95 Commits

Author SHA1 Message Date
pan
1bb275607a refactor: 修改英雄图鉴和详情页的排序规则为按职业升序
调整英雄列表排序逻辑,从原有的按品质降序改为按职业升序,保持与养成进度解耦的稳定展示。
2026-09-24 15:45:46 +08:00
pan
95bf2a4e17 feat: 添加回合进度指示 UI 组件及刷新逻辑 2026-09-24 15:44:06 +08:00
pan
3f2989ab55 refactor: 移除性能监控面板相关代码
本次提交移除了 MissionComp 组件中所有性能监控相关的代码,包括:
- 性能监控面板的属性、初始化和更新逻辑
- 相关的导入依赖
- 未使用的变量和方法

这些代码主要用于显示内存、帧率等性能数据,移除后不会影响游戏核心功能,有助于简化代码结构和减少不必要的性能开销。
2026-09-24 14:04:46 +08:00
pan
577a62193c refactor: 重构无限关模式,移除章节概念,统一使用关卡-回合结构 2026-09-23 17:18:05 +08:00
pan
8f89dd11fa feat: 实现无限关卡 Boss 大招系统并重构关卡配置 2026-09-23 10:06:00 +08:00
pan
c10e24709d feat(skill): 新增闪电斩技能6103的动画与配置
1.  更新技能配置表中闪电斩的sp名称为atk6
2.  为atk2/atk3/atk5/atk6添加完整的动画帧与预制体
3.  调整各技能动画时长与攻击帧触发时机
2026-09-22 16:10:40 +08:00
pan
f92502f4f5 feat(skill): 新增召唤目标选择模式与技能优化
1. 新增SummonTMode枚举,支持同一敌人/随机敌人/去重三种召唤目标模式
2. 为多个技能prefab新增召唤参数配置字段
3. 重构索敌逻辑,支持按配置模式选择召唤目标
4. 优化技能伤害与动画配置,新增maxm7技能与动画资源
5. 修复部分技能的碰撞次数与偏移参数
2026-09-22 15:56:27 +08:00
pan
fa58f699d9 fix(hero): 修正技能debuff数值与技能描述
1. 更新多个技能的debuff_value数值为正向加成值
2. 将技能描述中的"前方达人"改为"前方敌人",并补充攻击力占位符
3. 同步更新代码配置中的技能参数与json配置一致
2026-09-22 11:23:55 +08:00
pan
90e8a4a284 feat: 添加三个新技能并更新英雄配置
1. 新增6013闪电、6014小火球、6015小飓风三个技能及对应预制件
2. 更新职业技能列表,为法师和辅助职业新增技能
3. 调整部分英雄技能配置、属性描述与英雄列表
4. 优化部分技能的伤害系数与效果参数
2026-09-22 11:15:49 +08:00
pan
39de30b9b4 refactor(hero config): 批量调整英雄技能与配置参数
1.  统一替换击退、debuff相关参数为暴击属性
2.  更新技能描述与英雄简介文本
3.  调整召唤物、buff数值与触发概率
4.  重构部分技能的生效逻辑与战场技能配置
5.  修正中毒效果的数值符号与参数配置
2026-09-22 09:33:47 +08:00
pan
8707316032 feat(hero-data): 批量更新多名英雄的配置数据
本次提交对多个英雄的角色路径、技能参数、攻击效果、被动光环等配置进行了更新:
1.  修改了易伤剑仙、甲虫领主、控血大师的角色资源路径
2.  调整了多名英雄的技能伤害倍率、控制效果参数
3.  新增/更新了多个英雄的普攻、大招效果与描述
4.  调整了部分英雄的光环配置与团队增益效果
5.  修正了技能的debuff/buff参数、触发概率与持续时长
2026-09-21 17:01:35 +08:00
pan
fdcd81c083 docs(server/data,script): 更新技能触发组文档与文本渲染逻辑
1. 补充技能触发组desc占位符使用说明
2. 新增触发概率与保底叠加值的参数传递
3. 优化技能文本渲染,避免概率描述重复展示
2026-09-21 16:03:10 +08:00
pan
cd9e7296a1 feat(trigger-editor): 添加触发组概率与保底配置功能
1. 新增触发组条目字段t_chance(触发概率)和pity_add(保底叠加),仅攻击/受击组生效
2. 为TriggerGroupEditor传入分组标识,动态显示概率配置表单项
3. 新增条目创建时继承同组末档概率参数的逻辑
4. 更新常量定义与文档说明,补充概率参数使用规则
5. 在前端展示和服务端导出中添加概率相关信息展示
2026-09-21 16:01:41 +08:00
pan
be6d941b90 feat(skill): add trigger probability and pity system for attack/attacked triggers
1. 新增技能触发概率配置与保底叠加机制,仅对攻击/受击触发生效
2. 前端编辑器新增t_chance概率与pity_add保底增量配置项
3. 技能描述文案支持展示触发概率
4. 运行时新增概率判定与保底缓存逻辑,兼容存量配置
2026-09-21 15:25:02 +08:00
pan
51256a2813 chore(hero-config): set all hero rarity to 1
Unify hero rarity to 1 across heroes.json and heroSet.ts.
Deactivate an element in heros.prefab.
2026-09-21 11:34:01 +08:00
panFD
0ea0434087 fix(talents prefab): adjust ui element position and scale
修正天赋界面预制体的元素位置与缩放参数,修复界面显示偏移问题
2026-09-20 22:09:43 +08:00
pan
1634f6a528 feat(talent-ui): 优化天赋界面展示逻辑与数据显示
1.  天赋总览页新增各层已投入点数展示
2.  天赋详情弹窗重构前置与层位校验UI:
    - 拆分层位需求与软前置展示模块
    - 优化进度显示逻辑,避免数值歧义
    - 修正前置等级展示为当前/需求格式
3.  更新相关注释与文档说明
2026-09-20 16:04:09 +08:00
pan
c183ae464a fix(HerosListComp): 补刷英雄升级红点在页面重新显示时
页面隐藏期间会错过HERO_GROWTH_UPDATE事件,重新显示时补刷所有卡片的可升级状态,首次onEnable早于start时遍历空数组无风险
2026-09-20 14:15:19 +08:00
pan
d140645aab refactor(talent): 重构天赋道具UI状态显示逻辑
1. 移除原MAX满级角标,替换为两种状态边框
2. 新增满级边框和已加点边框逻辑
3. 调整UI3布局参数优化显示
4. 更新预制件和注释文档
2026-09-20 10:55:27 +08:00
panFD
c610829661 chore(resources): 更新ui3.png资源文件
替换了assets/resources/gui目录下的ui3.png图片资源
2026-09-20 10:04:47 +08:00
pan
580a5ad131 style(ui5.plist): adjust button border top and bottom value
修正ui5.plist里的按钮上下边框数值,将22.5调整为22以统一显示样式
2026-09-20 09:14:33 +08:00
panFD
c282adcf3b style(talents prefab): adjust ui element position offsets
fine-tune the y-axis position and top layout offset of the talent panel prefab
2026-09-20 09:10:11 +08:00
panFD
4900911cfc refactor(TIBoxComp): 重构天赋文本渲染逻辑
1. 拆分天赋文本构建为精准渲染和详情组装两个方法
2. 改用天赋配置对象直接替换占位符,移除对getTalentDisplayText的依赖
3. 更新注释说明和导入依赖,修正文档中遗漏的TalentConfig配置项
4. 修复Lv0等级的天赋预览逻辑,改为按1级数值展示引导
2026-09-19 22:19:22 +08:00
panFD
45e3e8712b feat(ui): 新增天赋详情弹窗功能
重构天赋加点逻辑:将卡片点击校验与加点弹窗逻辑内聚到TIBoxComp中,TalentsComp仅负责打开弹窗。新增天赋详情弹窗,支持展示天赋信息、前置条件校验,并根据玩家状态动态控制加点按钮显隐。
2026-09-19 22:19:12 +08:00
panFD
f4150bd33c fix(talent): 调整天赋项UI显示逻辑与样式
1.  修改天赋项锁定状态判断逻辑,不再因Lv0显示锁遮罩
2.  更新节点注释与tooltip描述
3.  调整预制体布局与精灵资源配置
2026-09-19 15:34:35 +08:00
panFD
707e25e73f refactor: 重构天赋系统与技能触发逻辑
1.  重构天赋系统架构:将天赋加成与触发修正统一收敛到 HeroAttrsComp.applyTalent
2.  新增天赋触发修正字段:talent_t_num_reduce 与 talent_extra_trigger_chance
3.  重构天赋加点逻辑:统一 1 点/级,新增软前置校验
4.  优化天赋UI组件:改为编辑器静态配置驱动,重构层位展示逻辑
5.  修复技能触发判定:在 SkillTriggerHelper 中应用天赋触发修正
6.  调整天赋配置结构:改为 5 层递进解锁,新增 L4/L5 专属触发修正配置
2026-09-19 11:20:55 +08:00
panFD
f53c4293df fix(talents UI): 修复天赋界面预制件配置异常
更新了天赋界面prefab的节点ID映射、位置参数,新增了大量组件属性覆盖配置,修复了重置按钮绑定缺失和界面元素显示异常问题
2026-09-18 23:12:53 +08:00
panFD
f67f8a4aa0 refactor(gui, talent): 调整天赋卡片UI布局与边框参数
feat(talent): 新增天赋面板经验数值与点数统计显示

