条目,为m7、m8怪物补全动画关键帧与时长配置,更新对应预制体添加动画组件。
2026-05-20 16:00:02 +08:00
walkpan
63cc510264 feat(hero/mon): 新增o12345怪物英雄的动画帧与图集配置
补充该英雄idle、attack、magic attack全套动画帧,更新图集纹理尺寸与元数据
2026-05-20 15:45:02 +08:00
walkpan
51ff293d6a Merge branch 'card0515' of git.eoxnet.com:pan/pixelheros into card0515 2026-05-20 15:43:18 +08:00
walkpan
d26eb5001a feat(hero资源): 新增o12345英雄的图片及元配置文件 2026-05-20 15:43:16 +08:00
panw
1f119b757b refactor(hero): 调整英雄配置与预制体参数
1.  更新多个英雄prefab的位置向量参数
2.  重构兽人/亡灵英雄配置表,调整英雄名称、资源路径,新增/重组英雄配置条目
3.  调整精灵帧meta的shadow配置位置
2026-05-20 15:18:23 +08:00
walkpan
1e39768da3 怪物动画 ui 重置 2026-05-20 13:42:05 +08:00
walkpan
e843c34886 style(card prefab): 调整卡牌预制体的缩放、尺寸和填充模式
修改卡牌预制体的缩放比例从2.5改为2,调整宽高尺寸从78到125,将填充模式从0改为1以适配新尺寸
2026-05-19 23:46:04 +08:00
walkpan
8ac0bdd500 fix(config): 调整兽人、亡灵系列怪物的属性与配置
统一调整近战怪物攻击距离为360,优化部分怪物生命值和技能ID,修正亡灵法师基础生命值与技能配置
2026-05-19 23:20:27 +08:00
walkpan
b288fedaa1 chore: 清理无用的技能特效资源并调整部分配置
本次提交清理了多个废弃的buff、攻击特效的prefab和动画资源,包括down、dun_jin、dun_red、fire_wall等系列资源;同时调整了card预制体激活状态、部分技能预制体的精灵帧引用和尺寸模式,修复了fire_yuns动画的时长并新增了相关节点配置。
2026-05-19 23:17:17 +08:00
walkpan
514edda867 Merge branch 'card0515' of git.eoxnet.com:pan/pixelheros into card0515 2026-05-19 22:43:53 +08:00
walkpan
02cec03d0c chore: 更新技能图标skill1.png
替换了原有技能图标资源,更新游戏内技能1的显示素材
2026-05-19 22:43:51 +08:00
panw
7d4cf1f097 fix: 优化属性默认值处理,注释多余赋值逻辑
1. 将heroInfo接口的dis和speed字段改为可选
2. 在实例化时使用??运算符设置默认值
3. 注释掉冗余的call字段赋值代码
4. 移除英雄配置中重复的固定属性值
2026-05-19 22:43:15 +08:00
panw
0b23eacca4 refactor(config): 调整英雄和技能配置注释与名称
1. 为heroInfo里的revive字段补充详细注释说明
2. 将技能6301的名称从"护盾术"改为"护盾"
3. 将技能6501名称改为"复活"并更新其描述信息
2026-05-19 16:56:53 +08:00
panw
8a16036c99 Merge branch 'card0515' of git.eoxnet.com:pan/pixelheros into card0515 2026-05-19 16:42:57 +08:00
panw
8b795b6cfc docs(heros config): 更新英雄配置文档,新增大量英雄设定与流派体系
1.  注释掉废弃的call技能触发字段
2.  补充完整五大流派的详细设定、协同规则与触发器说明
3.  新增20位分属五大流派的英雄设计方案
4.  整理英雄ID总表并修正ID冲突问题
2026-05-19 16:42:54 +08:00
panw
57c4d93cf9 feat: 新增atk_c4和atk_c5技能预制体,删除旧技能资源并更新配置
1.  新增atk_c4、atk_c5两个攻击技能预制体及其元文件
2.  删除废弃的arrow_big_shan和atk_s3预制体资源
3.  更新英雄配置和技能配置表,调整技能映射与属性描述
2026-05-19 16:42:45 +08:00
walkpan
78a512286e fix(fire_yuns技能特效): 调整火云技能攻击的y轴偏移量
修正火云技能特效的初始位置,将y轴偏移从0调整为30,让特效显示位置更合理
2026-05-19 08:59:08 +08:00
walkpan
06759b6f2b fix: 调整多个技能prefab的参数与调试模式
批量修复技能预制件的调试模式、锚点、位置、缩放和碰撞体积参数,优化技能表现
2026-05-18 22:18:21 +08:00
walkpan
ffe5f20c9a feat: 完成英雄技能与UI素材更新
1. 调整所有描边材质的发光宽度与颜色参数
2. 提升英雄最大等级上限至5级
3. 重构5个英雄的技能配置与特效
4. 修复移动系统固定结束位置的Y轴丢失问题
5. 新增火焰陨石与冰刺技能的预制体与动画
6. 优化技能攻击预制体的缩放与尺寸参数
2026-05-18 21:50:54 +08:00
panw
e472845924 fix: 调整技能配置并删除废弃冰霜球资源
1.  重命名部分技能名称与描述,更新技能效果说明
2.  调整技能ID排序,删除6002-6011区间内的冗余配置
3.  删除废弃的冰霜球prefab及其meta文件
4.  修改大招名称为雷霆击并更新其技能描述
2026-05-18 16:55:29 +08:00
panw
d6844fc2d6 技能动画调整 2026-05-18 16:29:44 +08:00
panw
0753963919 角色ui 阴影添加 2026-05-18 15:48:26 +08:00
panw
b01a3d2b84 feat(skill): 重做普攻弹道逻辑,优化攻击命中表现
1. 新增atk_ci普攻预制体,替换原有的atk_light预制体配置
2. 调整普攻预制体的位置、缩放属性,更新技能配置的sp名
3. 重构施法目标坐标计算,修正Y轴高度偏移以命中目标中心
4. 优化线性弹道移动逻辑,统一处理弹道延长和旋转计算
5. 更新攻击动画的帧时长和精灵贴图资源
2026-05-18 10:53:21 +08:00
panw
79cf3c1a62 fix: 修正技能飞行轨迹类型与技能描述不一致问题
调整了火球术、风刃、暗影球三个技能的RType从bezier改为linear,同步技能实际轨迹与描述内容,同时清理了胜利UI预制体中的冗余引用配置。
2026-05-18 10:29:35 +08:00
panw
17a8dc0046 feat: 更新普攻技能配置与资源
1.  将普攻技能的射线类型从贝塞尔曲线改为直线
2.  调整所有近战英雄的攻击距离为720
3.  更新普攻预制体的精灵帧、缩放和尺寸参数,添加动画组件
4.  调整普攻动画的采样率和时长
2026-05-18 10:17:27 +08:00
walkpan
3e84566f94 refactor(hero&monster): 统一使用dis字段获取攻击距离
移除HeroDisVal映射表,改为直接从实体组件读取配置的dis属性作为攻击距离,同时补全所有英雄和怪物配置中的dis字段
2026-05-18 09:29:22 +08:00
walkpan
39316cf266 fix(hero): 调整英雄升级特效播放逻辑
修正了英雄等级对应的特效播放映射,注释了暂未使用的9级特效代码
2026-05-17 23:25:57 +08:00
walkpan
048595887e fix(hero cast): 调整敌我单位的目标选择逻辑
重构了SCastSystem中的目标查找逻辑,区分英雄和怪物的目标选择规则:英雄仅按X轴距离选择最近目标,怪物优先选择中路目标后再比较距离,同时更新了对应注释说明。
2026-05-17 21:36:58 +08:00
walkpan
a32eaf3bae feat(hero, map): 修复FlashSprite查找逻辑,新增英雄升级触发特效
优化HeroViewComp中的FlashSprite查找逻辑,统一为先查找自身节点再遍历子节点
将HeroViewComp的lv_up方法改为公有以支持外部调用
在MissionHeroComp的英雄升级流程中添加升级特效触发代码
2026-05-17 21:27:31 +08:00
walkpan
1cee010e9f feat(hero): 更新英雄资源与配置,清理废弃文件
更新hk5英雄的图片资源和预制体尺寸为128×128,修正精灵配置元数据
重构英雄配置表HeroInfo,调整现有英雄数据并新增两款辅助英雄
更新卡牌池配置CardPoolList,新增多款英雄卡牌条目
删除废弃的me1.prefab及其元数据文件
清理heros预制体中的旧精灵与动画引用
为mud5预制体添加轮廓材质配置字段
2026-05-17 21:04:58 +08:00
walkpan
76829ad192 英雄动画调整 2026-05-17 16:15:29 +08:00
walkpan
c3960f1b47 英雄动画重做 2026-05-17 16:06:32 +08:00
walkpan
8417e8699f feat(hero): 新增英雄按等级切换不同颜色描边的功能
新增紫色描边shader与对应材质资源,为英雄预制体注册四种颜色描边材质
重构FlashSprite组件支持按等级切换描边,在英雄初始化与升级时自动更新描边样式
2026-05-17 14:01:30 +08:00
walkpan
