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bc32d687ee
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d94ea3f4a9 | |
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3accbc5f3a |
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@ -22,4 +22,6 @@ node_modules/
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#//////////////////////////
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# WebStorm
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#//////////////////////////
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.idea/
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.idea/
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assets/ImagePack/!幻想模拟战.NPK
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assets/ImagePack/!幻想模拟战.NPK.meta
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@ -1,6 +1,13 @@
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import { _decorator, Component, Node } from 'cc';
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/*
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* @Author: WoNiu
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* @Date: 2024-03-11 12:16:36
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* @LastEditTime: 2024-03-26 15:40:23
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* @LastEditors: WoNiu
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* @Description:
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*/
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import { _decorator, Node } from 'cc';
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import { ScriptMyAnimation } from './ScriptMyAnimation';
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const { ccclass, property } = _decorator;
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const { ccclass } = _decorator;
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@ccclass('AnimationNode')
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export class AnimationNode extends Node{
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@ -53,6 +53,32 @@ export class BaseButton extends Component {
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//按钮状态
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ButtonState = BaseButtonState.Normal; // 0 普通 1悬停 2按下 8失效
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/**
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* @description: BaseButton初始化设置
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* @param {string} ImgPath: npk中的路径
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* @param {number} NormalIndex: 普通 在npk.img 中的idnex 其他状态自动+1
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*/
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init(ImgPath:string,NormalIndex:number): void;
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init(ImgPath:string,NormalIndex:number,HoverIndex:number,PressIndex:number,DisableIndex:number,auto:boolean): void;
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/**
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* @description: BaseButton初始化设置
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* @param {string} ImgPath: npk中的路径
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* @param {number} NormalIndex: 普通 在npk.img 中的idnex
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* @param {number} HoverIndex: 悬停
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* @param {number} PressIndex 按下
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* @param {number} DisableIndex 失效
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* @param {number} Disable 是否启用失效状态
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* @return {*}
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*/
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init(ImgPath:string,NormalIndex:number,HoverIndex?:number,PressIndex?:number,DisableIndex?:number,Disable:boolean = true): void{
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this.ImgPath = ImgPath;
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this.NormalImgIndex = NormalIndex;
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this.HoverImgIndex = HoverIndex ? HoverIndex : NormalIndex + 1;
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this.PressImgIndex = PressIndex ? PressIndex : NormalIndex + 2;
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if (Disable){ this.DisableImgIndex = DisableIndex ? DisableIndex : NormalIndex + 3; }
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}
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start() {
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//判断是否有精灵 如果没有 就给他搞一个
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@ -120,6 +146,7 @@ export class BaseButton extends Component {
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}
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OnHever(event) {
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if (this.ButtonState == BaseButtonState.Disable) return;
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this.ButtonState = BaseButtonState.Hover;
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}
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OnEnd(event: EventMouse) {
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if (this.ButtonState == BaseButtonState.Disable) return;
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@ -0,0 +1,77 @@
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/*
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* @Author: WoNiu
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* @Date: 2024-03-23 13:22:27
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* @LastEditTime: 2024-03-24 16:04:20
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* @LastEditors: WoNiu
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* @Description: node坐标控制
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*/
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import {
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_decorator,
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Color,
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Component,
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EditBox,
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Font,
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HorizontalTextAlignment,
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Node,
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Size,
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Sprite,
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UITransform,
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v2,
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VerticalTextAlignment,
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} from "cc";
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const { ccclass, property } = _decorator;
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@ccclass("LocationImportComponent")
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/**
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* @description: node坐标控制
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*/
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export class LocationImportComponent extends Component {
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editBox: EditBox;
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onLoad(): void {
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const node = new Node();
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node.setPosition(0, 30);
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const uit = node.addComponent(UITransform);
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uit.anchorPoint = v2(0, 1);
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uit.setContentSize(new Size(150, 30));
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const sp = node.addComponent(Sprite);
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sp.color = Color.WHITE;
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const editBox = node.addComponent(EditBox);
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editBox.inputMode = EditBox.InputMode.SINGLE_LINE;
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this.editBox = editBox;
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this.node.addChild(node);
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//* 修改 node 的坐标
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editBox.node.on("editing-did-ended", (text: EditBox) => {
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const los = text.textLabel.string.split(',');
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this.node.setPosition(Number(los[0]),Number(los[1]));
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});
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}
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start() {
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const placeholderLabel = this.editBox.placeholderLabel;
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placeholderLabel.string = "坐标";
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placeholderLabel.horizontalAlign = HorizontalTextAlignment.LEFT;
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placeholderLabel.verticalAlign = VerticalTextAlignment.TOP;
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placeholderLabel.fontSize = 20;
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placeholderLabel.color = Color.RED;
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placeholderLabel.node.setPosition(0, 50);
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placeholderLabel.node.getComponent(UITransform).anchorPoint = v2(0, 2);
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const textLabel = this.editBox.textLabel;
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textLabel.horizontalAlign = HorizontalTextAlignment.LEFT;
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textLabel.verticalAlign = VerticalTextAlignment.TOP;
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textLabel.fontSize = 20;
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textLabel.color = Color.RED;
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textLabel.node.setPosition(0, 50);
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textLabel.node.getComponent(UITransform).anchorPoint = v2(0, 2);
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}
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update(deltaTime: number) {}
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}
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@ -0,0 +1,9 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "08408ae9-019a-4902-9bc2-002e2e663cb6",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@ -0,0 +1,52 @@
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/*
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* @Author: WoNiu
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* @Date: 2024-03-24 16:09:55
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* @LastEditTime: 2024-03-24 16:30:46
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* @LastEditors: WoNiu
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* @Description: 通过边框显示node的位置和大小,默认锚点(0,1)
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*/
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import { _decorator, Color, Component, Graphics, Node, UITransform } from 'cc';
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const { ccclass, property } = _decorator;
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@ccclass('ShowNodeBorder')
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/**
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* @description: 通过边框显示node的位置和大小,默认锚点(0,1)
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*/
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export class ShowNodeBorder extends Component {
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graphics: Graphics;
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onLoad() {
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if(this.node.getComponent(Graphics)){
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this.graphics = this.node.getComponent(Graphics);
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}else{
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this.graphics = this.node.addComponent(Graphics);
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}
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this.updateBorder();
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}
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updateBorder() {
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const borderColor = Color.YELLOW;
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const borderWidth = 4;
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const contentSize = this.node.getComponent(UITransform).contentSize;
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this.graphics.clear();
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this.graphics.strokeColor = borderColor;
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this.graphics.lineWidth = borderWidth;
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// this.graphics.rect(-contentSize.width / 2, -contentSize.height / 2, contentSize.width, contentSize.height);// 锚点 (0,0)
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this.graphics.rect(0, 0, contentSize.width, -contentSize.height); //锚点 (0,1)
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this.graphics.stroke();
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}
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start() {
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}
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update(deltaTime: number) {
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}
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}
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@ -0,0 +1,9 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "9ef9c0ff-8d63-448d-b95f-89b02e1455f3",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@ -21,18 +21,18 @@ export class GameState extends Component {
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}
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//当前是否处于暂停状态
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/** 当前是否处于暂停状态 */
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PauseState: boolean = false;
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//改变暂停状态的回调函数
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/** 改变暂停状态的回调函数 */
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ResumeCallBackFunc: ResumeCallback<any>[] = [];
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//获取暂停状态
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/** 获取暂停状态 */
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IsPauseState(): boolean {
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return this.PauseState;
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}
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//设置暂停状态
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/** 设置暂停状态 */
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SetCurrentPauseState(State: boolean) {
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//不等于时 设置一次
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if (State != this.PauseState) {
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@ -45,7 +45,7 @@ export class GameState extends Component {
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}
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}
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//注册恢复游戏的逻辑回调函数
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/** 注册恢复游戏的逻辑回调函数 */
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RegisterResumeCallBack(Func: ResumeCallback<any>) {
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this.ResumeCallBackFunc.push(Func);
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}
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Binary file not shown.