refactor(hero): 重构英雄列表与详情弹窗排序逻辑

fix(window): 修复弹窗默认激活状态与位置偏移问题
2026-09-18 23:11:42 +08:00
panFD
16854ab1b8 refactor(heroInfo): 重构英雄信息UI展示逻辑
1. 移除废弃的fragment_node节点相关代码与引用
2. 调整英雄列表和卡片的布局尺寸与间距
3. 优化碎片数量显示的绑定方式
4. 删除无用的bak备份文件
2026-09-18 11:53:15 +08:00
panFD
287989b425 chore: add meta file for heroInfo prefab backup
This commit adds the metadata file for the backed-up heroInfo prefab asset.
2026-09-18 11:23:24 +08:00
panFD
63a9f6cba5 feat(hero): 新增英雄详情弹窗与图鉴页面重构
1.  新增HeroInfoComp英雄详情弹窗,支持英雄属性展示、升级操作、前后切换功能
2.  重构HerosListComp图鉴页面,将详情面板逻辑剥离至弹窗,点击卡片直接打开详情页
3.  新增英雄列表排序工具函数,统一图鉴与弹窗切换的排序逻辑
4.  优化战斗渲染排序逻辑,移除无关的Y轴渲染权重计算
5.  新增英雄详情弹窗UI配置与预制体资源
2026-09-18 11:22:03 +08:00
panFD
93dc59a616 refactor(skill): 重构大招CD配置体系,统一档位管理
1. 新增大招CD档位配置ULT_CDS/ULT_CD_MAP,与普攻档位分离
2. 为职业默认值添加大招CD档配置,支持按职业类型适配
3. 改造技能编辑器与英雄向导,支持选择大招CD档位
4. 批量更新现有英雄数据与配置文件,统一使用档位化CD配置
5. 补充文档说明,规范大招CD配置规则
2026-09-14 23:00:06 +08:00
panFD
8c8810bb7e fix(hero): 修复英雄大招动画播放异常问题
1. 重构大招播放方法,支持传入自定义动画clip名,适配不同职业的大招动画
2. 修复技能匹配逻辑,通过前缀匹配处理max0/max1类型的大招技能
3. 更新技能配置表,将辅助职业的技能act改为max1适配新逻辑
2026-09-14 21:38:52 +08:00
panFD
7640957325 feat(skill): add multi-summon positioning and interval configuration
1. 新增技能召唤物XY轴步进偏移与召唤间隔可配置项
2. 重构召唤逻辑,支持按配置对称排布召唤物
3. 替换全局固定间隔为技能预制体可配置的错峰召唤间隔
4. 优化召唤参数缓存与解析逻辑,统一参数获取流程
5. 调整maxm3技能预制体的缩放与尺寸配置作为示例
2026-09-14 21:28:50 +08:00
panFD
2dc44b2393 feat(软著): 新增软著登记全套文档与资源整理
1. 新增软著登记所需的源程序生成脚本、docx生成脚本与依赖配置
2. 新增像素大勇者游戏软件V1.0设计说明书与填表指引文档
3. 更新技能配置相关的prefab与meta文件,清理冗余的up状态预制件
4. 修复部分技能buff的颜色与精灵帧引用,更新动画资源引用
5. 新增两个技能图标资源文件
2026-09-14 20:46:31 +08:00
panFD
f2a4926c49 feat(override-editor): add shield duration override support
1. add shield_duration translation and override config entry
2. add warning tip for shield duration setting with usage notes
3. control tip visibility based on whether shield_duration is configured
2026-09-14 17:15:36 +08:00
panFD
5583dca2b6 fix(hero view): 清理英雄节点残留特效子节点
修复对象池复用英雄节点时,残留上一个单位的特效到新单位的问题
2026-09-14 17:09:57 +08:00
panFD
b63572c383 feat(trigger): add 回合结束触发组支持
1. 新增fend触发组常量与默认英雄模板配置
2. 后端校验、渲染逻辑兼容新触发组
3. 更新文档说明fend触发组规范
4. 前端UI添加回合结束触发组编辑器
5. 兼容旧英雄数据补全fend空对象
2026-09-14 17:09:31 +08:00
panFD
923d81c2a0 feat(skill): add support for FEnd trigger type
1. 新增FEnd触发类型到TRIGGER_KEYS列表
2. 更新技能箱组件的触发技能遍历逻辑
3. 调整图鉴面板的触发技能排序和注释说明
2026-09-14 17:02:08 +08:00
panFD
3bbf4a7eb6 feat(skill): add round end skill trigger system
新增回合结束(FEnd)类型的技能触发机制,包括:
1. 新增SkillTriggerType.FEnd枚举与相关配置映射
2. 为英雄、怪物属性组件添加回合结束技能的运行时解析与存储
3. 实现关卡节间流转时触发全队英雄回合结束技能的逻辑
4. 完善战力计算、技能图标检索等配套支持逻辑
2026-09-14 16:59:47 +08:00
panFD
c97c3f36c5 chore(trae-skills): 新增软著登记技能并删除旧的英雄信息同步技能
1. 新增software-copyright-desk技能,用于辅助用户完成计算机软件著作权登记申请
2. 删除HeroInfo_to_CardPoolList.md废弃技能文档
2026-09-14 16:47:18 +08:00
panFD
a9adb58ebd refactor: 清理废弃资源并优化预制件配置
1.  删除旧的auie系列预制件、图片资源及元数据
2.  更新精灵帧引用和图集配置
3.  调整buff预制件节点结构和动画时长
4.  优化UI控件的渲染属性和布局参数
2026-09-14 16:34:06 +08:00
panFD
5f511ddcb4 feat(skill): add ultimate skill camera and shake effects
add camera focus and screen shake effects for ultimate skills that start with "max" prefix,
add CameraFX utility class for targeted camera zoom and reset functionality
2026-09-13 15:55:33 +08:00
panFD
ed9232cf0b feat(skill&shield): 实现护盾持续时间功能,调整魔法盾冷却
1.  为护盾技能添加duration配置,支持永久/限时护盾
2.  新增护盾倒计时逻辑,到期自动清空护盾
3.  调整英雄6301魔法盾的冷却时间为10秒,新增7秒持续时长配置
4.  重构HeroAttrsComp,新增护盾持续时间字段与清空护盾方法
2026-09-13 14:04:00 +08:00
panFD
4f749c9a81 refactor(hero): 重构护盾数值逻辑,使用快照最大值作为进度分母
1. 新增shield_max字段存储护盾获得时的快照值,作为护盾进度条固定分母
2. 修改add_shield方法为覆盖式设置护盾,新增注释说明设计原因
3. 移除HeroTopBarComp中冗余的NumberFormatter导入和动态创建的护盾数值标签
4. 重构护盾进度条更新逻辑,使用快照值计算进度,修复原进度条异常问题
2026-09-13 13:40:32 +08:00
panFD
3b744fc3f2 fix(heroTopBar): 优化护盾条显示逻辑并添加数值标签
1. 修复原护盾条进度固定满格的问题,改为按护盾与血条上限的比例展示
2. 新增动态创建的护盾数值文本标签,显示格式化后的护盾数值
3. 优化护盾显隐逻辑和进度计算规则,视觉上表现为护盾优先消耗
2026-09-13 13:18:34 +08:00
panFD
2dbad32e49 feat(skill): 调整多个技能prefab与动画配置
统一修改多个攻击技能的偏移、缩放、尺寸参数,新增召唤属性配置,调整atk02和atk06动画的帧率、时长与触发帧
2026-09-13 13:13:33 +08:00
panFD
dc19072f2c style(skill tooltip): 调整护盾 tooltip 显示文本格式
移除护盾提示文本中的“吸收”前缀,只保留数值
2026-09-13 13:02:06 +08:00
panFD
a2f80e45b5 refactor(map): 重构地图动画播放逻辑,修复速度残留问题
1. 给playAnimations方法新增speed参数,支持自定义播放倍率
2. 移除硬编码的4倍速,改用可配置的常量
3. 调用处传入明确speed值,避免上一次加速状态残留
4. 补充方法注释说明参数含义和设计原因
2026-09-13 11:53:11 +08:00
panFD
be6af4d157 chore(map): lower inter-wave countdown duration to 1s
调整节间过场倒计时的固定时长,从2.5秒改为1秒,加快关卡节间推进节奏
2026-09-13 11:50:12 +08:00
panFD
1754e0d408 fix(map,hero): 完善怪物入场排队逻辑
1. 给怪物刷出生成方法添加rank参数,用于计算出生位置
2. 新增怪物入场归位逻辑,替换原有的闲置状态处理
3. 更新注释描述,修正准备阶段怪物行为说明
2026-09-13 11:50:05 +08:00
panFD
d3e7438bca feat: 新增预设库管理与一键创建英雄向导
1.  新增服务端模板持久化接口,支持触发/光环预设的读写
2.  前端新增预设库管理页面,支持增删改查触发/光环预设
3.  新增英雄创建向导,支持按职业快速生成英雄并套用预设
4.  调整本地开发端口与代理地址
5.  补充职业默认配置与攻速映射等常量定义
2026-09-13 11:43:18 +08:00
panFD
d86f54e7a4 feat(game): add elite monster kill statistics and related fields
1. add is_elite field to HeroAttrsComp for elite monster mark
2. set elite monster flag when spawning mission monsters
3. implement monster kill counting logic with priority: Boss > elite > normal monsters
4. add kill count statistics for different monster types for settlement calculation
2026-09-13 10:29:23 +08:00
panFD
da2caa6576 refactor(mission): 重构关卡结算与刷怪统计逻辑
1. 新增整局跨回合刷怪统计与重置能力,替换原小节统计
2. 修改奖励配置为整局5回合累计结算逻辑
3. 调整失败奖励判定为整局维度统计
4. 重构胜利/失败奖励计算逻辑,适配多回合关卡
2026-09-13 10:28:55 +08:00
panFD
328f6c83f3 feat(mission): 更新关卡显示与回合提示逻辑
1. 调整关卡UI文本格式,添加回合数显示并缩小字体
2. 新增监听回合进度数据源,更新注释描述
3. 重构阶段过滤逻辑,补充PrepareStart/End阶段的排除
4. 将回合开始提示移至BattleStart阶段播放,优化提示显示时机
5. 修正回合管理相关注释与逻辑,移除旧的首回合延迟提示
2026-09-12 23:27:24 +08:00
panFD
10e2c0d817 refactor(mission): 优化节间过场表现与关卡流程
1. 新增地图滚动速度重置与背景动画加速逻辑,强化过场推进感
2. 重构节间过场流程,同步启动英雄归位与地图滚动
3. 调整关卡文本显示格式与字体大小,优化视觉体验
4. 新增全局移动锁控制英雄过场动画状态,修复动画残留问题
2026-09-12 22:41:51 +08:00
panFD
1b2545deec refactor(rogue): 重构关卡刷怪与流程为一关一局模式
1.  将原10小节/关改为5小节/关,固定节类型为1-3普通节、4精英节、5Boss节
2.  调整刷怪逻辑:普通节3只小怪立即全刷,移除定时分批刷怪
3.  统一怪物入场方式为从右侧屏幕外贴地跑入,移除高空掉落动画
4.  移除小节间结算弹窗,改为自动连战,节间仅播放背景滚动过渡
5.  简化结算逻辑,仅保留通关/失败两种结算类型,移除小节胜利分支
6.  重构关卡进度存储,仅保存章节关卡,小节恒从1开始
2026-09-12 19:03:48 +08:00
panFD
d951896799 refactor(hero): 优化英雄动画状态同步逻辑
移除测试用的英雄成长模拟数据,修复动画状态与实际表现不一致的问题