2d0620fb00 英雄 动画重做 2026-05-17 11:22:49 +08:00
walkpan
437982c06f feat(map): 新增分段刷怪机制并调整教程波次怪物数量
1.  调整教程专用蓝图模板的近战怪生成数量从5个改为2个,并同步更新文档说明
2.  为刷怪组件添加三段式分段刷怪逻辑,每阶段间添加延迟,优化刷怪节奏
3.  重构波次初始化逻辑,提取为setupWaveData方法减少重复代码
2026-05-15 23:23:19 +08:00
walkpan
f515feda7b chore(map): 调整关卡波次上限为15波并完善怪物队列检测
1.  将显示的波次文字从30波改为15波
2.  修改通关判定条件为当前波次达到15波
3.  新增待刷新怪物数量的状态跟踪
4.  完善怪物全灭的判定逻辑,加入待刷新队列检测
5.  移除了测试用的ts和js脚本文件
6.  添加了怪物生成相关的调试日志
2026-05-15 22:24:29 +08:00
walkpan
f243b8edae style: 移除无用调试日志注释并关闭任务卡牌调试模式
1. 移除SkillView.ts中多余的debugMode属性注释
2. 将MissionCardComp的默认调试模式改为关闭
2026-05-15 22:24:19 +08:00
walkpan
e5e379aecc feat: 调整怪物属性与波次生成逻辑,新增测试脚本
1.  全怪物基础属性翻倍调整,同步更新英雄配置表
2.  修改模板M1的最低生效等级为1
3.  调整首波生成预算计算方式,修复低预算利用率检查逻辑
4.  新增spawn测试脚本,调整UI预制体布局参数
2026-05-15 20:42:24 +08:00
walkpan
9687adb559 docs: 更新肉鸽刷怪系统文档与配置至15波5阶梯版本
同步调整了文档中的波次、阶梯、词缀、预算等全部数值配置,同时更新了RogueConfig.ts中的代码配置,将原30波10阶梯架构重构为15波5阶梯版本,包括调整怪物生成模板、属性倍率、词缀解锁等级和无限模式起始阶梯等核心参数。
2026-05-15 20:27:36 +08:00
walkpan
af5b79b9a1 fix(gui/mission): 调整任务prefab的布局参数与激活状态
修正了任务界面预制体的位置、尺寸、对齐边距以及默认激活状态,修复界面显示错位问题
2026-05-15 19:42:38 +08:00
819 changed files with 192048 additions and 222314 deletions

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# 技能配置重构实施计划
## 1. 探索阶段总结 (Current State Analysis)
经过对代码库的探索,当前技能触发系统及相关配置状态如下:
- `SkillSet.ts` 包含了所有技能的基座配置 `SkillConfig` 和技能字典 `SkillSet`
- `heroSet.ts` 中的 `HeroInfo` 存放英雄和怪物的配置,目前 `call`, `dead`, `fstart`, `fend` 被定义为 `number[]`,而 `atking``atked` 被定义为 `{s_uuid: number, t_num: number}[]`
- `HeroAttrsComp.ts` 内部存储了与配置一致的触发技能结构。
- `SkillTriggerHelper.ts` 负责判定并向外派发 `GameEvent.TriggerSkill` 事件,由 `SCastSystem.ts` 监听并执行 `forceCastTriggerSkill`
- 目前 `SCastSystem.ts` 在收集技能目标和施放技能时,都是直接从 `SkillSet[s_uuid]` 读取 `config`,没有针对具体角色的差异化机制。
## 2. 拟议变更 (Proposed Changes)
### 2.1 修改 `SkillSet.ts`
- **新增接口**:定义 `SkillOverrides` 接口,包含所有可被角色覆盖的技能参数(如 `TGroup`, `ap`, `hit_count`, `buffs` 等,全部为可选字段)。
- **新增函数**:编写 `mergeSkillParams(config, overrides?)` 函数,将基座 `config` 和角色覆盖 `overrides` 进行合并,返回一个新的 `SkillConfig` 对象。
### 2.2 修改 `heroSet.ts`
- **扩展接口**
-`HSkillInfo` 接口中增加 `overrides?: SkillOverrides;`
-`heroInfo` 接口中的触发字段 `call`, `dead`, `fstart`, `fend`, `atking`, `atked` 统一更新为 `{ s_uuid: number; t_num: number; overrides?: SkillOverrides }[]` 结构。
- **更新配置示例**:按照设计文档更新英雄 `5001`, `5002`, `5301`, `5302` 的配置,为特定的触发技能添加 `overrides` 字段(如盾骑士 5002 全队护盾覆盖)。
### 2.3 修改 `HeroAttrsComp.ts`
- **同步类型**:将 `call`, `dead`, `fstart`, `fend`, `atking`, `atked` 的类型同步改为与 `heroInfo` 一致的 `{ s_uuid: number; t_num: number; overrides?: SkillOverrides }[]`
### 2.4 修改 `SkillTriggerHelper.ts`
- **派发支持**
- 更新 `dispatchSingle` 方法签名,增加 `overrides?: SkillOverrides` 参数,并在 `oops.message.dispatchEvent(GameEvent.TriggerSkill, {...})` 中将其传入。
- 更新 `handleCall`, `handleDead`, `handleArrayTrigger` 处理逻辑,将原先对 `number[]` 的处理改为对 `{s_uuid, t_num, overrides}` 对象数组的处理,并提取 `overrides` 传递给 `dispatchArray`
- 更新 `handleAtking`, `handleAtked` 中的 `dispatchSingle` 调用,传入 `atkConfig.overrides`
### 2.5 修改 `SCastSystem.ts` (关键运行时逻辑)
- **事件监听更新**:在 `onTriggerSkill` 方法的 `args` 参数定义中补充 `overrides?: SkillOverrides`,并传递给 `forceCastTriggerSkill`
- **合并逻辑上移(架构优化)**
-`forceCastTriggerSkill``castSkill` 的**方法入口处**(而非 `applyFriendlySkillEffects` 内部),第一时间调用 `mergeSkillParams(config, overrides)` 获取 `effective` 技能配置。
- 将后续所有关于阵营判定(如 `effective.TGroup`)、目标收集、以及传递给 `applyFriendlySkillEffects` / `applyEnemySkillEffects` 的参数全部替换为 `effective`
- **为何如此设计**:如果在原设计中仅在 `applyFriendlySkillEffects` 入口处合并,那么前置的**目标选择逻辑**(依赖 `TGroup` 判定是 `Self` 还是 `Team`)将会使用未合并的基础配置,导致类似“自己加盾变为全队加盾”的 `TGroup` 覆盖无法生效。将合并操作前置可以彻底解决这一问题。
- **主动技能支持**:在 `pickCastSkill` 中,读取 `heroAttrs.skills[s_uuid]?.overrides` 并进行合并判定,同时将 `overrides` 放入返回的 `castPlan` 中,以便 `castSkill` 使用。
## 3. 假设与决策 (Assumptions & Decisions)
- **统一触发结构**:虽然 `call`, `dead`, `fstart`, `fend` 不严格需要 `t_num`,但为了类型统一并完全遵守设计规范,统一采用了包含 `t_num` 的对象结构。
- **合并前置决策**:如上所述,坚决在施放方法入口处进行 `mergeSkillParams` 以保证目标收集逻辑能够感知到 `TGroup` 的变化。这比设计规范中要求的修改范围略有扩大,但对于系统功能的正确实现是必须的。
- **卡牌技能影响**:卡牌技能(`forceCastCardSkill`)当前没有绑定角色的 `overrides`,因此维持读取基础 `SkillSet` 逻辑不变。
## 4. 验证步骤 (Verification steps)
1. 编译 TypeScript 代码,确保 `HeroAttrsComp`, `heroSet`, `SCastSystem` 等修改后的接口和类型无报错。
2. 启动游戏或运行测试,确认 `5001` (见习战士) 触发的基础护盾只对自己生效。
3. 确认 `5002` (盾骑士) 受击触发的护盾技能正确地为全队附加护盾并且护盾值ap与次数hit_count符合 `overrides` 配置。
4. 确认所有旧版英雄技能在无 `overrides` 时能够正确回退到 `SkillSet` 的默认配置,游戏运转正常无异常日志。

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# 重构场上英雄UI表现及交互计划
## 1. 目标与现状分析
**现状**
目前游戏中 `HInfoComp.ts` 负责在界面下方显示场上英雄的信息(生命、攻击、出售),由 `MissionCardComp` 管理 6 个固定槽位。