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@ -2,7 +2,7 @@
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"ver": "1.0.3",
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"importer": "buffer",
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"imported": true,
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"uuid": "dc61d9f4-8a5e-4540-8a2c-dc318bb9f198",
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||||
"uuid": "6aba7d31-7435-4f59-b5aa-79256df4ede9",
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"files": [
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".bin",
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".json"
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|
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@ -1,34 +1,37 @@
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import { _decorator, Component, Node } from 'cc';
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import { MapTileTypes } from './MapTile/MapTileData';
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import { MapTileNode } from './MapTile/MapTileNode';
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const { ccclass, property } = _decorator;
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/*
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* @Author: WoNiu
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* @Date: 2024-03-16 15:26:27
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* @LastEditTime: 2024-03-28 21:13:04
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* @LastEditors: WoNiu
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* @Description: 最底层的地图 图层Component
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*/
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import { _decorator, Component, Node } from "cc";
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import { MapTileType, MapTileTypes } from "./MapTile/MapTileType";
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import { MapTileNode } from "./MapTile/MapTileNode";
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const { ccclass } = _decorator;
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/// 最底层的地图 图层Component
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@ccclass('BoardRoot')
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@ccclass("BoardRoot")
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/**
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* @description: 最底层的地图 图层Component
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*/
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export class BoardRoot extends Component {
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start() {
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//* 地块nodeMap
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mapNodeMap: Map<MapTileType, Node> = new Map<MapTileType, Node>();
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start() {
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this.initMapTile();
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}
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|
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}
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/// 初始化 地图快
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initMapTile() {
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// 从枚举类型 添加所有地块
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MapTileTypes.forEach((type) => {
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const node = new MapTileNode(type);
|
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this.node.addChild(node);
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this.mapNodeMap.set(type, node);
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});
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}
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/// 初始化 地图快
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initMapTile(){
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// 从枚举类型 添加所有地块
|
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MapTileTypes.forEach((type) => {
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const node = new MapTileNode(type);
|
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this.node.addChild(node);
|
||||
|
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});
|
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}
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update(deltaTime: number) {
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||||
|
||||
|
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}
|
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update(deltaTime: number) {}
|
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}
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|
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|
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@ -1,14 +0,0 @@
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import { _decorator, Component, Node } from 'cc';
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const { ccclass, property } = _decorator;
|
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|
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@ccclass('DialogRoot')
|
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export class DialogRoot extends Component {
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start() {
|
||||
|
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}
|
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|
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update(deltaTime: number) {
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|
||||
}
|
||||
}
|
||||
|
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|
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@ -0,0 +1,209 @@
|
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/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-22 19:50:30