1. 重构HeroSpine的idle/move方法,新增返回值标记动画是否被拦截
2. 重构HeroViewComp的status_change逻辑,仅在动画切换成功时更新状态
3. 重构HeroAnmComp的动画播放逻辑,修复动画结束后默认播放的异常
4. 移除SingletonModuleComp中的测试用英雄成长数据
5. 简化MoveSystem中状态切换的冗余判断逻辑
2026-09-12 14:04:18 +08:00
panFD
1fc91dce21 fix(victoryComp): 修复小节胜利退出不保存进度的问题
调整小节胜利时的退出按钮逻辑,手动推进并保存关卡进度,避免玩家退出后进度丢失,同时不触发自动进入下一场战斗的流程。
2026-09-11 23:10:58 +08:00
panFD
aafbd6eff9 fix(map): 修复小节胜利关卡未正确推进的问题
调整胜利确认按钮的处理逻辑,区分小节胜利和终局/失败场景,小节胜利时派发NextSection事件而非MissionEnd,避免关卡推进异常。
2026-09-11 22:47:54 +08:00
pan
8dcad64f9c chore: add RewardSet.ts.meta config file 2026-09-11 17:23:38 +08:00
pan
88ac1337a4 feat: 添加段位和闯关奖励领取系统
1. 新增REWARD_CLAIMED游戏事件用于通知奖励领取完成
2. 新建RewardSet配置文件,定义段位和闯关奖励数据结构与具体配置
3. 在SingletonModuleComp中新增奖励领取相关逻辑:
   - 新增奖励领取状态存档字段
   - 实现可领取奖励查询、奖励领取、通关标记等方法
   - 新增统一的奖励发放工具方法
2026-09-11 17:08:55 +08:00
pan
6afb8af05e refactor(score): 重构积分段位与生涯积分逻辑
1. 更新段位配置阈值,改为按局均20分估算的累计分标准
2. 修改生涯积分逻辑,改为累计正贡献分且不会回退
3. 优化结算页积分展示和涨幅提示逻辑,新增升段提示
4. 完善文档注释,修正积分规则描述
2026-09-11 16:30:16 +08:00
pan
bde6825aa0 fix(victoryComp): 限制本局分数最低为0
调整分数计算逻辑,将结算分数下限钳制为0,避免出现负分
2026-09-11 16:26:00 +08:00
pan
ea15b464ad refactor(game): 重构结算积分与奖励逻辑
1. 移除HeroAttrs中废弃的分数字段
2. 重构积分计算规则,简化为基础分+行为分
3. 调整胜利奖励计算逻辑,改用怪物等级作为成长参数替换原wave计数
4. 同步更新结算配置注释与日志输出
2026-09-11 16:25:28 +08:00
pan
5fe961846f feat(victory): add defeat reward gate by clear time and kill ratio
Defeat rewards now require surviving 15s and killing at least one
monster. Qualified defeats grant a fixed survive reward plus a
kill-ratio-scaled bonus; unqualified defeats yield nothing.
Victory rewards remain unchanged.
2026-09-11 15:57:21 +08:00
pan
a6dbda13b1 fix(mission): 修复回合开始前未选英雄直接开战的问题
调整关卡战斗阶段切换逻辑,新增MissionPhase.Battle相位守卫,避免未选择英雄就自动进入战斗导致玩家判负;同时调整mission.prefab的UI布局参数适配新逻辑
2026-09-11 15:46:03 +08:00
pan
ab32b0e09d refactor(普通关刷怪): 调整刷怪间隔并新增怪物砸地击退效果
1. 将普通关后续刷怪间隔从1秒改为2秒,同步更新注释与配置常量
2. 为普通关怪物添加从400码高度掉落入场的效果
3. 新增怪物落地震退逻辑,击退落点100码范围内的英雄
2026-09-11 15:39:57 +08:00
pan
dc67f42a33 fix(SingletonModuleComp): 修复进度显示不刷新的问题
将整体替换stage_progress对象改为就地更新字段,确保嵌套属性变更能正确触发视图刷新
2026-09-11 15:09:01 +08:00
pan
04a77ac60c refactor(map,config): 调整普通关刷怪间隔与相关注释
1. 将普通关后续刷怪间隔从5秒改为1秒
2. 更新对应配置注释与UI显示逻辑注释
3. 移除冗余的VM数据同步代码
2026-09-11 15:08:53 +08:00
pan
50c9205e0f refactor(missionComp): 移除旧的phase_label,改用MVVM驱动进度显示
重构了关卡进度倒计时和阶段显示的UI更新逻辑,移除了直接绑定的phase_label组件,改为通过vmdata驱动VMLabel自动更新,统一了进度显示的维护方式。
2026-09-11 11:20:48 +08:00
pan
c04a357183 feat: 新增关卡进度同步系统并优化UI显示
1.  新增GameEvent.STAGE_PROGRESS_UPDATE事件与关卡进度镜像逻辑
2.  在SingletonModuleComp中添加关卡进度VM层字段与同步方法
3.  重构MissionComp的UI显示逻辑,拆分计时与阶段显示
4.  更新mission.prefab的UI节点结构与数据绑定
5.  统一关卡进度更新的调用方式,替换直接赋值为专用方法
2026-09-11 11:17:35 +08:00
panFD
f6a1a99dc9 fix(victory): align buttons with final type
The stage-complete settle type was renamed to final; update
the victory panel to match the value sent by MissionComp.

- show the secondary button on every settle result, labeled
  back for final and exit otherwise
- hide the next button only for the final settle type
- sync the bound confirm button visibility
2026-09-11 08:15:18 +08:00
panFD
4b0c0f00f9 feat(mission): 添加结算页再来一次功能
1. 新增GameEvent.RestartMission事件用于重开本关
2. 重构结算弹窗按钮逻辑,适配失败关卡重试需求
3. 新增restartCurrentMission方法实现关卡重置逻辑
4. 调整胜利prefab的缩放和控件绑定
2026-09-10 23:48:13 +08:00
panFD
6f76a67024 feat(VictoryUI): 新增确认按钮与绑定点击事件
1. 在胜利结算预制体中添加确认按钮节点引用
2. 新增按钮点击事件绑定通用方法
3. 为下一节和确认按钮绑定对应点击回调
2026-09-10 22:49:54 +08:00
pan
29e56847f9 ui调整 2026-09-10 22:35:10 +08:00
pan
7b9545e2a8 feat(关卡系统): 实现章节-关-节三级关卡推进机制
本次提交重构了关卡系统,实现了完整的小节级关卡推进流程:
1. 新增关卡配置表StageSet,定义章节-关-节三级结构与怪物数值公式
2. 重构刷怪逻辑,按小节配置生成对应怪物波次
3. 实现关卡进度存档与恢复,支持断点续玩
4. 新增结算弹窗分支逻辑,区分小节胜利/关卡通关/失败状态
5. 优化胜利按钮文案与显示逻辑,将"再来一局"改为"下一关"
6. 新增一套完整的关卡事件系统,驱动各模块协同工作
2026-09-10 17:30:37 +08:00
pan
270f734a6a docs(stage): add stage system design spec
- Add chapter-stage-section three-level progression design
- Define monster growth formula with linear slope (+5%/lv)
- Specify elite/boss multipliers (1.5x/3.0x) and spawn rhythm
- Include persistence strategy and UI display format
2026-09-10 15:57:04 +08:00
pan
ecd6be7a84 feat(battle): add silver and diamond reward system
1. 新增银币、钻石奖励配置到游戏结算配置表
2. 添加银币、钻石奖励的预制体与组件绑定
3. 实现结算逻辑:固定发放银币,按胜负区间随机发放钻石
4. 新增奖励UI展示条目,完整展示新增奖励类型
2026-09-10 15:36:43 +08:00
panFD
317a500439 refactor: 将刷新石替换为银币作为卡牌刷新消耗
1. 重构全局配置,移除刷新石相关定义,新增银币刷新消耗常量
2. 新增局外持久货币银币的数据结构与管理逻辑
3. 重构卡牌刷新经济系统,统一使用银币进行刷新消耗
4. 更新UI显示与事件通知,适配银币系统变更
5. 调整清屏奖励逻辑,将刷新石奖励改为金币奖励
2026-09-10 14:12:51 +08:00
panFD
a02bf54ede feat(gui,logic): 优化战斗结算体验,新增延迟弹窗逻辑
1.  新增结算延迟机制,等待死亡动画播放完成后再弹出结算窗口
2.  调整金币道具、顶部UI、剪辑UI的尺寸、位置和贴图资源
3.  修复重复触发结算的问题,增加调度状态校验
2026-09-09 22:52:08 +08:00
panFD
124bb19005 refactor(common): 调整弹窗预制体尺寸与文本样式
1. 调整弹窗内容区域高度与文本行高、字号
2. 为通用弹窗标题添加描边支持
3. 优化英雄列表排序逻辑