`HeroViewComp.ts` 负责战斗场景中英雄实体的动画表现。
**目标**
1. 保留 `HInfoComp.ts` 组件及预制体,但**取消其在底部的常驻显示**,将其改造为**弹窗形式**(类似 `IBoxComp`)。
2. 在战斗或准备阶段,玩家**直接点击场上的英雄模型**`HeroViewComp`)时,弹出 `HInfoComp` 面板。
3. 清理 `MissionCardComp.ts` 中管理底层 `HInfoComp` 的旧逻辑。
## 2. 具体修改步骤
### 2.1 注册 HInfo 为独立弹窗
* 修改 `assets/script/game/common/config/GameUIConfig.ts`
*`UIID` 枚举中添加 `HInfo`
*`UIConfigData` 中注册:`[UIID.HInfo]: { layer: LayerType.UI, prefab: "gui/element/hnode" }`
### 2.2 改造 HInfoComp.ts
* **数据传入**:添加 `onAdded(args: { eid: number })`,根据 `eid` 查询 `HeroAttrsComp` 实体进行数据绑定。
* **自驱动刷新**:原先由外部驱动刷新,现在添加 `update(dt: number)` 生命周期,在内部调用 `this.refresh()` 以保持血量等信息实时更新。
* **移除旧逻辑**:删除 `node_index``refreshByNodeIndex` 等固定槽位相关的代码。
* **交互恢复**:取消注释 `bindEvents``unbindEvents`,恢复出售按钮的点击事件。出售完成后调用 `oops.gui.remove(UIID.HInfo)`。打开 `IBox` 的点击逻辑可保持不变(或者作为详情按钮)。
* **添加关闭机制**:考虑到它是弹窗,可以添加一个点击非按钮区域关闭自身的功能,或者点击英雄之外的区域关闭。为简单起见,可以暂时复用点击面板打开 IBox同时关闭 HInfo并在 HInfo 添加额外的关闭按钮,或由 UI 框架自动处理(如果注册为 PopUp 并带有背景)。如果它是纯 UI可以点击其他地方关闭。这里我们让它在打开 `IBox` 后关闭自己:`oops.gui.remove(UIID.HInfo)`
### 2.3 清理 MissionCardComp.ts
* **移除属性**:删除 `@property(Node) hero_info_node``@property(Prefab) hero_info_prefab` 及其编辑器绑定。
* **移除内部状态**:删除 `cachedHInfoComps``heroInfoSyncTimer`
* **移除生命周期调用**:在 `onLoad``update``onMissionStart``onMissionEnd``onDestroy``reset``enterPreparePhase``enterBattlePhase` 中,删除所有涉及 `HInfoComp` 实例创建、刷新、显隐控制、销毁的代码。
### 2.4 修改 HeroViewComp.ts 添加点击交互
* **绑定事件**:在 `onLoad` 中为英雄模型节点绑定点击事件 `this.node.on(NodeEventType.TOUCH_END, this.onHeroClicked, this);`,并在 `reset` 等清理处解绑。
* **点击回调逻辑**
```typescript
private onHeroClicked(event: EventTouch) {
if (!this.model) return;
if (this.model.fac !== FacSet.HERO) return; // 仅对玩家英雄生效
const eid = this.ent?.eid;
if (!eid) return;
// 呼出英雄信息弹窗
oops.gui.remove(UIID.HInfo);
oops.gui.open(UIID.HInfo, { eid: eid });
}
```
## 3. 验证步骤
1. 进入战斗,确认下方不再有常驻的英雄信息面板。
2. 点击场上的英雄模型,确认能弹出该英雄的 `HInfoComp` 弹窗。
3. 观察弹窗内的血量和攻击力是否能随战斗实时刷新。
4. 点击弹窗上的出售按钮,确认英雄消失、金币增加且弹窗关闭。
5. 点击弹窗上的信息区域,确认能弹出 `IBoxComp` 详情面板。

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scene: git_message
---
采用中文提交信息
## Profile
你是一个严谨的配置管理专家与代码审查员。你的核心任务是根据代码的变更内容diff或开发者的简短描述生成符合业界标准Conventional Commits / Angular 规范)的 Git 提交信息。你擅长剥离代码细节总结出清晰的业务意图What 和 Why
## Core Constraints & Principles
1. **规范标准**:必须严格遵循 Conventional Commits 规范。
2. **语言设定**:与用户的对话使用**中文**;生成的 Commit Message 默认使用**英文**(除非用户明确要求使用中文)。
3. **时态与语态**Subject标题行必须使用**祈使句**和**一般现在时**(如使用 "add" 而不是 "added" 或 "adds")。
4. **长度限制**
- Subject标题行严格控制在 50 个字符以内。
- Body正文和 Footer尾注每行不超过 72 个字符。
## Commit Message Format
```text
<type>(<scope>): <subject>
<BLANK LINE>
<body>
<BLANK LINE>
<footer>

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---
alwaysApply: false
description: esp32嵌入式开发生效
alwaysApply: true
---
# ESP32-C3 ESP-IDF 开发规
# oops-framework & Cocos Creator 3.x 开发规
仅在 ESP32 / ESP-IDF 相关开发中参考,保留关键结论如下:
- 引用其他文件函数时严格审核引用路径的正确性。
## 1. HTTP Server
## 技术栈
- `sdkconfig.defaults` 至少包含:
- `CONFIG_HTTPD_MAX_REQ_HDR_LEN=1024`
- `CONFIG_HTTPD_MAX_URI_LEN=512`
- 修改 `sdkconfig.defaults` 后,如已有 `sdkconfig`,需同步处理并重新编译。
- `httpd` 任务栈建议设为 `8192`
- `httpd_req_recv()` 读取 POST 数据必须循环收完,按 `content_len` 分配缓冲区,并在结束后释放内存。
- Cocos Creator 3.x + TypeScript 严格模式(优先 Interface/Type杜绝 `any`
- 全局对象 `oops` 访问框架功能,通过 `import { oops } from 'xxxx'` 获取
## 2. 表单处理
## 架构约束
- 所有 `application/x-www-form-urlencoded` 表单参数必须先做 URL 解码再使用。
- 应封装统一的 `url_decode()` / `get_param()` 工具函数。
- 禁止直接用 `strstr` + `strchr` 手动截取参数值。
- Model / View / System(Controller) 分层,禁止将所有逻辑塞入单个组件
- **禁止造轮子**UI、资源、音频、事件、调度等基础功能必须使用 `oops.xxx` 内置模块
## 3. WiFi 连接
## 框架模块速查
- 不要硬编码 `WIFI_AUTH_WPA2_PSK`,优先使用兼容性更好的认证模式。
- 空密码时使用 `WIFI_AUTH_OPEN`
- 启动时仅在 SSID 和密码都有效时尝试连接,否则进入配网模式。
- 日志中输出断开原因和密码长度,不输出密码明文。
| 模块 | 用途 | 关键 API |
|------|------|----------|
| `oops.gui` | UI 生命周期 | `open(name, data)` / `remove(name)`;频繁更新用 MVVM |
| `oops.res` | 资源加载/释放 | `load` / `loadAsync` / `release` |
| `oops.message` | 跨模块事件总线 | `on` / `off` / `dispatchEvent` |
| `oops.timer` | 定时任务 | `register`(禁止 `setInterval` |
| ECS | 大量同类实体(弹幕、群怪) | 框架内置 ECS 库 |
| 行为树 | 复杂 NPC AI | `behavior-tree` 模块 |
| AsyncQueue | 按序异步初始化 | 规避回调地狱 |
## 4. 初始化顺序
### 严格禁止
- 必须按以下顺序初始化:
1. `nvs_flash_init()`
2. `esp_netif_init()`
3. `esp_event_loop_create_default()`
4. `esp_wifi_init()`
- 禁止在 `esp_wifi_init()` 之后再初始化 NVS。
- `instantiate` + `addChild` 手动管理全屏 UI / 弹窗 → 必须走 `oops.gui`
- 组件间 `@property` 拖拽 / `find` 查找强引用 → 必须走 `oops.message` 事件解耦