|
||||
* @LastEditTime: 2024-03-24 17:09:16
|
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* @LastEditors: WoNiu
|
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* @Description: 选择卡片节点
|
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*/
|
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|
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import {
|
||||
_decorator,
|
||||
EventMouse,
|
||||
Node,
|
||||
Sprite,
|
||||
SpriteFrame,
|
||||
UITransform,
|
||||
v2,
|
||||
tween,
|
||||
Component,
|
||||
Label,
|
||||
Color,
|
||||
Size,
|
||||
v3,
|
||||
} from "cc";
|
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import { NpkImage } from "../../Tool/NPKImage";
|
||||
import { BaseSpriteFrame } from "../../GlobalScript/CommonComponent/BaseSpriteFrame";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@ccclass("CardNode")
|
||||
export class CardNode extends Node {
|
||||
//普通精灵帧
|
||||
private NormalSpriteFrame: SpriteFrame;
|
||||
|
||||
// 高亮精灵帧1
|
||||
private oneSpriteFrame: SpriteFrame;
|
||||
|
||||
//高亮精灵帧2
|
||||
private twoSpriteFrame: SpriteFrame;
|
||||
|
||||
// 翻转动画
|
||||
flipsAnimation:CardFlipsAnimation;
|
||||
|
||||
//精灵对象
|
||||
private SpriteObj: Sprite;
|
||||
|
||||
// 是否按钮失效
|
||||
Disable = false;
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
const trf = this.addComponent(UITransform);
|
||||
trf.anchorPoint = v2(0.5, 1)
|
||||
trf.contentSize = new Size(178,113);
|
||||
|
||||
this.flipsAnimation = this.addComponent(CardFlipsAnimation);
|
||||
|
||||
this.initBackgroundNode();
|
||||
this.initSpriteFrame();
|
||||
this.initEvent();
|
||||
}
|
||||
|
||||
initBackgroundNode(){
|
||||
// const node = new Node();
|
||||
// this.addChild(node);
|
||||
|
||||
// const trf = node.addComponent(UITransform);
|
||||
// trf.contentSize = new Size(178,113);
|
||||
// trf.anchorPoint = v2(0,1);
|
||||
|
||||
// this.SpriteObj = node.addComponent(Sprite);
|
||||
this.SpriteObj = this.addComponent(Sprite);
|
||||
}
|
||||
|
||||
|
||||
initSpriteFrame() {
|
||||
/// 不同亮度的卡片
|
||||
new BaseSpriteFrame(NpkImage.ingame, 47, (SpriteFrame: SpriteFrame) => {
|
||||
this.NormalSpriteFrame = SpriteFrame;
|
||||
this.SpriteObj.spriteFrame = SpriteFrame;
|
||||
});
|
||||
new BaseSpriteFrame(NpkImage.ingame, 48, (SpriteFrame: SpriteFrame) => {
|
||||
this.oneSpriteFrame = SpriteFrame;
|
||||
});
|
||||
new BaseSpriteFrame(NpkImage.ingame, 49, (SpriteFrame: SpriteFrame) => {
|
||||
this.twoSpriteFrame = SpriteFrame;
|
||||
});
|
||||
}
|
||||
|
||||
initEvent() {
|
||||
this.on(Node.EventType.MOUSE_ENTER, this.OnHever, this);
|
||||
this.on(Node.EventType.MOUSE_LEAVE, this.OffHever, this);
|
||||
this.on(Node.EventType.MOUSE_DOWN, this.OnDown, this);
|
||||
}
|
||||
|
||||
OffHever() {
|
||||
if (this.Disable) return;
|
||||
this.SpriteObj.spriteFrame = this.NormalSpriteFrame;
|
||||
}
|
||||
OnHever() {
|
||||
if (this.Disable) return;
|
||||
this.SpriteObj.spriteFrame = this.oneSpriteFrame;
|
||||
}
|
||||
|
||||
OnDown(event: EventMouse) {
|
||||
//必须是鼠标左键
|
||||
if (event.getButton() != EventMouse.BUTTON_LEFT || this.Disable) return;
|
||||
this.SpriteObj.spriteFrame = this.twoSpriteFrame;
|
||||
this.Disable = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* @description: 卡片的翻转动画
|
||||
*/
|
||||
export class CardFlipsAnimation extends Component {
|
||||
// 数字1精灵帧
|
||||
oneSpriteFrame: SpriteFrame;
|
||||
|
||||
//数字2精灵帧
|
||||
twoSpriteFrame: SpriteFrame;
|
||||
|
||||
//数字2精灵帧
|
||||
threeSpriteFrame: SpriteFrame;
|
||||
|
||||
// 数字
|
||||
value: number;
|
||||
|
||||
// 单次缓动时间
|
||||
tweenTime: number = 0.5;
|
||||
|
||||
// 玩家名称
|
||||
nameNode: Node;
|
||||
|
||||
scale = {x:1};
|
||||
|
||||
onLoad() {
|
||||
/// 数字卡片
|
||||
new BaseSpriteFrame(NpkImage.ingame, 50, (SpriteFrame: SpriteFrame) => {
|
||||
this.oneSpriteFrame = SpriteFrame;
|
||||
});
|
||||
new BaseSpriteFrame(NpkImage.ingame, 51, (SpriteFrame: SpriteFrame) => {
|
||||
this.twoSpriteFrame = SpriteFrame;
|
||||
});
|
||||
new BaseSpriteFrame(NpkImage.ingame, 52, (SpriteFrame: SpriteFrame) => {
|
||||
this.threeSpriteFrame = SpriteFrame;
|
||||
});
|
||||
|
||||
|
||||
// this.nameLabel = this.node.addComponent(Label);
|
||||
|
||||
}
|
||||
|
||||
start() {}
|
||||
|
||||
|
||||
/**
|
||||
* @description: 翻转动画
|
||||
* @param {1} value: 这个卡牌反转后是几
|
||||
*/
|
||||
animationStart(value: number,name:string) {
|
||||
this.value = value;
|
||||
if (value > 2) this.value = 2;
|
||||
|
||||
this.initNmaeNode(name);
|
||||
|
||||
tween(this.scale).to(this.tweenTime, { x: 0,},{onComplete:()=>{
|
||||
this.flipsTweenBack();
|
||||
},onUpdate:()=>{
|
||||
this.node.scale = v3(this.scale.x,1,1);
|
||||
},easing:'linear'}).start();
|
||||
}
|
||||
|
||||
flipsTweenBack(){
|
||||
const spriteFrames = [this.oneSpriteFrame,this.twoSpriteFrame,this.threeSpriteFrame];
|
||||
this.node.getComponent(Sprite).spriteFrame = spriteFrames[this.value];
|
||||
this.nameNode.active = true;
|
||||
|
||||
tween(this.scale).to(this.tweenTime, { x: 1,},{onUpdate:()=>{
|
||||
this.node.scale = v3(this.scale.x,1,1);
|
||||
},easing:'linear'}).start();
|
||||
}
|
||||
|
||||
|
||||
initNmaeNode(name:string){
|
||||
const nameNode = new Node('label');
|
||||
this.node.addChild(nameNode);
|
||||
this.nameNode = nameNode;
|
||||
|
||||
nameNode.active = false;
|
||||
nameNode.setPosition(0,-75);
|
||||
|
||||
const trf = nameNode.addComponent(UITransform);
|
||||
trf.anchorPoint = v2(0.5,1);
|
||||
trf.contentSize = new Size(178,20);
|
||||
|
||||
const label = nameNode.addComponent(Label);
|
||||
label.overflow = Label.Overflow.CLAMP;
|
||||
label.string = name;
|
||||
label.fontSize = 15;
|
||||
label.color = Color.RED;
|
||||
label.horizontalAlign = Label.HorizontalAlign.CENTER;
|
||||
label.verticalAlign = Label.VerticalAlign.CENTER;
|
||||
|
||||
}
|
||||
|
||||
update(dt: number) {}