首先调整了通用弹窗预制体的文本样式参数,修复Cocos 3.8+的Label描边适配,同时重构英雄列表排序规则,将可升级英雄优先展示并按等级、品质降序排列。
2026-09-08 22:53:52 +08:00
panFD
214231d64f refactor(map): 调整英雄列表布局参数与添加页签红点逻辑
1. 新增英雄列表卡片宽度、间距、边距可配置属性,修正列表内容宽度计算
2. 为任务主页添加英雄成长和天赋更新事件监听,实现页签红点自动刷新
3. 补充全英雄可升级状态检测与红点显示逻辑
2026-09-08 22:20:22 +08:00
panFD
cfaed3b63f docs(rich-text): 新增富文本描边规范文档
替换原有的SkillSet/heroSet配置规则文档,新增Cocos Creator富文本描边使用规范,包含使用示例和注意事项。同时重构英雄列表组件,添加升级属性提升说明的富文本展示功能,使用统一的描边工具类美化文本显示。
2026-09-08 21:40:34 +08:00
panFD
57a50578fa style(ui): 优化天赋道具项UI表现与逻辑
1. 移除未激活天赋的灰阶处理,仅保留锁遮罩
2. 重构applyTierBg方法,移除背景灰阶逻辑
3. 调整天赋预制体的尺寸、缩放、文本样式与图标资源
2026-09-08 20:46:23 +08:00
panFD
07f1646013 feat(skillBox): add hero level unlock prompt for locked skills
1. 新增unlock_lv字段存储技能解锁所需英雄等级,与技能等级解耦
2. 优化锁定状态下的UI展示:优先显示等级解锁提示,回退使用技能等级
3. 重构技能图标生成逻辑,传递解锁等级参数
4. 更新天赋道具预制体,适配新的解锁提示UI展示逻辑
2026-09-08 20:04:27 +08:00
panFD
056feba945 refactor(sibox): 重构英雄头像盒子预制体
1.  删除冗余的herobox.prefab.meta文件
2.  重新组织sibox的节点结构与组件配置
3.  更新精灵帧与材质引用,调整节点缩放与布局参数
4.  优化激活状态与子节点管理逻辑
2026-09-08 19:51:21 +08:00
pan
799b93817d refactor: 重构技能触发逻辑,将proc_skill从命中触发改为施法后触发
1.  调整proc_skill触发时机为施法出手时判定,一次施法仅判定一次,与命中/弹道数无关
2.  移除HeroAtkSystem中旧的proc_skill触发逻辑,新增SCastSystem的tryProcSkill方法
3.  更新技能配置注释、编辑器文案与文档说明,同步调整服务端技能描述显示
4.  全局设置Element Plus组件为small尺寸,优化编辑器UI布局
5.  清理冗余的proc_skill快照传递逻辑,移除unused的reviveOptions计算属性
2026-09-08 17:22:41 +08:00
pan
fe0b121cb5 refactor(hero skill/editor): 调整技能配置并新增配置提示
1. 更新英雄普攻技能的overrides配置与描述文本
2. 为属性编辑器新增debuff和buff的语义提示弹窗
3. 优化编辑器提示框的样式适配
2026-09-08 16:57:54 +08:00
pan
be17d18ff3 feat(skill-system): 新增计时debuff机制,支持技能命中敌方附加减益效果
本次提交完整实现了技能对敌附加debuff的完整流程:
1.  新增TimedDebuffSnapshot数据结构,用于透传debuff配置
2.  在SkillConfig和SkillOverrides中新增debuff相关配置项
3.  实现HeroAtkSystem中debuff的判定与施加逻辑
4.  完善后台配置、前端编辑器的debuff配置支持
5.  调整了buff目标判定逻辑,修复了原有默认目标的语义混淆问题
6.  优化了BuffSystem的调试日志,新增了debuff分类标识
7.  批量更新了现有英雄技能的debuff配置示例
2026-09-08 16:37:13 +08:00
pan
f5908a9adf feat(editor): 完善技能覆写编辑器功能,优化配置体验
1. 为OverrideEditor新增baseSkillUuid参数,支持对敌技能debuff配置校验
2. 优化proc_skill和timed_buff_id的编辑体验,自动补全关联配置项
3. 更新常量注释与英雄技能配置,修正overrides字段配置
4. 新增对敌技能buff配置警示提示,引导正确配置方式
2026-09-08 10:38:18 +08:00
pan
4d7e54f833 refactor(debug-log): 优化全模块调试日志格式与默认开关
1.  将BuffManager的静态DEBUG开关改为运行时可配置的debug属性,默认开启
2.  统一所有模块的调试日志输出格式,增加技能/ buff名称、UUID、目标信息和判定详情
3.  为HeroAtkSystem的概率判定添加统一日志,修复击退判定逻辑并补充日志
4.  开启SkillView和HeroAtkSystem的默认调试模式
2026-09-08 10:03:40 +08:00
pan
2cc9678f74 fix(hero): 调整英雄技能配置与调试模式
1. 全局替换proc_skill技能结构为timed_buff相关配置
2. 修正技能参数数值与日志打印格式
3. 调整SCastSystem与CHeroComp的调试模式开关
2026-09-08 08:57:44 +08:00
panFD
f0063525da refactor(map): 移除废弃HeroBoxComp相关代码与引用
feat: 新增5名英雄配置数据与服务端配置
style: 更新HeroMoreCom注释与刷新逻辑说明
2026-09-08 08:36:33 +08:00
panFD
f52488f3fb refactor(ui): 移除英雄信息盒组件并重构弹窗逻辑
1. 删除 HeroBoxComp 组件及其相关缓存、调用逻辑
2. 简化 HeroMoreCom 职责说明与关闭逻辑
3. 为英雄技能配置添加图标字段
4. 移除 MissionCardComp 对英雄盒的相关依赖与事件监听
2026-09-08 00:18:01 +08:00
195 changed files with 85815 additions and 64523 deletions