- 所有 `oops.message.on` / `oops.timer.register` 必须在 `onDestroy` / `onDisable` 中注销
## 5. 配网模式
---
- 配网阶段使用 `WIFI_MODE_AP`,不要使用 `WIFI_MODE_APSTA`
# 代码注释规范
## 核心原则
1. **Clean Code 优先**:命名糟糕则重构命名,而非堆注释
2. **Why > What**:注释解释"为什么",禁止废话注释(如 `// 遍历数组`
3. **JSDoc / TSDoc** 标准格式,注释使用中文,专业术语保留英文
4. **拒绝幽灵注释**:代码变更时必须同步更新注释,删除废弃注释;输出前自校注释与代码一致性
## 注释标准
- **文件头**:复杂/核心模块顶部用 `/** ... */` 简述职责
- **类/接口**:描述领域模型职责,标注关键生命周期或状态流转
- **公共方法**:必须 JSDoc含功能简述、`@param`(含边界/可空说明)、`@returns`、可选 `@throws` / `@deprecated`
- **行内注释**:仅用于复杂正则、位运算、业务 Workaround`//` 后留空格,放在代码正上方
- **标记标签**(大写):`// TODO:` 未实现、`// FIXME:` 已知 Bug、`// HACK:` 妥协方案
## 输出要求
- 代码前指明使用了 oops-framework 哪个模块
- `oops` API 调用附带简明中文注释
- 检查所有监听是否在生命周期结束时注销

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// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
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frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
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blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
glowColor: { value: [1, 1, 1, 1], editor: { type: color } }
glowWidth: { value: 0.05, editor: { slide: true, range: [0, 0.3], step: 0.001 } }
glowThreshold: { value: 1, editor: { slide: true, range: [0, 1], step: 0.001 } }
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec2 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
uniform FSConstants {
vec4 glowColor;
float glowWidth;
float glowThreshold;
};
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
#endif
vec4 getTextureColor (sampler2D mainTexture, vec2 uv) {
if (uv.x > 1.0 || uv.x < 0.0 || uv.y > 1.0 || uv.y < 0.0) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
return texture(mainTexture, uv);
}
float getColorAlpha (float angle, float dist) {
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
float radian = angle * 3.14 / 180.0;
vec2 newUV = uv0 + vec2(dist * cos(radian), dist * sin(radian));
vec4 color = getTextureColor(cc_spriteTexture, newUV);
return color.a;
}
float getAverageAlpha (float dist) {
float totalAlpha = 0.0;
totalAlpha += getColorAlpha(0.0, dist);
totalAlpha += getColorAlpha(30.0, dist);
totalAlpha += getColorAlpha(60.0, dist);
totalAlpha += getColorAlpha(90.0, dist);
totalAlpha += getColorAlpha(120.0, dist);
totalAlpha += getColorAlpha(150.0, dist);
totalAlpha += getColorAlpha(180.0, dist);
totalAlpha += getColorAlpha(210.0, dist);
totalAlpha += getColorAlpha(240.0, dist);
totalAlpha += getColorAlpha(270.0, dist);
totalAlpha += getColorAlpha(300.0, dist);
totalAlpha += getColorAlpha(330.0, dist);
return totalAlpha * 0.0833;
}
float getGlowAlpha () {
if (glowWidth == 0.0 ) {
return 0.0;
}
float totalAlpha = 0.0;
totalAlpha += getAverageAlpha(glowWidth * 0.1);
totalAlpha += getAverageAlpha(glowWidth * 0.2);
totalAlpha += getAverageAlpha(glowWidth * 0.3);
totalAlpha += getAverageAlpha(glowWidth * 0.4);
totalAlpha += getAverageAlpha(glowWidth * 0.5);
totalAlpha += getAverageAlpha(glowWidth * 0.6);
totalAlpha += getAverageAlpha(glowWidth * 0.7);
totalAlpha += getAverageAlpha(glowWidth * 0.8);
totalAlpha += getAverageAlpha(glowWidth * 0.9);
totalAlpha += getAverageAlpha(glowWidth * 1.0);
return totalAlpha * 0.1;
}
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#if IS_GRAY
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
#endif
#endif
float alpha = getGlowAlpha();
if (alpha <= glowThreshold) {
alpha /= glowThreshold;
alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
} else {
alpha = 0.0;
}
vec4 dstColor = glowColor * alpha;
vec4 scrColor = o;
o = scrColor * scrColor.a + dstColor * (1.0 - scrColor.a);
o *= color;
ALPHA_TEST(o);
return o;
}
}%

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{"ver":"1.7.1","importer":"effect","imported":true,"uuid":"64e60a99-c0c5-4e55-bb76-89ab7d9bb1c7","files":[".json"],"subMetas":{},"userData":{"combinations":[{}]}}

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// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
glowColor: { value: [1, 1, 1, 1], editor: { type: color } }
glowWidth: { value: 0.05, editor: { slide: true, range: [0, 0.3], step: 0.001 } }
glowThreshold: { value: 1, editor: { slide: true, range: [0, 1], step: 0.001 } }
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec2 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
uniform FSConstants {
vec4 glowColor;
float glowWidth;
float glowThreshold;
};
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
#endif
vec4 getTextureColor (sampler2D mainTexture, vec2 uv) {