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "d249ab2c-fe35-459a-915d-a40a053488e2",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
|
|
@ -0,0 +1,23 @@
|
|||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-19 17:44:59
|
||||
* @LastEditTime: 2024-03-29 14:00:11
|
||||
* @LastEditors: WoNiu
|
||||
* @Description: 弹窗
|
||||
*/
|
||||
import { _decorator, Component } from "cc";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@ccclass("DialogRoot")
|
||||
/**
|
||||
* @description: 弹窗
|
||||
*/
|
||||
export class DialogRoot extends Component {
|
||||
|
||||
|
||||
start() {}
|
||||
|
||||
update(deltaTime: number) {}
|
||||
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,135 @@
|
|||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-26 11:44:58
|
||||
* @LastEditTime: 2024-03-29 14:02:43
|
||||
* @LastEditors: WoNiu
|
||||
* @Description: 幸运硬币效果类型
|
||||
*/
|
||||
import {
|
||||
_decorator,
|
||||
Sprite,
|
||||
Director,
|
||||
director,
|
||||
Node,
|
||||
tween,
|
||||
UITransform,
|
||||
v2,
|
||||
Color,
|
||||
} from "cc";
|
||||
import { AnimationNode } from "../../GlobalScript/Animation/AnimationNode";
|
||||
import { BaseSprite } from "../../GlobalScript/CommonComponent/BaseSprite";
|
||||
import { NpkImage } from "../../Tool/NPKImage";
|
||||
import { CloseButtonNode } from "../Common/CloseButtonNode";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/**
|
||||
* @description: 幸运硬币效果类型
|
||||
*/
|
||||
export enum LuckyType {
|
||||
/** 前进三格 */
|
||||
GoThree = 0,
|
||||
/** 移动到月光酒馆 */
|
||||
YeGuangJiuGuan,
|
||||
/** 移动到决斗场 */
|
||||
JueDouChang,
|
||||
/** 移动到海上列车 */
|
||||
HaiShangLieChe,
|
||||
/** 我要双倍,点数x2 */
|
||||
Double,
|
||||
/** 这是我的钱,点数减半 */
|
||||
Halve,
|
||||
/** 骑士马战 ,点数+2w */
|
||||
HorseCombat,
|
||||
/** 装备修理, 点数-2w */
|
||||
Servicing,
|
||||
/** 收取费用,夺取其他人 2w 点数 */
|
||||
Charge,
|
||||
}
|
||||
|
||||
@ccclass("LuckyCoinsNode")
|
||||
export class LuckyCoinsNode extends Node {
|
||||
luckyType: LuckyType;
|
||||
|
||||
/** 幸运硬币的结果节点 */
|
||||
resultNode: Node;
|
||||
|
||||
/** 动画完成回调 */
|
||||
aniDoneBack: Function;
|
||||
|
||||
constructor(type: LuckyType,aniDone:Function) {
|
||||
super();
|
||||
this.luckyType = type;
|
||||
this.aniDoneBack = aniDone;
|
||||
|
||||
this.addComponent(UITransform).anchorPoint = v2(0, 1);
|
||||
|
||||
this.initResultNode();
|
||||
this.initLuckyAni();
|
||||
this.delayShowResult();
|
||||
}
|
||||
|
||||
initActionButton() {
|
||||
const node = new CloseButtonNode(() => {
|
||||
this.initLuckyAni();
|
||||
});
|
||||
this.addChild(node);
|
||||
}
|
||||
|
||||
initResultNode() {
|
||||
const node = new Node();
|
||||
this.addChild(node);
|
||||
|
||||
node.setPosition(443, -200);
|
||||
this.resultNode = node;
|
||||
|
||||
node.active = false;
|
||||
|
||||
const bs = node.addComponent(BaseSprite);
|
||||
bs.updateSpriteFrame(NpkImage.luckycoin, this.luckyType);
|
||||
}
|
||||
|
||||
initLuckyAni() {
|
||||
const lucky = new AnimationNode("ani/luckycoin01.ani", () => {
|
||||
/// 这一帧结束之后调用
|
||||
director.once(Director.EVENT_END_FRAME, () => {
|
||||
// 销毁,销毁节点只能在当前帧结束后
|
||||
lucky.destroy();
|
||||
});
|
||||
});
|
||||
lucky.setPosition(318.5, -107.5);
|
||||
this.addChild(lucky);
|
||||
}
|
||||
|
||||
// 延迟显示结果
|
||||
delayShowResult() {
|
||||
setTimeout(() => {
|
||||
this.resultNode.active = true;
|
||||
setTimeout(() => {
|
||||
this.resultTweenDestroy();
|
||||
}, 1000);
|
||||
}, 1600);
|
||||
}
|
||||
|
||||
// 透明度缓动消失
|
||||
resultTweenDestroy() {
|
||||
|
||||
let obj = { x: 255 };
|
||||
|
||||
tween(obj)
|
||||
.to(0.5, { x: 1 }, { onUpdate: () => {
|
||||
const spr = this.resultNode.getComponent(Sprite);
|
||||
spr.color = new Color(255,255,255,obj.x);
|
||||
}, onComplete: () => {
|
||||
/// 缓动完成
|
||||
this.resultNode.active = false;
|
||||
// 动画完成回调
|
||||
this.aniDoneBack();
|
||||
// 销毁节点
|
||||
director.once(Director.EVENT_END_FRAME, () => {
|
||||
this.destroy();
|
||||
});
|
||||
},easing:'linear'})
|
||||
.start();
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "0039c2de-95ce-49a6-aa91-0ca7ee85ecc3",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
|
|
@ -0,0 +1,116 @@
|
|||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-21 13:28:47
|
||||
* @LastEditTime: 2024-03-25 19:44:01
|
||||
* @LastEditors: WoNiu
|
||||
* @Description:
|
||||
*/
|
||||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-21 13:28:47
|
||||
* @LastEditTime: 2024-03-22 21:24:13
|
||||
* @LastEditors: WoNiu
|
||||
* @Description: 顺序选择卡片节点
|
||||
*/
|
||||
import { _decorator, Director, director, Node } from "cc";
|
||||
import { BaseSprite } from "../../GlobalScript/CommonComponent/BaseSprite";
|
||||
import { NpkImage } from "../../Tool/NPKImage";
|
||||
import { BaseButtonAction } from "../../GlobalScript/CommonComponent/BaseButtonAction";
|
||||
import { CardNode } from "./CardNode";
|
||||
import { TimingProgressBar } from "../Common/TimingProgressBar";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/// 选择顺序卡牌Node
|
||||
@ccclass("SelectNumberNode")
|
||||
export class SelectNumberNode extends Node {
|
||||
oneCard: CardNode;
|
||||
twoCard: CardNode;
|
||||
threeCard: CardNode;
|
||||
doneFunc: Function;
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
this.initBackground();
|
||||
this.initCards();
|
||||
this.initTiming();
|
||||
}
|
||||
|
||||
initBackground() {
|
||||
const node = new Node();
|
||||
node.setPosition(184.5, -181.5);
|
||||
|
||||
const bs = node.addComponent(BaseSprite);
|
||||
bs.updateSpriteFrame(NpkImage.ingame, 46);
|
||||
this.addChild(node);
|
||||
}
|
||||
|
||||
initCards() {
|
||||
this.oneCard = new CardNode();
|
||||
this.oneCard.setPosition(339, -220);
|
||||
this.addChild(this.oneCard);
|
||||
const Onebba = this.oneCard.addComponent(BaseButtonAction);
|
||||
Onebba.onMouseLeftDown = () => {
|
||||
this.onMouseLeftDown(0);
|
||||
};
|
||||
|
||||
this.twoCard = new CardNode();
|
||||