View File

@@ -60,90 +60,29 @@ alwaysApply: true
--- ---
# SkillSet / heroSet 配置规则 # RichText 描边规范
## 核心原则 ## 背景
1. **技能底座纯净化**:SkillSet 中的技能只定义基础行为(伤害、弹道、命中),**禁止**在基础配置中写死 `timed_buff_id` / `buff_type` 等效果字段 Cocos Creator 3.x 的 `cc.RichText` 原生支持 `<outline>` 标签,无需新增组件即可为富文本提供描边能力。
2. **效果由引用处注入**:英雄/怪物引用技能时,通过 `HSkillInfo.overrides` 按需附加 debuff/buff,实现"同一技能、不同效果"
3. **数值覆盖优先**:`ap`(伤害百分比)、`hit_count`、`crt` 等数值差异,统一由 `overrides` 覆写,而非新建相似技能
4. **Buff 统一百分比口径**:无论永久 buff(`buff_type`)还是计时 buff(`timed_buff_id`),修饰数值均按百分比/百分点结算;`ap`/`hp_max` 按基础值相对放大,概率类属性按百分点累加
## SkillSet 配置规范 ## 使用方式
### 技能 uuid 段位分配
| 段位 | 用途 | 示例 |
|------|------|------|
| 6001-6099 | 基础单体攻击(近战/远程通用底座) | 6001 飞剑、6004 攻击 |
| 6100-6199 | 中阶攻击技能(高阶特效/多命中) | 6101 火球、6102 飓风 |
| 6200-6299 | 高阶范围技能(AOE/必杀) | 6201 陨石术 |
| 6300-6399 | 辅助/治疗/护盾技能 | 6301 护盾、6302 治疗 |
| 6400-6499 | 永久属性强化(buff_type) | 6401 攻击强化 |
| 6500-6599 | 计时爆发技能(timed_buff_id) | 6501 复活 |
### 新增技能检查清单
- [ ] uuid 在对应段位内,且未与现有技能冲突
- [ ] `sp_name` / `icon` 与现有技能不重复(避免视觉混淆)
- [ ] `IType`(近战/远程/辅助)与 `RType`(弹道类型)匹配合理
- [ ] 基础配置**不含** `timed_buff_id` / `buff_type`(效果由引用处注入)
- [ ] `info` 描述只写基础效果,不写具体 debuff(如"造成攻击力100%的伤害")
## heroSet 配置规范
### 英雄 uuid 段位分配
| 段位 | 品质 | 说明 |
|------|------|------|
| 5001-5099 | card_lv=1 | 基础单体/默认范围 |
| 5101-5199 | card_lv=2 | 数值强化 |
| 5201-5299 | card_lv=3 | 范围扩大 |
| 5301-5399 | card_lv=4 | 数值+范围 |
| 5401-5499 | card_lv=5 | 双技能(+revive/field) |
### 怪物 uuid 段位分配
| 段位 | 类型 |
|------|------|
| 6001-6099 | 基础怪物(近战/远程/特殊位) |
| 6100-6199 | Boss 怪物 |
### 新增英雄/怪物检查清单
- [ ] `skills` 引用的技能 uuid 在 SkillSet 中存在
- [ ] 技能效果通过 `overrides` 按需注入,**禁止**直接修改 SkillSet 基础配置
- [ ] `overrides.ap` 明确写出(如 80/100/150),避免依赖基础配置的默认值
- [ ] `timed_buff_id` 指向 BuffList 中存在的 buff 配置
- [ ] 怪物技能引用优先使用 6001-6012 基础技能,Boss 可用 6101+ 中阶技能
### 触发技能配置规则
| 触发类型 | 字段 | 说明 |
|----------|------|------|
| 普通攻击 | `skills` | 携带技能,`overrides` 注入效果 |
| 受击触发 | `atked` | 按 s_uuid 分组,按 lv 升序 |
| 攻击后触发 | `atking` | 按 s_uuid 分组,按 lv 升序 |
| 死亡触发 | `dead` | 按 s_uuid 分组,按 lv 升序 |
| 战斗开始 | `fstart` | 按 s_uuid 分组,按 lv 升序 |
| 驻场光环 | `field` | `FieldEntry[]`,按 lv 升序 |
| 复活 | `revive` | `LvReviveEntry[]`,按 lv 升序 |
### 示例:同一技能不同效果
```typescript ```typescript
// SkillSet 6101 火球 — 纯伤害底座,无 debuff import { outlineRich } from "../common/RichOutline";
6101: {
uuid: 6101, name: "火球", sp_name: "fb-1", ...,
// 禁止写 timed_buff_id / buff_type
}
// heroSet 5004 破晓先知 — 冰冻版火球 // 默认黑色 2px 描边
skills: { 6101: { uuid: 6101, overrides: { ap: 80, timed_buff_id: 7003 } } } this.info_rich.string = outlineRich(desc);
// heroSet 5304 战吼术士 — 中毒版火球 // 自定义颜色与宽度
skills: { 6101: { uuid: 6101, overrides: { ap: 80, timed_buff_id: 7005 } } } this.info_rich.string = outlineRich(desc, "#000", 1);
// heroSet 6008 兽人火法 — 原版火球(ap=100,无 debuff)
skills: { 6101: { uuid: 6101 } }
``` ```
## 注意事项
- `<outline>` 为包裹型标签,需成对出现;内部可嵌套 `<color>`/`<size>` 等标签
- `width` 为像素宽度(int),`color` 支持 `#RGB`/`#RRGGBB`
- 空字符串直接返回,不包裹空标签
---

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@@ -1,70 +0,0 @@
---
name: HeroInfo_to_CardPoolList
description: 将 Cocos Creator 项目中 heroSet.ts 的 HeroInfo 全量同步到 CardSet.ts 的 CardPoolList。只要用户提到“根据 HeroInfo 自动补全/同步 CardPoolList”“按 cards_lv 映射 CardPoolList.lv”“按 HeroInfo.lv 映射 hero_lv”就应立即使用本技能执行批量转换与校验。
---
# HeroInfo_to_CardPoolList
## 适用场景
当用户提出以下目标时使用本技能:
- 把 `HeroInfo` 里的所有英雄补进 `CardPoolList`
- 保证卡池条目和英雄配置一一对应
- 批量同步等级映射关系,避免手动漏配
## 固定输入位置
- 英雄源:`assets/script/game/common/config/heroSet.ts`
- 卡池目标:`assets/script/game/common/config/CardSet.ts`
## 固定映射规则
- 仅处理英雄条目(`CardType.Hero`)
- `CardPoolList.uuid = HeroInfo.uuid`
- `CardPoolList.lv = HeroInfo.cards_lv`
- `CardPoolList.hero_lv = HeroInfo.lv`
- 英雄条目按 `CardPoolList.lv` 升序排序(同级按 `uuid` 升序)
- 未指定时,英雄卡默认使用:
- `type: CardType.Hero`
- `cost: 3`
- `weight: 25`
## 执行流程
1. 读取 `heroSet.ts`,定位 `export const HeroInfo` 对象。
2. 解析所有英雄项(按实际对象内容为准,不依赖号段硬编码)。
3. 提取每个英雄的 `uuid`、`cards_lv`、`lv`。
4. 读取 `CardSet.ts` 中 `CardPoolList`。
5. 仅对 `type: CardType.Hero` 条目做“新增或更新”:
- 已存在同 `uuid`:更新 `lv` 与 `hero_lv`
- 不存在同 `uuid`:按默认字段新增
6. 对全部英雄卡条目按 `lv` 升序重排(同级按 `uuid` 升序)。
7. 非英雄卡(如 `Special/Skill/Buff/Debuff`)保持原样和原顺序。
8. 输出结果后做一致性校验:
- `HeroInfo` 英雄数量 == `CardPoolList` 英雄数量
- 每个英雄 `uuid` 都能在 `CardPoolList` 找到
- 每个条目都满足 `lv=cards_lv` 且 `hero_lv=HeroInfo.lv`
- 英雄条目顺序满足 `lv` 升序
## 输出要求
- 优先直接修改 `CardSet.ts`,不新建额外文档文件。
- 最终反馈必须包含:
- 新增了多少英雄条目
- 更新了多少已有英雄条目
- 是否存在无法映射的异常条目
## 失败处理
出现以下情况必须停止并明确报错:
- `HeroInfo` 结构不存在或语法异常
- 英雄缺失 `uuid/cards_lv/lv` 任一关键字段
- `CardPoolList` 结构不存在
## 质量门槛
- 不改动与本任务无关的字段
- 不改变非英雄卡逻辑
- 修改后需确认 TypeScript 诊断无新增错误