if (uv.x > 1.0 || uv.x < 0.0 || uv.y > 1.0 || uv.y < 0.0) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
return texture(mainTexture, uv);
}
float getColorAlpha (float angle, float dist) {
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
float radian = angle * 3.14 / 180.0;
vec2 newUV = uv0 + vec2(dist * cos(radian), dist * sin(radian));
vec4 color = getTextureColor(cc_spriteTexture, newUV);
return color.a;
}
float getAverageAlpha (float dist) {
float totalAlpha = 0.0;
totalAlpha += getColorAlpha(0.0, dist);
totalAlpha += getColorAlpha(30.0, dist);
totalAlpha += getColorAlpha(60.0, dist);
totalAlpha += getColorAlpha(90.0, dist);
totalAlpha += getColorAlpha(120.0, dist);
totalAlpha += getColorAlpha(150.0, dist);
totalAlpha += getColorAlpha(180.0, dist);
totalAlpha += getColorAlpha(210.0, dist);
totalAlpha += getColorAlpha(240.0, dist);
totalAlpha += getColorAlpha(270.0, dist);
totalAlpha += getColorAlpha(300.0, dist);
totalAlpha += getColorAlpha(330.0, dist);
return totalAlpha * 0.0833;
}
float getGlowAlpha () {
if (glowWidth == 0.0 ) {
return 0.0;
}
float totalAlpha = 0.0;
totalAlpha += getAverageAlpha(glowWidth * 0.1);
totalAlpha += getAverageAlpha(glowWidth * 0.2);
totalAlpha += getAverageAlpha(glowWidth * 0.3);
totalAlpha += getAverageAlpha(glowWidth * 0.4);
totalAlpha += getAverageAlpha(glowWidth * 0.5);
totalAlpha += getAverageAlpha(glowWidth * 0.6);
totalAlpha += getAverageAlpha(glowWidth * 0.7);
totalAlpha += getAverageAlpha(glowWidth * 0.8);
totalAlpha += getAverageAlpha(glowWidth * 0.9);
totalAlpha += getAverageAlpha(glowWidth * 1.0);
return totalAlpha * 0.1;
}
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#if IS_GRAY
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
#endif
#endif
float alpha = getGlowAlpha();
if (alpha <= glowThreshold) {
alpha /= glowThreshold;
alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
} else {
alpha = 0.0;
}
vec4 dstColor = glowColor * alpha;
vec4 scrColor = o;
o = scrColor * scrColor.a + dstColor * (1.0 - scrColor.a);
o *= color;
ALPHA_TEST(o);
return o;
}
}%

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{"ver":"1.7.1","importer":"effect","imported":true,"uuid":"6ef5f656-8e02-4293-81ad-f621d747205a","files":[".json"],"subMetas":{},"userData":{"combinations":[{}]}}

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// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
glowColor: { value: [1, 1, 1, 1], editor: { type: color } }
glowWidth: { value: 0.05, editor: { slide: true, range: [0, 0.3], step: 0.001 } }
glowThreshold: { value: 1, editor: { slide: true, range: [0, 1], step: 0.001 } }
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec2 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
uniform FSConstants {
vec4 glowColor;
float glowWidth;
float glowThreshold;
};
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
#endif
vec4 getTextureColor (sampler2D mainTexture, vec2 uv) {
if (uv.x > 1.0 || uv.x < 0.0 || uv.y > 1.0 || uv.y < 0.0) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
return texture(mainTexture, uv);
}
float getColorAlpha (float angle, float dist) {
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
float radian = angle * 3.14 / 180.0;
vec2 newUV = uv0 + vec2(dist * cos(radian), dist * sin(radian));
vec4 color = getTextureColor(cc_spriteTexture, newUV);
return color.a;
}
float getAverageAlpha (float dist) {
float totalAlpha = 0.0;
totalAlpha += getColorAlpha(0.0, dist);
totalAlpha += getColorAlpha(30.0, dist);
totalAlpha += getColorAlpha(60.0, dist);
totalAlpha += getColorAlpha(90.0, dist);
totalAlpha += getColorAlpha(120.0, dist);
totalAlpha += getColorAlpha(150.0, dist);
totalAlpha += getColorAlpha(180.0, dist);
totalAlpha += getColorAlpha(210.0, dist);
totalAlpha += getColorAlpha(240.0, dist);
totalAlpha += getColorAlpha(270.0, dist);
totalAlpha += getColorAlpha(300.0, dist);
totalAlpha += getColorAlpha(330.0, dist);
return totalAlpha * 0.0833;
}
float getGlowAlpha () {
if (glowWidth == 0.0 ) {
return 0.0;
}
float totalAlpha = 0.0;
totalAlpha += getAverageAlpha(glowWidth * 0.1);
totalAlpha += getAverageAlpha(glowWidth * 0.2);
totalAlpha += getAverageAlpha(glowWidth * 0.3);
totalAlpha += getAverageAlpha(glowWidth * 0.4);
totalAlpha += getAverageAlpha(glowWidth * 0.5);
totalAlpha += getAverageAlpha(glowWidth * 0.6);
totalAlpha += getAverageAlpha(glowWidth * 0.7);
totalAlpha += getAverageAlpha(glowWidth * 0.8);
totalAlpha += getAverageAlpha(glowWidth * 0.9);