this.twoCard.setPosition(533.5, -220);
|
||||
this.addChild(this.twoCard);
|
||||
const twoBba = this.twoCard.addComponent(BaseButtonAction);
|
||||
twoBba.onMouseLeftDown = () => {
|
||||
this.onMouseLeftDown(1);
|
||||
};
|
||||
|
||||
this.threeCard = new CardNode();
|
||||
this.threeCard.setPosition(728, -220);
|
||||
this.addChild(this.threeCard);
|
||||
const threeBba = this.threeCard.addComponent(BaseButtonAction);
|
||||
threeBba.onMouseLeftDown = () => {
|
||||
this.onMouseLeftDown(2);
|
||||
};
|
||||
}
|
||||
|
||||
//* 倒计时
|
||||
initTiming() {
|
||||
// 倒计时
|
||||
const time = new TimingProgressBar();
|
||||
this.addChild(time);
|
||||
|
||||
time.tweenerStart(3, () => {
|
||||
//倒计时缓动完成
|
||||
//开始翻转动画,需要1秒完成动画
|
||||
this.flipsCard();
|
||||
|
||||
//* 2秒后关闭node
|
||||
setTimeout(() => {
|
||||
this.doneFunc();
|
||||
/// 这一帧结束之后调用
|
||||
director.once(Director.EVENT_END_FRAME, () => {
|
||||
// 销毁,销毁节点只能在当前帧结束后
|
||||
this.destroy();
|
||||
});
|
||||
}, 2000);
|
||||
|
||||
});
|
||||
}
|
||||
|
||||
//* 翻转卡片
|
||||
flipsCard() {
|
||||
const cards = [this.oneCard, this.twoCard, this.threeCard];
|
||||
for (let i = 0; i < cards.length; i++) {
|
||||
const card = cards[i];
|
||||
card.Disable = true;
|
||||
card.flipsAnimation.animationStart(i, "玩家" + i);
|
||||
}
|
||||
}
|
||||
|
||||
onMouseLeftDown(tag: number) {
|
||||
const cards = [this.oneCard, this.twoCard, this.threeCard];
|
||||
cards.forEach((card) => {
|
||||
card.Disable = true;
|
||||
});
|
||||
}
|
||||
|
||||
update(deltaTime: number) {}
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "06193d25-5a05-4aaf-92a9-d5358c56a4ff",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
|
|
@ -0,0 +1,72 @@
|
|||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-21 13:29:53
|
||||
* @LastEditTime: 2024-03-29 14:21:02
|
||||
* @LastEditors: WoNiu
|
||||
* @Description:
|
||||
*/
|
||||
import { _decorator, Component, Node } from "cc";
|
||||
import { BoardRoot } from "./BoardRoot";
|
||||
import { UIRoot } from "./UIRoot/UIRoot";
|
||||
import { GameRoleController } from "./UIRoot/GameRoleController";
|
||||
import { DialogRoot } from "./DialogRoot/DialogRoot";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/**
|
||||
* @description: 游戏根节点的单例 用于直接提供子节点
|
||||
*/
|
||||
export class GameRootSingleton {
|
||||
private static readonly _instance: GameRootSingleton =
|
||||
new GameRootSingleton();
|
||||
|
||||
private constructor() {}
|
||||
|
||||
public static getInstance(): GameRootSingleton {
|
||||
return GameRootSingleton._instance;
|
||||
}
|
||||
|
||||
boardRootNode: Node;
|
||||
UIRootNode: Node;
|
||||
DialogRootNode: Node;
|
||||
|
||||
boardRoot: BoardRoot;
|
||||
UIRoot: UIRoot;
|
||||
DialogRoot: DialogRoot;
|
||||
|
||||
/** 玩家角色控制脚本 */
|
||||
gameRoleController: GameRoleController;
|
||||
|
||||
}
|
||||
|
||||
@ccclass("GameRootController")
|
||||
/**
|
||||
* @description: 游戏根节点脚本
|
||||
*/
|
||||
export class GameRootController extends Component {
|
||||
@property(Node) boardRootNode: Node;
|
||||
@property(Node) UIRootNode: Node;
|
||||
@property(Node) DialogRootNode: Node;
|
||||
|
||||
start() {
|
||||
/// 给三个图层添加 root 根脚本
|
||||
const game = GameRootSingleton.getInstance();
|
||||
game.boardRootNode = this.boardRootNode;
|
||||
game.UIRootNode = this.UIRootNode;
|
||||
game.DialogRootNode = this.DialogRootNode;
|
||||
|
||||
/// 给三个图层添加 root 根脚本
|
||||
game.boardRoot = this.boardRootNode.getComponent(BoardRoot);
|
||||
game.UIRoot = this.UIRootNode.getComponent(UIRoot);
|
||||
game.DialogRoot = this.DialogRootNode.getComponent(DialogRoot);
|
||||
|
||||
/// 在 UI 节点 添加玩家角色控制脚本
|
||||
this.UIRootNode.addComponent(GameRoleController);
|
||||
|
||||
|
||||
// 添加游戏 匹配过程控制 脚本
|
||||
game.gameRoleController = this.addComponent(GameRoleController);
|
||||
|
||||
}
|
||||
|
||||
update(deltaTime: number) {}
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "949ead83-9b0e-4202-8007-c50ab2ceeeb5",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "d61e7a19-5a2c-45c6-b9c8-8efecdaafe18",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
|
|
@ -1,23 +1,26 @@
|
|||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-09 17:02:06
|
||||
* @LastEditTime: 2024-03-27 16:11:51
|
||||
* @LastEditors: WoNiu
|
||||
* @Description:
|
||||
*/
|
||||
import { _decorator, Color, Label, Node, Size, Sprite, SpriteFrame, tween, UITransform, VerticalTextAlignment } from 'cc';
|
||||
import { BaseSprite } from '../../GlobalScript/CommonComponent/BaseSprite';
|
||||
import { NpkImage } from '../../Tool/NPKImage';
|
||||
import { BaseSpriteFrame } from '../../GlobalScript/CommonComponent/BaseSpriteFrame';
|
||||
import { GamerRoleType } from './GamerRoleType';
|
||||
const { ccclass } = _decorator;
|
||||
|
||||
/// 玩家角色类型
|
||||
export enum CharacterType{
|
||||
/// 剑魂
|
||||
JianHun = 0,
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// 玩家Node封装
|
||||
@ccclass('Gamer')
|
||||
export class GamerNode extends Node {
|
||||
@ccclass('GamerCardNode')
|
||||
export class GamerCardNode extends Node {
|
||||
|
||||
/// 玩家角色类型
|
||||
private _characterType : CharacterType;
|
||||
private _characterType : GamerRoleType;
|
||||
|
||||
/// 玩家名称
|
||||
private GamerNameLabel : Label;
|
||||
|
|
@ -34,7 +37,7 @@ export class GamerNode extends Node {
|
|||
|
||||
private blue = new Color('00baff');
|
||||
|
||||
set charchterType(type:CharacterType){
|
||||
set charchterType(type:GamerRoleType){
|
||||
if(!this.getChildByName('GamerCharacterNode')){
|
||||
this._characterType = type;
|
||||
this.initCharacterNode();
|
||||
|
|
@ -57,7 +60,7 @@ export class GamerNode extends Node {
|
|||
}},).start();
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
/// 设置玩家名称
|
||||
|
|
@ -97,7 +100,7 @@ export class GamerNode extends Node {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
constructor(gamerName:string){
|
||||
super();
|
||||
|
||||
|
|
@ -146,7 +149,7 @@ export class GamerNode extends Node {