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@@ -0,0 +1,339 @@
---
name: "software-copyright-desk"
description: "Guides users through filling the official software copyright (计算机软件著作权) registration application. Invoke when user asks about 软著 / 软件著作权 / 软件登记 / 著作权人填报 / 源程序 / 设计说明书 / 操作手册 / 软著加急 / 软著流程."
---
# Software Copyright Desk
通过结构化提问,帮用户整理《计算机软件著作权登记申请表》所需的全部材料,并输出可直接粘贴到中国版权保护中心在线填报系统的规范化文本。
## 适用场景
- 用户首次办理软著登记,不知道该准备什么
- 用户已有初稿,需要按登记要求规范化、补齐必填项
- 用户想确认材料是否齐全、是否有常见退回风险
不适用于:
- 电子版权认证(项目已停用此线)
- 软件专利、商标、版权交易等其他知识产权事务
## 工作流程
### 第 1 步:明确用户当前进度
先问清用户处于以下哪个阶段,据此决定提问顺序:
1. **完全空白**:还没填过任何材料
2. **已有部分信息**:手头有软件名、著作权人信息、功能描述等
3. **已有初稿**:需要审校、补全、规范
### 第 2 步:按 Profile 结构收集信息
参考 `src/types/index.ts` 的字段结构,分四组提问:
**软件基本信息(SoftwareInfo)**
- 软件全称(必填,格式建议:品牌/主体名 + 功能 + 软件)
- 软件简称(可选)
- 版本号(默认 V1.0)
- 软件分类(应用软件 / 系统软件 / 支撑软件 / 嵌入式软件 / 中间件 / 游戏软件 / 其他)
- 开发完成日期(须早于或等于申请日期)
- 发表状态:未发表 / 已发表(如已发表需补充首次发表日期与地点)
- 开发方式:独立开发 / 合作开发 / 委托开发 / 下达任务开发
- 权利取得方式:原始取得 / 继受取得
- 权利范围:全部权利(默认)
**著作权人信息(OwnerInfo)**
- 主体类型:个人 / 企业 / 其他组织
- 姓名 / 单位全称(须与证件完全一致)
- 证件类型(依主体类型变化)
- 证件号码
- 国籍 / 注册地(默认中国)
- 地址(与证件地址或营业执照住所一致)
- 邮编、联系人、联系电话、电子邮箱
**软件描述(DescInfo)**
- 硬件环境(CPU、内存、硬盘、网络)
- 软件环境(操作系统 / 平台)
- 编程语言
- 源程序量(行数)
- 主要功能(申请表字段要求 500 字以上,覆盖各功能模块;设计说明书概述章节可用 200-300 字摘要版)
- 技术特点(150-250 字,可选)
**功能模块(ManualModule[])**
- 用户补充或从"主要功能"拆解得到 6-8 个模块
- 每个模块名 + 一句话描述
### 第 3 步:生成材料
按以下顺序产出,每段都可直接复制使用:
1. **填报速查表**:调用 `buildSummary` 的输出结构(分组:软件基本信息 / 著作权人信息 / 软件描述)
2. **源程序文档**:见下方"源程序专项"章节
3. **设计说明书 / 用户操作手册**:调用 `buildManual` 的章节模板,可选其一:
- 设计说明书:引言 / 运行环境 / 功能模块设计 / 数据结构与接口设计 / 安全与异常处理 / 联系方式
- 用户操作手册:引言 / 运行环境 / 安装与启动 / 功能操作说明 / 常见问题 / 联系方式
4. **填表指引**(用户需要时):见下方"填表指引文档"章节
### 源程序专项
源程序文档与说明书是两件不同的材料,必须**分别**准备和提交。
#### 提交要求(来自登记规范)
- 取前 30 页 + 后 30 页,不足 60 页时全部提交
- 每页不少于 50 行有效代码(默认每页 50 行;用户要求更高密度时可调,如 60 行/页,但不得低于 50)
- 页眉:左侧标注 `软件全称 版本号`,右侧标注 `第 N 页 共 M 页`
- 9.5pt 等宽字体,每行不超过 84 字符(A4 折行限制;按显示宽度计:ASCII 记 1 列,中文/全角记 2 列)
- 文件名示例:`软件全称_V1.0_源程序.pdf`;用户需要 docx/PDF 成品时按下方「docx 版本生成」章节产出
#### 三种生成方式(按用户掌握情况选用)
**方式 A:用户手头有源代码(推荐)**
让用户提供源代码文件路径或粘贴代码文本,Skill 直接执行 `paginateCode` 逻辑:
```text
1. 与用户确认源代码根目录范围(只采集约定目录,如 assets/script)
2. 排除非源码:.md/.csv 等文档、.d.ts 声明文件、着色器/材质、空文件、
构建产物、第三方框架目录(如 extensions/ 下的开源插件框架)
3. 清理文件头(前 40 行)的第三方署名与版权行:他人 ID/昵称、QQ 号、
第三方框架作者的 @Author/@LastEditors/@Date/@LastEditTime、引擎 Copyright
声明;生成后必须 grep 复验清理干净
4. 入口文件(如 Main.ts)优先排序,其余按路径字母序;文件间加注释分隔行
5. 把 \r\n 替换为 \n,\t 替换为 4 空格
6. 按每页 N 行切分(N ≥ 50,默认 50,可按用户要求调整),得到总页数
7. 若总页数 > 60:保留前 30 页 + 后 30 页,丢弃中间
8. 给每页加上统一页眉;建议沉淀为可重跑脚本(代码变更后重新生成)
```
输出格式示例:
```
============== 第 1 页 共 60 页 ==============
软件全称:星辰记账软件 V1.0
=============================================
[此处为第 1-50 行代码]
```
```
============== 第 60 页 共 60 页 ==============
软件全称:星辰记账软件 V1.0
=============================================
[此处为最后 50 行代码]
```
**方式 B:用户仅有软件雏形 / 部分代码**
引导用户补齐以下内容后再次提交:
- 主入口文件(如 `main.ts` / `MainActivity.java` / `app.py`)
- 核心业务模块(至少 6-8 个关键文件)
- 与"主要功能 / 功能模块"一一对应的实现片段
如果代码量不足 3000 行(登记常见下限),提示用户补充占位实现 / 注释 / 单元测试,使总行数达到合理区间(3000-10000 行)。
**方式 C:用户完全没有代码**
明确告知:**软著登记不接受纯文字描述代替源程序**,必须有真实可运行的代码。Skill 可以:
- 引导用户先把软件做出来(或至少做出 MVP)
- 或者按用户描述的功能,生成一份**可直接复制运行的参考骨架代码**(如 React + Vite + TS 项目骨架、Python Flask API 骨架、Android Activity 骨架),用户拿去做二次开发
骨架生成时遵循:
- 不依赖任何有版权争议的代码片段
- 包名 / 模块名用中性占位(`com.example.app`)
- 文件头不留第三方 License 声明(避免 `reviewCode` 第 4 条报错)
#### 源程序审校(调用 `reviewCode` 规则)
生成或用户提供代码后,必须执行以下检查并报告问题:
| # | 检查项 | 等级 | 处理方式 |
|---|---|---|---|
| 1 | 乱码 / 控制字符 > 0.5% | error | 提示用户上传了二进制文件,需重传 |
| 2 | 空行占比 > 30% | warn | 删除无意义空行,避免被认定"凑页数" |
| 3 | 注释行占比 > 40% | info | 建议补充有效代码 |
| 4 | 含第三方 License / Copyright 声明且与著作权人不一致 | error | 必须删除或修改 |
| 5 | 实际行数与速查表"源程序量"相差 > 10% | warn | 同步修改申请表 |
| 6 | 单行显示宽度 > 84 列(中文记 2 列) | warn | 折行换段,续行缩进 4 空格;生成 docx 时必须主动折行,勿依赖 Word 自动换行 |
| 7 | 含与著作权人无关的手机号 / 邮箱 | info | 脱敏后提交 |
| 8 | 混入 package-lock.json / node_modules / .min.js 等构建产物 | warn | 移除后再上传 |
#### 输出三档结论
- ✅ **可直接提交**:无 error,无 warn
- ⚠️ **建议修改**:无 error,有 warn,列出具体项
- ❌ **必须修改**:有 error,阻断提交
#### docx 版本生成(用户需要成品文件时)
用 Node + `docx` 库(v9)把 txt/md 排成规范 docx,关键实践:
- **页眉用 Word 域自动页码**:`PageNumber.CURRENT` / `PageNumber.TOTAL_PAGES`,
配右对齐 Tab 位;勿在正文硬编码"共 M 页"——折行增多页数时域自动跟随
- **精确分页**:每 N 行代码一页,下一页首段用 `pageBreakBefore: true`,
保证"每页行数"与规范声明一致
- **主动折行**:超 84 显示列的行在生成时折断(续行缩进 4 空格);
依赖 Word 自动换行会导致每页物理行数失控、分页错位
- **排版**:A4;边距上下 1.27cm、左右 1.5cm;代码 9.5pt Consolas
(中文回退宋体);行距适度压缩(如 230/240)确保每页行数放得下
- **依赖隔离**:在材料目录建独立 `package.json` 再 `npm install docx`;
中文目录名会导致 `npm init -y` 失败(Invalid name),需手写合法 name;
不隔离会污染用户项目根依赖(装错后必须还原 package.json 并删除误装的包)
- **文件占用**:写入报 `EBUSY` 说明用户正在 Word 中打开该 docx,
提示关闭后重试,勿反复盲试
## 设计说明书与用户操作手册(详细)
Skill 必须能根据"功能模块"列表生成完整的说明书文档,章节结构与项目代码 `buildManual` 一致:
### 设计说明书模板
```
# 软件全称 V1.0
# 设计说明书
著作权人 · 完成日期
## 一、引言
### 1.1 编写目的
本文档用于说明「软件全称(V1.0)」的总体设计思路、功能结构与运行环境,作为计算机软件著作权登记的鉴别材料。
### 1.2 软件概述
主要功能正文(200-300 字)
### 1.3 技术特点
技术特点正文(150-250 字)
## 二、运行环境
### 2.1 硬件环境
### 2.2 软件环境
开发语言:xxx
## 三、功能模块设计
### 3.1 模块A
模块A的处理流程、输入输出
### 3.2 模块B
...
## 四、数据结构与接口设计
(请根据实际补充:核心数据表结构、关键字段说明、模块间接口与调用关系)
## 五、安全与异常处理
(请根据实际补充:权限控制、数据校验、异常捕获与日志记录机制)
## 六、联系方式
技术支持:xxx
联系电话:xxx 电子邮箱:xxx
```
### 用户操作手册模板
```
# 软件全称 V1.0
# 用户操作手册
著作权人 · 完成日期
## 一、引言
### 1.1 编写目的
### 1.2 软件概述
## 二、运行环境
### 2.1 硬件环境
### 2.2 软件环境
开发语言:xxx
## 三、安装与启动
### 3.1 安装步骤
### 3.2 启动与登录
## 四、功能操作说明
### 4.1 模块A
入口位置、操作步骤、预期结果
### 4.2 模块B
...
## 五、常见问题
(请列举 3-5 个使用中的常见问题及解决办法)
## 六、联系方式
```
### 写作要求
- 使用书面语,句式完整
- 一律用「本软件」指代软件本身
- 不出现第三方产品名、公司名、品牌名
- 游戏软件使用玩家、关卡、战斗、背包、任务、商城等术语
- 其他软件使用用户、模块、数据、接口、权限、校验等术语
- 操作手册中"操作步骤"用 1. 2. 3. 编号
- 说明书建议配图 5-10 张(提示用户在 Word 中补)
### 第 4 步:自动审校
参考 `src/lib/core.ts` 的 `reviewCode` 思路,对用户提交的内容做轻量检查:
- 必填项是否齐全(软件全称、版本号、完成日期、著作权人姓名/证件号/地址/联系方式、运行环境、主要功能)
- 软件名称、版本号在申请表、源程序页眉、说明书封面是否完全一致
- 著作权人姓名/单位名是否与平台注册主体一致
- 主要功能、技术特点是否包含第三方品牌名、公司名
- 源程序量是否在 3000 行以上、不超过 10 万行
- 主要功能是否使用书面语、是否完整描述软件做什么、面向谁、解决什么问题
- 源程序是否通过 `reviewCode` 的 8 项检查(详见"源程序专项"章节)
- 说明书 / 操作手册的"软件全称 / 版本号 / 著作权人"与速查表是否完全一致
输出"通过 / 建议修改 / 必须修改"三档结论,列出问题清单。
## 填表指引文档
用户要求生成"填表指引/调表指引"时,按在线申请表「软件开发信息」的 12 个系统字段
逐项输出(字段名以中国版权保护中心系统实际为准),每项含
「可直接粘贴的填写内容 + 填写要点」:
1. 开发的硬件环境(开发机配置,按实际开发电脑填写)
2. 运行的硬件环境(目标设备,要求写低一些以扩大兼容范围)
3. 开发该软件的操作系统
4. 软件开发环境 / 开发工具(引擎编辑器、IDE、平台调试工具等,列主要项即可)
5. 该软件的运行平台 / 操作系统
6. 软件运行支撑环境 / 支持软件(如宿主 App、云服务)
7. 编程语言(主语言;勿把 JSON/配置格式算作语言)
8. 源程序量(与提交材料逻辑一致)
9. 开发目的(如实填写,不夸大商业目标)
10. 面向领域 / 行业(按系统下拉选项就近选择,游戏软件归文化娱乐类)
11. 软件的主要功能(500 字以上,系统要求;覆盖各功能模块,游戏术语、书面语)
12. 软件的技术特点(150-250 字)
**易错提示(必须写进指引)**:第 1/2 项(开发 vs 运行硬件)、第 3/5 项(开发 vs
运行操作系统)是两对容易填反的字段,审查员会核对逻辑一致性。
指引还应包含:办理入口与实名认证、在线填报步骤、鉴别材料上传要求与 PDF 命名规范、
提交前自检清单(checkbox)、常见退回原因与规避(已处理项标 ✅)、时间线参考、
材料重新生成命令。
## 关键规则
- 所有对外材料一律使用「本软件」指代软件本身,不出现具体产品名
- 不夸大功能,不杜撰用户量、市场数据
- 著作权人姓名 / 单位名必须与证件完全一致,提醒用户核对
- 软件分类影响描述模板:游戏软件用玩家、关卡、战斗等术语;其他软件用用户、模块、接口、权限等术语
- 写作风格:书面语、句式完整、不使用口语化表达
## 输出格式
每次回复使用以下结构:
```
📋 当前进度:<阶段>
✅ 已收集:<字段列表>
⏳ 待补充:<字段列表>
📝 下一步建议:<具体动作>
```
材料生成完毕后,附上"提交前自检清单"和"官方办理入口"提示([中国版权保护中心](https://www.ccopyright.com.cn))。
## 项目代码参考
实现细节可参考 `src/lib/core.ts` 中的以下函数:
- `buildSummary(p)`:生成填报速查表
- `buildManual(p, type, modules)`:生成说明书
- `reviewCode(input)`:源程序提交前检查规则
- `paginateCode(code, linesPerPage, keepHeadTail)`:源程序分页逻辑
- `FEATURE_TEMPLATES` / `TECH_TEMPLATES`:主要功能与技术特点模板
- `HARDWARE_PRESETS` / `OS_PRESETS` / `LANGUAGE_PRESETS`:硬件/软件/语言常用片段