totalAlpha += getAverageAlpha(glowWidth * 1.0);
return totalAlpha * 0.1;
}
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#if IS_GRAY
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
#endif
#endif
float alpha = getGlowAlpha();
if (alpha <= glowThreshold) {
alpha /= glowThreshold;
alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
} else {
alpha = 0.0;
}
vec4 dstColor = glowColor * alpha;
vec4 scrColor = o;
o = scrColor * scrColor.a + dstColor * (1.0 - scrColor.a);
o *= color;
ALPHA_TEST(o);
return o;
}
}%

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{"ver":"1.7.1","importer":"effect","imported":true,"uuid":"22f6acfb-c03d-4213-918a-4d3b0cce76b4","files":[".json"],"subMetas":{},"userData":{"combinations":[{}]}}

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// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
glowColor: { value: [1, 1, 1, 1], editor: { type: color } }
glowWidth: { value: 0.05, editor: { slide: true, range: [0, 0.3], step: 0.001 } }
glowThreshold: { value: 1, editor: { slide: true, range: [0, 1], step: 0.001 } }
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec2 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
uniform FSConstants {
vec4 glowColor;
float glowWidth;
float glowThreshold;
};
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
#endif
vec4 getTextureColor (sampler2D mainTexture, vec2 uv) {
if (uv.x > 1.0 || uv.x < 0.0 || uv.y > 1.0 || uv.y < 0.0) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
return texture(mainTexture, uv);
}
float getColorAlpha (float angle, float dist) {
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
float radian = angle * 3.14 / 180.0;
vec2 newUV = uv0 + vec2(dist * cos(radian), dist * sin(radian));
vec4 color = getTextureColor(cc_spriteTexture, newUV);
return color.a;
}
float getAverageAlpha (float dist) {
float totalAlpha = 0.0;
totalAlpha += getColorAlpha(0.0, dist);
totalAlpha += getColorAlpha(30.0, dist);
totalAlpha += getColorAlpha(60.0, dist);
totalAlpha += getColorAlpha(90.0, dist);
totalAlpha += getColorAlpha(120.0, dist);
totalAlpha += getColorAlpha(150.0, dist);
totalAlpha += getColorAlpha(180.0, dist);
totalAlpha += getColorAlpha(210.0, dist);
totalAlpha += getColorAlpha(240.0, dist);
totalAlpha += getColorAlpha(270.0, dist);
totalAlpha += getColorAlpha(300.0, dist);
totalAlpha += getColorAlpha(330.0, dist);
return totalAlpha * 0.0833;
}
float getGlowAlpha () {
if (glowWidth == 0.0 ) {
return 0.0;
}
float totalAlpha = 0.0;
totalAlpha += getAverageAlpha(glowWidth * 0.1);
totalAlpha += getAverageAlpha(glowWidth * 0.2);
totalAlpha += getAverageAlpha(glowWidth * 0.3);
totalAlpha += getAverageAlpha(glowWidth * 0.4);
totalAlpha += getAverageAlpha(glowWidth * 0.5);
totalAlpha += getAverageAlpha(glowWidth * 0.6);
totalAlpha += getAverageAlpha(glowWidth * 0.7);
totalAlpha += getAverageAlpha(glowWidth * 0.8);
totalAlpha += getAverageAlpha(glowWidth * 0.9);
totalAlpha += getAverageAlpha(glowWidth * 1.0);
return totalAlpha * 0.1;
}
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#if IS_GRAY
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
#endif
#endif
float alpha = getGlowAlpha();
if (alpha <= glowThreshold) {
alpha /= glowThreshold;
alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
} else {
alpha = 0.0;
}
vec4 dstColor = glowColor * alpha;
vec4 scrColor = o;
o = scrColor * scrColor.a + dstColor * (1.0 - scrColor.a);
o *= color;
ALPHA_TEST(o);
return o;
}
}%

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{"ver":"1.7.1","importer":"effect","imported":true,"uuid":"645285fa-29be-4ca6-8f17-05ae82ef4982","files":[".json"],"subMetas":{},"userData":{"combinations":[{}]}}

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@@ -0,0 +1,150 @@
[
{
"__type__": "cc.Prefab",
"_name": "shadow",
"_objFlags": 0,
"__editorExtras__": {},
"_native": "",
"data": {
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},
"optimizationPolicy": 0,
"persistent": false
},
{
"__type__": "cc.Node",
"_name": "shadow",
"_objFlags": 0,
"__editorExtras__": {},
"_parent": null,
"_children": [],
"_active": true,
"_components": [
{
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},
{
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}
],
"_prefab": {
"__id__": 6
},
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": 5,
"z": 0
},
"_lrot": {
"__type__": "cc.Quat",
"x": 0,
"y": 0,
"z": 0,
"w": 1
},
"_lscale": {
"__type__": "cc.Vec3",
"x": 0.12,