|
|||
|
||||
/// 添加 baseSprite 组件
|
||||
const backgroundComponent = node.addComponent( BaseSprite );
|
||||
backgroundComponent.updateSpriteFrame(NpkImage.ingame,51);
|
||||
backgroundComponent.updateSpriteFrame(NpkImage.ingame,53);
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,120 @@
|
|||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-27 15:58:07
|
||||
* @LastEditTime: 2024-03-29 14:40:52
|
||||
* @LastEditors: WoNiu
|
||||
* @Description:
|
||||
*/
|
||||
import {
|
||||
_decorator,
|
||||
Component,
|
||||
Node,
|
||||
Sprite,
|
||||
SpriteFrame,
|
||||
} from "cc";
|
||||
import { NpkImageTool } from "../../Tool/NPKImage";
|
||||
import { GamerRoleAni, GamerRoleType } from "./GamerRoleType";
|
||||
import { GameState } from "../../GlobalScript/GlobalGameState/GameState";
|
||||
const { ccclass, property } = _decorator;
|
||||
@ccclass("GamerRoleNode")
|
||||
|
||||
//* ─── 玩家在地图上的角色 Node ────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* @description: 玩家在地图上的角色 节点
|
||||
*/
|
||||
export class GamerRoleNode extends Node {
|
||||
constructor(type: GamerRoleType) {
|
||||
super();
|
||||
|
||||
//角色类型 设置后自动播放动画
|
||||
this.addComponent(RoleAnimation).type = type;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//* ─── 角色动画播放 Component ───────────────────────────────────────────────────────────────────
|
||||
|
||||
export enum PlayAniState {
|
||||
//播放中
|
||||
playing,
|
||||
//暂停
|
||||
pause,
|
||||
}
|
||||
|
||||
/**
|
||||
* @description: 角色的动画
|
||||
*/
|
||||
export class RoleAnimation extends Component {
|
||||
/** 节点精灵 */
|
||||
private sprite: Sprite;
|
||||
/** 精灵帧总数 */
|
||||
private frameCount: number;
|
||||
/** 是否初始化完成 */
|
||||
private InitState: boolean;
|
||||
/** 精灵帧map缓存 */
|
||||
private frameMap: Map<number, SpriteFrame> = new Map<number, SpriteFrame>();
|
||||
|
||||
/** 每一帧需要显示的时间 千分之一秒 */
|
||||
private static frameShowTime: number = 60;
|
||||
|
||||
/** 当前帧显示了的时间 */
|
||||
private nowFrameTime: number = 0;
|
||||
|
||||
/** 当前帧 */
|
||||
private nowFrameIndex: number = 0;
|
||||
|
||||
/** 动画状态 */
|
||||
private playState: PlayAniState = PlayAniState.playing;
|
||||
|
||||
/** 角色类型 设置后自动播放动画 */
|
||||
set type(type: GamerRoleType) {
|
||||
|
||||
const node = new Node();
|
||||
this.node.addChild(node);
|
||||
|
||||
this.sprite = node.addComponent(Sprite);
|
||||
|
||||
//设置类型
|
||||
this.sprite.sizeMode = Sprite.SizeMode.RAW;
|
||||
//设置
|
||||
this.sprite.trim = false;
|
||||
|
||||
// 获取所有帧图片
|
||||
NpkImageTool.GetNpkImageAll(
|
||||
GamerRoleAni.getPath(type),
|
||||
(count, frameMap) => {
|
||||
this.frameCount = count;
|
||||
this.frameMap = frameMap;
|
||||
this.InitState = true;
|
||||
// 显示第一帧
|
||||
this.sprite.spriteFrame = this.frameMap.get(this.nowFrameIndex);
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
start() {}
|
||||
|
||||
update(dt: number) {
|
||||
//如果游戏世界处于暂停的模式下 不再继续播放
|
||||
if (GameState.getInstance().IsPauseState()) return;
|
||||
//如果初始化未完成,不播放
|
||||
if (!this.InitState) return;
|
||||
//如果不在播放中
|
||||
if (this.playState != PlayAniState.playing) return;
|
||||
|
||||
//每帧增加过去的时间 取千分之一秒为单位
|
||||
this.nowFrameTime += Math.trunc(dt * 1000);
|
||||
|
||||
// 大于60毫秒换下一帧
|
||||
if (this.nowFrameTime < 60) return;
|
||||
|
||||
this.nowFrameTime -= 60;
|
||||
this.nowFrameTime++;
|
||||
|
||||
// 播放完成后 重新播放
|
||||
if (this.nowFrameIndex >= this.frameCount) this.nowFrameIndex = 0;
|
||||
|
||||
this.sprite.spriteFrame = this.frameMap.get(this.nowFrameIndex);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "7b231e75-2650-4560-a447-3e3de615fdae",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
|
|
@ -0,0 +1,410 @@
|
|||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-27 16:10:31
|
||||
* @LastEditTime: 2024-03-29 10:49:55
|
||||
* @LastEditors: WoNiu
|
||||
* @Description: 玩家角色类型
|
||||
*/
|
||||
/// 官网总数 63
|
||||
|
||||
import { NpkImage, NpkImagePath } from "../../Tool/NPKImage";
|
||||
|
||||
//* ─── 玩家角色类型 ──────────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* @description: 玩家角色类型
|
||||
*
|
||||
*/
|
||||
export enum GamerRoleType {
|
||||
/** 散打 */
|
||||
SanDa,
|
||||
/** 柔道 */
|
||||
RouDao,
|
||||
/** 气功 */
|
||||
QiGong,
|
||||
/** 街霸 */
|
||||
JieBa,
|
||||
|
||||
/** 女漫游 */
|
||||
NvManYou,
|
||||
/** 女弹药 */
|
||||
NvDanYao,
|
||||
/** 女机械 */
|
||||
NvJiXie,
|
||||
/** 女枪炮 */
|
||||
NvQiangPao,
|
||||
|
||||
/** 冰洁 */
|
||||
BingJie,
|
||||
/** 元素爆破 */
|
||||
|
||||
YuanSuBaoPo,
|
||||
/** 剑魔 */
|
||||
JianMo,
|
||||
/** 剑宗 */
|
||||
|
||||
JianZong,
|
||||
/** 暗殿骑士 */
|
||||
AnDianQiShi,
|
||||
/** 流浪骑士 */
|
||||
|
||||
LiuLangQiShi,
|
||||
/** 光枪 */
|
||||
GuangQiang,
|
||||
/** 暗枪 */
|
||||
AnQiang,
|
||||
|
||||
/** 女街霸 */
|
||||
NvJieBa,
|
||||
/** 女散打 */
|
||||
NvSanDa,
|
||||
/** 女气功 */
|
||||
NvQiGong,
|
||||
/** 女柔道 */
|
||||
NvRouDao,
|
||||
|
||||
/** 弹药 */
|
||||
DanYao,
|
||||
/** 枪炮 */
|
||||
QiangPao,
|
||||
/** 机械 */
|
||||
JiXie,
|
||||
/** 漫游 */
|
||||
ManYou,
|
||||
|
||||
/** 战法 */
|
||||
ZanFa,
|
||||
/** 召唤 */
|
||||
ZhaoHuan,
|
||||
/** 魔道 */
|
||||
MoDao,
|
||||
/** 元素 */
|
||||
YuanSu,
|
||||
|
||||
/** 复仇 */
|
||||
FuChou,
|
||||
/** 篮拳 */
|
||||
LanQuan,
|
||||
/** 圣骑 */
|
||||
ShenQi,
|
||||
/** 驱魔 */
|
||||
QuMo,
|
||||
|
||||
/** 狂战 */
|
||||
KuangZhan,
|
||||
/** 鬼泣 */
|
||||
GuiQi,
|
||||
/** 阿修罗 */
|
||||
AXiuLuo,
|
||||
/** 剑魂 */
|
||||
JianHun,
|
||||
|
||||
/** 刺客 */
|
||||
Cike,
|
||||
/** 影武者 */
|
||||
YinWuZhe,
|
||||
/** 忍者 */
|
||||
RenZhe,
|
||||
/** 死灵 */
|
||||
SiLin,
|
||||
/** 普通鬼剑士 */
|
||||
GuiJianShi,
|
||||
}
|
||||
|
||||
//* ─── 角色立绘 路径 ─────────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* @description: 角色立绘 路径
|
||||
*/
|
||||
export class GamerRoleCardDate {
|
||||
/** NPk路径 */
|
||||
npkPath: string;
|
||||
/** index */
|
||||
index: number;
|
||||
|
||||
constructor(index: number) {
|
||||
this.npkPath = NpkImage.character_sd;
|