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File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

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File diff suppressed because it is too large Load Diff

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<string>{672,378}</string>
<key>textureRect</key>
<string>{{675,1869},{672,76}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>0l5_mountains.png</key>
<dict>
<key>aliases</key>
<array/>
<key>anchor</key>
<string>{0.5,0.5}</string>
<key>spriteOffset</key>
<string>{0,-62}</string>
<key>spriteSize</key>
<string>{672,254}</string>
<key>spriteSourceSize</key>
<string>{672,378}</string>
<key>textureRect</key>
<string>{{1,1141},{672,254}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>0l6_ground01.png</key>
<dict>
<key>aliases</key>
<array/>
<key>anchor</key>
<string>{0.5,0.5}</string>
<key>spriteOffset</key>
<string>{0,-108}</string>
<key>spriteSize</key>
<string>{672,162}</string>
<key>spriteSourceSize</key>
<string>{672,378}</string>
<key>textureRect</key>
<string>{{1,1589},{672,162}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>0l7_ground02.png</key>
<dict>
<key>aliases</key>
<array/>
<key>anchor</key>
<string>{0.5,0.5}</string>
<key>spriteOffset</key>
<string>{0,-120}</string>
<key>spriteSize</key>
<string>{672,138}</string>
<key>spriteSourceSize</key>
<string>{672,378}</string>
<key>textureRect</key>
<string>{{675,1507},{672,138}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>0l8_ground.png</key>
<dict>
<key>aliases</key>
<array/>
<key>anchor</key>
<string>{0.5,0.5}</string>
<key>spriteOffset</key>
<string>{0,-81}</string>
<key>spriteSize</key>
<string>{672,216}</string>
<key>spriteSourceSize</key>
<string>{672,378}</string>
<key>textureRect</key>
<string>{{1349,381},{672,216}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>1l1_wall.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
@@ -30,49 +149,100 @@
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{432,936}</string> <string>{672,378}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{432,936}</string> <string>{672,378}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1,543},{432,936}}</string> <string>{{1,381},{672,378}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>1l2_prop01.png</key>
<dict>
<key>aliases</key>
<array/>
<key>anchor</key>
<string>{0.5,0.5}</string>
<key>spriteOffset</key>
<string>{0,0}</string>
<key>spriteSize</key>
<string>{672,378}</string>
<key>spriteSourceSize</key>
<string>{672,378}</string>
<key>textureRect</key>
<string>{{675,1},{672,378}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>1l3_prop02.png</key>
<dict>
<key>aliases</key>
<array/>
<key>anchor</key>
<string>{0.5,0.5}</string>
<key>spriteOffset</key>
<string>{0,0}</string>
<key>spriteSize</key>
<string>{672,378}</string>
<key>spriteSourceSize</key>
<string>{672,378}</string>
<key>textureRect</key>
<string>{{1,761},{672,378}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>1l4_stones.png</key>
<dict>
<key>aliases</key>
<array/>
<key>anchor</key>
<string>{0.5,0.5}</string>
<key>spriteOffset</key>
<string>{0,-99}</string>
<key>spriteSize</key>
<string>{672,180}</string>
<key>spriteSourceSize</key>
<string>{672,378}</string>
<key>textureRect</key>
<string>{{675,1011},{672,180}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>1l5_crystals.png</key>
<dict>
<key>aliases</key>
<array/>
<key>anchor</key>
<string>{0.5,0.5}</string>
<key>spriteOffset</key>
<string>{-2,-85}</string>
<key>spriteSize</key>
<string>{662,90}</string>
<key>spriteSourceSize</key>
<string>{672,378}</string>
<key>textureRect</key>
<string>{{1349,1279},{662,90}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <true/>
</dict> </dict>
<key>9_PopupFullScreen_RewardItems.png</key> <key>1l6_ground.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,-151}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{432,936}</string> <string>{672,76}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{432,936}</string> <string>{672,378}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{939,939},{432,936}}</string> <string>{{1441,1279},{672,76}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>Bush_A_01.png</key>
<dict>
<key>aliases</key>
<array/>
<key>anchor</key>
<string>{0.5,0.5}</string>
<key>spriteOffset</key>
<string>{0,0}</string>
<key>spriteSize</key>
<string>{82,64}</string>
<key>spriteSourceSize</key>
<string>{82,64}</string>
<key>textureRect</key>
<string>{{1548,1632},{82,64}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <true/>
</dict> </dict>
<key>Bush_A_02.png</key> <key>3l1_sky.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
@@ -81,62 +251,113 @@
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{61,51}</string> <string>{672,378}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{61,51}</string> <string>{672,378}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1634,1775},{61,51}}</string> <string>{{675,381},{672,378}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
<key>Bush_A_03.png</key> <key>3l2_clouds.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,-48}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{123,73}</string> <string>{672,152}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{123,73}</string> <string>{672,378}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1373,1836},{123,73}}</string> <string>{{675,1353},{672,152}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
<key>Bush_B_01.png</key> <key>3l3_pyramid.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{2,-7}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{45,34}</string> <string>{528,154}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{45,34}</string> <string>{672,378}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1724,1700},{45,34}}</string> <string>{{1621,1279},{528,154}}</string>
<key>textureRotated</key>
<true/>
</dict>
<key>3l4_bg-ground01.png</key>
<dict>
<key>aliases</key>
<array/>
<key>anchor</key>
<string>{0.5,0.5}</string>
<key>spriteOffset</key>
<string>{0,-111}</string>
<key>spriteSize</key>
<string>{672,156}</string>
<key>spriteSourceSize</key>
<string>{672,378}</string>
<key>textureRect</key>
<string>{{1,1753},{672,156}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
<key>Bush_B_02.png</key> <key>3l5_bg-ground02.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,-99}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{41,30}</string> <string>{672,180}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{41,30}</string> <string>{672,378}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1725,1632},{41,30}}</string> <string>{{1349,599},{672,180}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>3l6_bg-ground03.png</key>
<dict>
<key>aliases</key>
<array/>
<key>anchor</key>
<string>{0.5,0.5}</string>
<key>spriteOffset</key>
<string>{0,-126}</string>
<key>spriteSize</key>
<string>{672,126}</string>
<key>spriteSourceSize</key>
<string>{672,378}</string>
<key>textureRect</key>
<string>{{675,1647},{672,126}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>3l7_ground.png</key>
<dict>
<key>aliases</key>
<array/>
<key>anchor</key>
<string>{0.5,0.5}</string>
<key>spriteOffset</key>
<string>{0,-113}</string>
<key>spriteSize</key>
<string>{672,152}</string>
<key>spriteSourceSize</key>
<string>{672,378}</string>
<key>textureRect</key>
<string>{{1349,941},{672,152}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
@@ -153,9 +374,9 @@
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{68,51}</string> <string>{68,51}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1618,1705},{68,51}}</string> <string>{{1777,1626},{68,51}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <false/>
</dict> </dict>
<key>Stone_A_04.png</key> <key>Stone_A_04.png</key>
<dict> <dict>
@@ -170,9 +391,9 @@
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{60,51}</string> <string>{60,51}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1671,1705},{60,51}}</string> <string>{{1850,1562},{60,51}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <false/>
</dict> </dict>
<key>Stone_A_07.png</key> <key>Stone_A_07.png</key>
<dict> <dict>
@@ -187,9 +408,9 @@
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{107,51}</string> <string>{107,51}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1498,1836},{107,51}}</string> <string>{{1621,1809},{107,51}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <false/>
</dict> </dict>
<key>Stone_B_01.png</key> <key>Stone_B_01.png</key>
<dict> <dict>
@@ -204,7 +425,7 @@
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{68,70}</string> <string>{68,70}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1548,1716},{68,70}}</string> <string>{{1519,1865},{68,70}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