"y": 0.3,
"z": 1
},
"_mobility": 0,
"_layer": 1,
"_euler": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_id": ""
},
{
"__type__": "cc.UITransform",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
"__id__": 1
},
"_enabled": true,
"__prefab": {
"__id__": 3
},
"_contentSize": {
"__type__": "cc.Size",
"width": 284,
"height": 39
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_id": ""
},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "6cmzBFonhLeL4QjawJnsDO"
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"node": {
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},
"_enabled": true,
"__prefab": {
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},
"_customMaterial": null,
"_srcBlendFactor": 2,
"_dstBlendFactor": 4,
"_color": {
"__type__": "cc.Color",
"r": 0,
"g": 0,
"b": 0,
"a": 255
},
"_spriteFrame": {
"__uuid__": "cb93c900-b440-4571-91d1-7da1636e3d73@34d88",
"__expectedType__": "cc.SpriteFrame"
},
"_type": 0,
"_fillType": 0,
"_sizeMode": 1,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_useGrayscale": false,
"_atlas": {
"__uuid__": "cb93c900-b440-4571-91d1-7da1636e3d73",
"__expectedType__": "cc.SpriteAtlas"
},
"_id": ""
},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "9bBibS6lpJz5PzA6RCFpKW"
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__id__": 0
},
"fileId": "68mbLQeptP8Kf2mAvL01yn",
"instance": null,
"targetOverrides": null
}
]

View File

@@ -0,0 +1,13 @@
{
"ver": "1.1.50",
"importer": "prefab",
"imported": true,
"uuid": "1e4a101d-7d40-4611-8ccf-f2408bed7bf2",
"files": [
".json"
],
"subMetas": {},
"userData": {
"syncNodeName": "shadow"
}
}

View File

@@ -1,787 +0,0 @@
[
{
"__type__": "cc.Prefab",
"_name": "0",
"_objFlags": 0,
"__editorExtras__": {},
"_native": "",
"data": {
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},
"optimizationPolicy": 0,
"persistent": false
},
{
"__type__": "cc.Node",
"_name": "0",
"_objFlags": 0,
"__editorExtras__": {},
"_parent": null,
"_children": [
{
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},
{
"__id__": 14
},
{
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}
],
"_active": true,
"_components": [
{
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},
{
"__id__": 39
},
{
"__id__": 41
},
{
"__id__": 43
},
{
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}
],
"_prefab": {
"__id__": 47
},
"_lpos": {
"__type__": "cc.Vec3",
"x": -0.041,
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View File

@@ -1 +1 @@
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View File

@@ -11,7 +11,7 @@
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@@ -76,91 +76,71 @@
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}
]

View File

@@ -1 +1 @@
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{"ver":"2.0.3","importer":"animation-clip","imported":true,"uuid":"cd3e0604-8840-4794-8755-f2ed86dbe264","files":[".cconb"],"subMetas":{},"userData":{"name":"atk0"}}

View File

@@ -11,7 +11,7 @@
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@@ -69,58 +69,43 @@
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View File

@@ -1 +1 @@
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View File

@@ -7,11 +7,11 @@
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{
@@ -62,85 +62,50 @@
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View File

@@ -1 +1 @@
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View File

@@ -11,7 +11,7 @@
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@@ -73,74 +73,59 @@
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View File

@@ -1 +1 @@
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View File

@@ -11,7 +11,7 @@
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@@ -66,41 +66,31 @@
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]

View File

@@ -1 +1 @@
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{"ver":"2.0.3","importer":"animation-clip","imported":true,"uuid":"6e473d77-a270-42c3-adc7-c675666f280d","files":[".cconb"],"subMetas":{},"userData":{"name":"move"}}

View File

@@ -1 +1 @@
{"ver":"1.2.0","importer":"directory","imported":true,"uuid":"a6fcca3b-9137-4073-b74a-bdfa6a707593","files":[],"subMetas":{},"userData":{}}
{"ver":"1.2.0","importer":"directory","imported":true,"uuid":"633e4cde-ab87-41ca-b2f3-729d8c5846e2","files":[],"subMetas":{},"userData":{}}

View File

@@ -11,7 +11,7 @@
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]

View File

@@ -1 +1 @@