||||
this.index = index;
|
||||
}
|
||||
|
||||
/**
|
||||
* @description: 从角色类型获取立绘数据
|
||||
*/
|
||||
static getDate(type: GamerRoleType): GamerRoleCardDate {
|
||||
switch (type) {
|
||||
// 散打
|
||||
case GamerRoleType.SanDa:
|
||||
return new GamerRoleCardDate(29);
|
||||
// 柔道
|
||||
case GamerRoleType.RouDao:
|
||||
return new GamerRoleCardDate(31);
|
||||
// 气功
|
||||
case GamerRoleType.QiGong:
|
||||
return new GamerRoleCardDate(28);
|
||||
// 街霸
|
||||
case GamerRoleType.JieBa:
|
||||
return new GamerRoleCardDate(30);
|
||||
|
||||
// 女漫游
|
||||
case GamerRoleType.NvManYou:
|
||||
return new GamerRoleCardDate(20);
|
||||
// 女弹药
|
||||
case GamerRoleType.NvDanYao:
|
||||
return new GamerRoleCardDate(23);
|
||||
// 女机械
|
||||
case GamerRoleType.NvJiXie:
|
||||
return new GamerRoleCardDate(22);
|
||||
// 女枪炮
|
||||
case GamerRoleType.NvQiangPao:
|
||||
return new GamerRoleCardDate(21);
|
||||
|
||||
// 冰洁
|
||||
case GamerRoleType.BingJie:
|
||||
return new GamerRoleCardDate(33);
|
||||
// 元素爆破
|
||||
case GamerRoleType.YuanSuBaoPo:
|
||||
return new GamerRoleCardDate(32);
|
||||
|
||||
// 剑魔
|
||||
case GamerRoleType.JianMo:
|
||||
return new GamerRoleCardDate(41);
|
||||
// 剑宗
|
||||
case GamerRoleType.JianZong:
|
||||
return new GamerRoleCardDate(39);
|
||||
|
||||
// 暗殿骑士
|
||||
case GamerRoleType.AnDianQiShi:
|
||||
return new GamerRoleCardDate(40);
|
||||
// 流浪骑士
|
||||
case GamerRoleType.LiuLangQiShi:
|
||||
return new GamerRoleCardDate(42);
|
||||
|
||||
// 光枪
|
||||
case GamerRoleType.GuangQiang:
|
||||
return new GamerRoleCardDate(48);
|
||||
// 暗枪
|
||||
case GamerRoleType.AnQiang:
|
||||
return new GamerRoleCardDate(47);
|
||||
|
||||
// 女街霸
|
||||
case GamerRoleType.NvJieBa:
|
||||
return new GamerRoleCardDate(6);
|
||||
// 女散打
|
||||
case GamerRoleType.NvSanDa:
|
||||
return new GamerRoleCardDate(5);
|
||||
// 女气功
|
||||
case GamerRoleType.NvQiGong:
|
||||
return new GamerRoleCardDate(4);
|
||||
// 女柔道
|
||||
case GamerRoleType.NvRouDao:
|
||||
return new GamerRoleCardDate(7);
|
||||
|
||||
// 弹药
|
||||
case GamerRoleType.DanYao:
|
||||
return new GamerRoleCardDate(11);
|
||||
// 枪炮
|
||||
case GamerRoleType.QiangPao:
|
||||
return new GamerRoleCardDate(9);
|
||||
// 机械
|
||||
case GamerRoleType.JiXie:
|
||||
return new GamerRoleCardDate(10);
|
||||
// 漫游
|
||||
case GamerRoleType.ManYou:
|
||||
return new GamerRoleCardDate(8);
|
||||
|
||||
// 战法
|
||||
case GamerRoleType.ZanFa:
|
||||
return new GamerRoleCardDate(14);
|
||||
// 召唤
|
||||
case GamerRoleType.ZhaoHuan:
|
||||
return new GamerRoleCardDate(13);
|
||||
// 魔道
|
||||
case GamerRoleType.MoDao:
|
||||
return new GamerRoleCardDate(15);
|
||||
// 元素
|
||||
case GamerRoleType.YuanSu:
|
||||
return new GamerRoleCardDate(12);
|
||||
|
||||
// 复仇
|
||||
case GamerRoleType.FuChou:
|
||||
return new GamerRoleCardDate(19);
|
||||
// 篮拳
|
||||
case GamerRoleType.LanQuan:
|
||||
return new GamerRoleCardDate(16);
|
||||
// 圣骑
|
||||
case GamerRoleType.ShenQi:
|
||||
return new GamerRoleCardDate(17);
|
||||
// 驱魔
|
||||
case GamerRoleType.QuMo:
|
||||
return new GamerRoleCardDate(18);
|
||||
|
||||
// 狂战
|
||||
case GamerRoleType.KuangZhan:
|
||||
return new GamerRoleCardDate(2);
|
||||
// 鬼泣
|
||||
case GamerRoleType.GuiQi:
|
||||
return new GamerRoleCardDate(1);
|
||||
// 阿修罗
|
||||
case GamerRoleType.AXiuLuo:
|
||||
return new GamerRoleCardDate(3);
|
||||
// 剑魂
|
||||
case GamerRoleType.JianHun:
|
||||
return new GamerRoleCardDate(0);
|
||||
|
||||
// 刺客
|
||||
case GamerRoleType.Cike:
|
||||
return new GamerRoleCardDate(24);
|
||||
// 影武者
|
||||
case GamerRoleType.YinWuZhe:
|
||||
return new GamerRoleCardDate(27);
|
||||
// 忍者
|
||||
case GamerRoleType.RenZhe:
|
||||
return new GamerRoleCardDate(26);
|
||||
// 死灵
|
||||
case GamerRoleType.SiLin:
|
||||
return new GamerRoleCardDate(25);
|
||||
|
||||
// 普通鬼剑士
|
||||
case GamerRoleType.GuiJianShi:
|
||||
return new GamerRoleCardDate(62);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//* ─── 角色站立动画 路径 ───────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* @description: 角色站立动画 路径
|
||||
*/
|
||||
export class GamerRoleAni {
|
||||
/**
|
||||
* @description: 从角色站立动画 路径
|
||||
*/
|
||||
static getPath(type: GamerRoleType): string {
|
||||
switch (type) {
|
||||
// 散打
|
||||
case GamerRoleType.SanDa:
|
||||
return NpkImagePath + "role_1_sanda.img";
|
||||
// 柔道
|
||||
case GamerRoleType.RouDao:
|
||||
return NpkImagePath + "role_2_roudao.img";
|
||||
// 气功
|
||||
case GamerRoleType.QiGong:
|
||||
return NpkImagePath + "role_3_qigong.img";
|
||||
// 街霸
|
||||
case GamerRoleType.JieBa:
|
||||
return NpkImagePath + "role_4_jieba.img";
|
||||
// 女漫游
|
||||
case GamerRoleType.NvManYou:
|
||||
return NpkImagePath + "role_5_nv_manyou.img";
|
||||
// 女弹药
|
||||
case GamerRoleType.NvDanYao:
|
||||
return NpkImagePath + "role_6_nv_danyao.img";
|
||||
// 女机械
|
||||
case GamerRoleType.NvJiXie:
|
||||
return NpkImagePath + "role_7_nv_jixie.img";
|
||||
// 女枪炮
|
||||
case GamerRoleType.NvQiangPao:
|
||||
return NpkImagePath + "role_8_nv_qiangpao.img";
|
||||
// 冰洁
|
||||
case GamerRoleType.BingJie:
|
||||
return NpkImagePath + "role_9_bingjie.img";
|
||||
// 元素爆破
|
||||
case GamerRoleType.YuanSuBaoPo:
|
||||
return NpkImagePath + "role_10_yuasubaopo.img";
|
||||
// 剑魔
|
||||
case GamerRoleType.JianMo:
|
||||
return NpkImagePath + "role_11_jianmo.img";
|
||||
// 剑宗
|
||||
case GamerRoleType.JianZong:
|
||||
return NpkImagePath + "role_12_jianzong.img";
|
||||
// 暗殿骑士
|
||||
case GamerRoleType.AnDianQiShi:
|
||||
return NpkImagePath + "role_13_andianqishi.img";
|
||||
// 流浪骑士
|
||||
case GamerRoleType.LiuLangQiShi:
|
||||
return NpkImagePath + "role_14_liulangjianshi.img";
|
||||
// 光枪
|
||||
case GamerRoleType.GuangQiang:
|
||||
return NpkImagePath + "role_15_guangqiang.img";
|
||||
// 暗枪
|
||||
case GamerRoleType.AnQiang:
|
||||
return NpkImagePath + "role_16_anqiang.img";
|
||||
// 女街霸
|
||||
case GamerRoleType.NvJieBa:
|
||||