@@ -221,9 +442,9 @@
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{66,45}</string> <string>{66,45}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1678,1632},{66,45}}</string> <string>{{1777,1679},{66,45}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <false/>
</dict> </dict>
<key>Stone_B_03.png</key> <key>Stone_B_03.png</key>
<dict> <dict>
@@ -238,9 +459,9 @@
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{35,22}</string> <string>{35,22}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{939,543},{35,22}}</string> <string>{{1730,1809},{35,22}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <false/>
</dict> </dict>
<key>Stone_B_04.png</key> <key>Stone_B_04.png</key>
<dict> <dict>
@@ -255,9 +476,9 @@
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{71,62}</string> <string>{71,62}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1614,1632},{71,62}}</string> <string>{{1777,1562},{71,62}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <false/>
</dict> </dict>
<key>Stone_B_05.png</key> <key>Stone_B_05.png</key>
<dict> <dict>
@@ -272,9 +493,9 @@
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{84,43}</string> <string>{84,43}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1548,1788},{84,43}}</string> <string>{{1967,1095},{84,43}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <true/>
</dict> </dict>
<key>Stone_B_06.png</key> <key>Stone_B_06.png</key>
<dict> <dict>
@@ -289,9 +510,9 @@
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{31,15}</string> <string>{31,15}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{939,626},{31,15}}</string> <string>{{1519,1937},{31,15}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <false/>
</dict> </dict>
<key>Stone_B_07.png</key> <key>Stone_B_07.png</key>
<dict> <dict>
@@ -306,24 +527,7 @@
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{44,16}</string> <string>{44,16}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{939,580},{44,16}}</string> <string>{{1,1911},{44,16}}</string>
<key>textureRotated</key>
<true/>
</dict>
<key>Tree_Bare_01.png</key>
<dict>
<key>aliases</key>
<array/>
<key>anchor</key>
<string>{0.5,0.5}</string>
<key>spriteOffset</key>
<string>{0,0}</string>
<key>spriteSize</key>
<string>{173,202}</string>
<key>spriteSourceSize</key>
<string>{173,202}</string>
<key>textureRect</key>
<string>{{1373,1632},{173,202}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
@@ -336,11 +540,11 @@
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,0}</string> <string>{0,0}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{960,540}</string> <string>{672,378}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{960,540}</string> <string>{672,378}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1,1},{960,540}}</string> <string>{{1349,1},{672,378}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<false/> <false/>
</dict> </dict>
@@ -351,15 +555,15 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,-93}</string> <string>{0,-65}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{960,354}</string> <string>{672,248}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{960,540}</string> <string>{672,378}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1397,1},{960,354}}</string> <string>{{675,761},{672,248}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <false/>
</dict> </dict>
<key>l3_clouds.png</key> <key>l3_clouds.png</key>
<dict> <dict>
@@ -368,13 +572,13 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{-9,127}</string> <string>{-6,89}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{832,142}</string> <string>{584,100}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{960,540}</string> <string>{672,378}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{725,977},{832,142}}</string> <string>{{1519,1279},{584,100}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <true/>
</dict> </dict>
@@ -385,15 +589,15 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,-158}</string> <string>{0,-110}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{960,224}</string> <string>{672,158}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{960,540}</string> <string>{672,378}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{273,977},{960,224}}</string> <string>{{675,1193},{672,158}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <false/>
</dict> </dict>
<key>l5_bg-ground02.png</key> <key>l5_bg-ground02.png</key>
<dict> <dict>
@@ -402,49 +606,32 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,-158}</string> <string>{0,-110}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{960,224}</string> <string>{672,158}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{960,540}</string> <string>{672,378}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{499,977},{960,224}}</string> <string>{{1349,781},{672,158}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <false/>
</dict> </dict>
<key>l6_ground.png</key> <key>l6_ground1.png</key>
<dict> <dict>
<key>aliases</key> <key>aliases</key>
<array/> <array/>
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,-135}</string> <string>{0,-94}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{960,270}</string> <string>{672,190}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{960,540}</string> <string>{672,378}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1,977},{960,270}}</string> <string>{{1,1397},{672,190}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <false/>
</dict>
<key>l7_ground.png</key>
<dict>
<key>aliases</key>
<array/>
<key>anchor</key>
<string>{0.5,0.5}</string>
<key>spriteOffset</key>
<string>{0,0}</string>
<key>spriteSize</key>
<string>{960,22}</string>
<key>spriteSourceSize</key>
<string>{960,22}</string>
<key>textureRect</key>
<string>{{1753,1},{960,22}}</string>
<key>textureRotated</key>
<true/>
</dict> </dict>
<key>logo2.png</key> <key>logo2.png</key>
<dict> <dict>
@@ -453,13 +640,13 @@
<key>anchor</key> <key>anchor</key>
<string>{0.5,0.5}</string> <string>{0.5,0.5}</string>
<key>spriteOffset</key> <key>spriteOffset</key>
<string>{0,-1}</string> <string>{1,2}</string>
<key>spriteSize</key> <key>spriteSize</key>
<string>{667,415}</string> <string>{281,231}</string>
<key>spriteSourceSize</key> <key>spriteSourceSize</key>
<string>{819,819}</string> <string>{307,307}</string>
<key>textureRect</key> <key>textureRect</key>
<string>{{1373,963},{667,415}}</string> <string>{{1777,1279},{281,231}}</string>
<key>textureRotated</key> <key>textureRotated</key>
<true/> <true/>
</dict> </dict>
@@ -473,13 +660,13 @@
<key>premultiplyAlpha</key> <key>premultiplyAlpha</key>
<false/> <false/>
<key>realTextureFileName</key> <key>realTextureFileName</key>
<string>umps.png</string> <string>mps.png</string>
<key>size</key> <key>size</key>
<string>{1789,1944}</string> <string>{2022,1953}</string>
<key>smartupdate</key> <key>smartupdate</key>
<string>$TexturePacker:SmartUpdate:38307b17a9981d9b0aab65a715e06dc1:b278f060c7c605b0b5f8ee751849cc40:318abc3a8f3ad8d09018e87dff1f2449$</string> <string>$TexturePacker:SmartUpdate:c995e79e2727f3d5b64d2e4345b903e7:ff13e6153e38a1ee043318ccbb0a835f:4c0e3901f0d5fcb2cf0cd4dcba1c7f8b$</string>
<key>textureFileName</key> <key>textureFileName</key>
<string>umps.png</string> <string>mps.png</string>
</dict> </dict>
</dict> </dict>
</plist> </plist>

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@@ -2,7 +2,7 @@
"ver": "1.0.27", "ver": "1.0.27",
"importer": "image", "importer": "image",
"imported": true, "imported": true,
"uuid": "9386d02f-0d02-4019-99ee-2b6c3759cbbb", "uuid": "ca2b26a5-8d54-49ec-bdaf-e9f777afc9cb",
"files": [ "files": [
".json", ".json",
".png" ".png"
@@ -10,8 +10,8 @@
"subMetas": { "subMetas": {
"6c48a": { "6c48a": {
"importer": "texture", "importer": "texture",
"uuid": "9386d02f-0d02-4019-99ee-2b6c3759cbbb@6c48a", "uuid": "ca2b26a5-8d54-49ec-bdaf-e9f777afc9cb@6c48a",
"displayName": "aui", "displayName": "mps",
"id": "6c48a", "id": "6c48a",
"name": "texture", "name": "texture",
"userData": { "userData": {
@@ -22,7 +22,7 @@
"mipfilter": "none", "mipfilter": "none",
"anisotropy": 0, "anisotropy": 0,
"isUuid": true, "isUuid": true,
"imageUuidOrDatabaseUri": "9386d02f-0d02-4019-99ee-2b6c3759cbbb", "imageUuidOrDatabaseUri": "ca2b26a5-8d54-49ec-bdaf-e9f777afc9cb",
"visible": false "visible": false
}, },
"ver": "1.0.22", "ver": "1.0.22",
@@ -37,6 +37,6 @@
"type": "texture", "type": "texture",
"hasAlpha": true, "hasAlpha": true,
"fixAlphaTransparencyArtifacts": false, "fixAlphaTransparencyArtifacts": false,
"redirect": "9386d02f-0d02-4019-99ee-2b6c3759cbbb@6c48a" "redirect": "ca2b26a5-8d54-49ec-bdaf-e9f777afc9cb@6c48a"
} }
} }

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