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View File

@@ -11,7 +11,7 @@
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View File

@@ -1 +1 @@
{"ver":"2.0.3","importer":"animation-clip","imported":true,"uuid":"a8017a4f-e079-4b37-b0ce-647a5c68e11a","files":[".cconb"],"subMetas":{},"userData":{"name":"idle"}}
{"ver":"2.0.3","importer":"animation-clip","imported":true,"uuid":"179d8551-31f3-43a9-a55d-1dd1bf0a48c6","files":[".cconb"],"subMetas":{},"userData":{"name":"idle"}}

View File

@@ -11,7 +11,7 @@
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@@ -69,78 +69,43 @@
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View File

@@ -1 +1 @@
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View File

@@ -11,7 +11,7 @@
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@@ -73,74 +73,59 @@
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View File

@@ -1 +1 @@
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View File

@@ -11,7 +11,7 @@
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View File

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View File

@@ -0,0 +1 @@
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View File

@@ -1,7 +1,7 @@
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"__expectedType__": "cc.SpriteFrame"
}
]

View File

@@ -1,13 +1 @@
{
"ver": "2.0.3",
"importer": "animation-clip",
"imported": true,
"uuid": "c7a0ded9-a870-4fc4-93e2-1bec11801142",
"files": [
".cconb"
],
"subMetas": {},
"userData": {
"name": "atk0"
}
}
{"ver":"2.0.3","importer":"animation-clip","imported":true,"uuid":"d795f0b0-cd12-43db-bc47-79dddf1d7528","files":[".cconb"],"subMetas":{},"userData":{"name":"atk0"}}

View File

@@ -11,7 +11,7 @@
"speed": 1,
"wrapMode": 2,
"enableTrsBlending": false,
"_duration": 0.8,
"_duration": 0.6,
"_hash": 500763545,
"_tracks": [
{
@@ -69,58 +69,43 @@
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{
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{
"__uuid__": "97aa0f88-8138-4b35-94bc-4f691e3f6269@140ce",
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{
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"__uuid__": "880e4caa-854e-4e80-9ab5-d3d587e4dd4d@49f37",
"__expectedType__": "cc.SpriteFrame"
}
]

View File

@@ -1 +1 @@
{"ver":"2.0.3","importer":"animation-clip","imported":true,"uuid":"9098ce69-33e0-41d6-ab79-274accd1fa56","files":[".cconb"],"subMetas":{},"userData":{"name":"idle"}}
{"ver":"2.0.3","importer":"animation-clip","imported":true,"uuid":"fed4df36-6a3f-4a12-a6e5-2a5ad140efbf","files":[".cconb"],"subMetas":{},"userData":{"name":"idle"}}

View File

@@ -11,7 +11,7 @@
"speed": 1,
"wrapMode": 1,
"enableTrsBlending": false,
"_duration": 0.6,
"_duration": 0.45,
"_hash": 500763545,
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{
@@ -69,58 +69,43 @@
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],
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"__expectedType__": "cc.SpriteFrame"
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]

View File

@@ -1 +1 @@
{"ver":"2.0.3","importer":"animation-clip","imported":true,"uuid":"fbf32dae-f240-47a6-9aa5-b4f8b01a87af","files":[".cconb"],"subMetas":{},"userData":{"name":"max0"}}
{"ver":"2.0.3","importer":"animation-clip","imported":true,"uuid":"2d5be258-449e-43a6-bf51-11e7cbf7ce0a","files":[".cconb"],"subMetas":{},"userData":{"name":"max0"}}

View File

@@ -11,7 +11,7 @@
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"_duration": 0.43333333333333335,
"_hash": 500763545,
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@@ -73,74 +73,59 @@
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]

View File

@@ -1 +1 @@
{"ver":"2.0.3","importer":"animation-clip","imported":true,"uuid":"56628bc8-a6c1-4c3d-8326-8a28b03af883","files":[".cconb"],"subMetas":{},"userData":{"name":"max1"}}
{"ver":"2.0.3","importer":"animation-clip","imported":true,"uuid":"69f355b0-4430-4b47-9784-545110b51829","files":[".cconb"],"subMetas":{},"userData":{"name":"max1"}}

View File

@@ -11,7 +11,7 @@
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{
@@ -66,41 +66,31 @@
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View File

@@ -1 +1 @@
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View File

@@ -0,0 +1 @@
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View File

@@ -0,0 +1,113 @@
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}
]

Some files were not shown because too many files have changed in this diff Show More