return NpkImagePath + "role_17_nv_jieba.img";
|
||||
// 女散打
|
||||
case GamerRoleType.NvSanDa:
|
||||
return NpkImagePath + "role_18_nv_sanda.img";
|
||||
// 女气功
|
||||
case GamerRoleType.NvQiGong:
|
||||
return NpkImagePath + "role_19_nv_qigong.img";
|
||||
// 女柔道
|
||||
case GamerRoleType.NvRouDao:
|
||||
return NpkImagePath + "role_20_nv_roudao.img";
|
||||
// 弹药
|
||||
case GamerRoleType.DanYao:
|
||||
return NpkImagePath + "role_21_danyao.img";
|
||||
// 枪炮
|
||||
case GamerRoleType.QiangPao:
|
||||
return NpkImagePath + "role_22_qiangpao.img";
|
||||
// 机械
|
||||
case GamerRoleType.JiXie:
|
||||
return NpkImagePath + "role_23_jixie.img";
|
||||
// 漫游
|
||||
case GamerRoleType.ManYou:
|
||||
return NpkImagePath + "role_24_manyou.img";
|
||||
// 战法
|
||||
case GamerRoleType.ZanFa:
|
||||
return NpkImagePath + "role_25_zhanfa.img";
|
||||
// 召唤
|
||||
case GamerRoleType.ZhaoHuan:
|
||||
return NpkImagePath + "role_26_zhaohuan.img";
|
||||
// 魔道
|
||||
case GamerRoleType.MoDao:
|
||||
return NpkImagePath + "role_27_modao.img";
|
||||
// 元素
|
||||
case GamerRoleType.YuanSu:
|
||||
return NpkImagePath + "role_28_yuansu.img";
|
||||
// 复仇
|
||||
case GamerRoleType.FuChou:
|
||||
return NpkImagePath + "role_29_fuchou.img";
|
||||
// 篮拳
|
||||
case GamerRoleType.LanQuan:
|
||||
return NpkImagePath + "role_30_lanquan.img";
|
||||
// 圣骑
|
||||
case GamerRoleType.ShenQi:
|
||||
return NpkImagePath + "role_31_shenqi.img";
|
||||
// 驱魔
|
||||
case GamerRoleType.QuMo:
|
||||
return NpkImagePath + "role_32_qumo.img";
|
||||
// 狂战
|
||||
case GamerRoleType.KuangZhan:
|
||||
return NpkImagePath + "role_33_kuangzhan.img";
|
||||
// 鬼泣
|
||||
case GamerRoleType.GuiQi:
|
||||
return NpkImagePath + "role_34_guiqi.img";
|
||||
// 阿修罗
|
||||
case GamerRoleType.AXiuLuo:
|
||||
return NpkImagePath + "role_35_axiuluo.img";
|
||||
// 剑魂
|
||||
case GamerRoleType.JianHun:
|
||||
return NpkImagePath + "role_36_jianhun.img";
|
||||
// 刺客
|
||||
case GamerRoleType.Cike:
|
||||
return NpkImagePath + "role_37_ceke.img";
|
||||
// 影武者
|
||||
case GamerRoleType.YinWuZhe:
|
||||
return NpkImagePath + "role_38_yinwuzhe.img";
|
||||
// 忍者
|
||||
case GamerRoleType.RenZhe:
|
||||
return NpkImagePath + "role_39_renzhe.img";
|
||||
// 死灵
|
||||
case GamerRoleType.SiLin:
|
||||
return NpkImagePath + "role_40_silin.img";
|
||||
// 普通鬼剑士
|
||||
case GamerRoleType.GuiJianShi:
|
||||
return NpkImagePath + "role_41_guijian.img";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "150e386d-95e6-4ebc-af15-1ef927aa4788",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
|
|
@ -11,7 +11,7 @@ import {
|
|||
Vec3,
|
||||
} from "cc";
|
||||
import { NpkImage } from "../../Tool/NPKImage";
|
||||
import { MapTileDirection } from "./MapTileData";
|
||||
import { MapTileDirection } from "./MapTileType";
|
||||
import { BaseSprite } from "../../GlobalScript/CommonComponent/BaseSprite";
|
||||
import { DiamondCheck, Point } from "./../Common/InDiamondCheck";
|
||||
const { ccclass } = _decorator;
|
||||
|
|
|
|||
|
|
@ -1,5 +1,12 @@
|
|||
import { _decorator, Component, Node } from "cc";
|
||||
import { MapTileData, MapTileFactory, MapTileType } from "./MapTileData";
|
||||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-16 16:34:19
|
||||
* @LastEditTime: 2024-03-28 21:09:58
|
||||
* @LastEditors: WoNiu
|
||||
* @Description: 地图地块的行为控制器
|
||||
*/
|
||||
import { _decorator, Component, } from "cc";
|
||||
import { MapTileData, MapTileType } from "./MapTileType";
|
||||
const { ccclass } = _decorator;
|
||||
|
||||
@ccclass("MapTileController")
|
||||
|
|
@ -13,7 +20,7 @@ export class MapTileController extends Component {
|
|||
private _tileType: MapTileType;
|
||||
set tileType(newType: MapTileType){
|
||||
this._tileType = newType;
|
||||
this._tileData = MapTileFactory.getData(newType as MapTileType);
|
||||
this._tileData = MapTileData.getData(newType as MapTileType);
|
||||
};
|
||||
get tileType(){ return this._tileType; };
|
||||
|
||||
|
|
|
|||
|
|
@ -1,11 +1,11 @@
|
|||
import { _decorator, Node } from "cc";
|
||||
import {
|
||||
MapTileDirection,
|
||||
MapTileType,
|
||||
} from "./MapTileData";
|
||||
import { MapTileDirection, MapTileType } from "./MapTileType";
|
||||
import { BaseSprite } from "../../GlobalScript/CommonComponent/BaseSprite";
|
||||
import { MapTileButtonComponent } from "./MapTileButtonComponent";
|
||||
import { MapTileController } from "./MapTileController";
|
||||
import { CloseButtonNode } from "../Common/CloseButtonNode";
|
||||
import { MapTitleAction } from "./MapTitleAction";
|
||||
import { LuckyType } from "../DialogRoot/LuckyCoinsNode";
|
||||
const { ccclass } = _decorator;
|
||||
|
||||
/// 地块
|
||||
|
|
@ -44,16 +44,21 @@ export class MapTileNode extends Node {
|
|||
this.controller.tileType = type;
|
||||
|
||||
this.initNode();
|
||||
|
||||
// todo 测试用按钮
|
||||
this.initButton();
|
||||
}
|
||||
|
||||
/// 测试使用按钮
|
||||
initButtons(){
|
||||
|
||||
initButton() {
|
||||
const node = new CloseButtonNode(()=>{
|
||||
MapTitleAction.lucky( LuckyType.GoThree );
|
||||
})
|
||||
this.addChild(node);
|
||||
}
|
||||
|
||||
initNode() {
|
||||
|
||||
/// 背景
|
||||
//* 背景
|
||||
if (this.controller.tileData.backgroundIndex) {
|
||||
const node = new Node();
|
||||
this.addChild(node);
|
||||
|
|
@ -67,7 +72,7 @@ export class MapTileNode extends Node {
|
|||
this.backgroundNode = node;
|
||||
}
|
||||
|
||||
/// 名称
|
||||
//* 名称
|
||||
const node = new Node();
|
||||
this.addChild(node);
|
||||
|
||||
|
|
@ -79,8 +84,8 @@ export class MapTileNode extends Node {
|
|||
|
||||
this.nameNode = node;
|
||||
|
||||
/// 决斗场选择后的红色边框
|
||||
// 四角和命运硬币 没有红框
|
||||
//* 红色边框
|
||||
// 决斗场选择后的红色边框,四角和命运硬币 没有红框
|
||||
if (
|
||||
this.controller.tileData.direction != MapTileDirection.nook &&
|
||||
this.controller.tileType !=
|
||||
|
|
@ -94,46 +99,47 @@ export class MapTileNode extends Node {
|
|||
const bs = node.addComponent(BaseSprite);
|
||||
bs.updateSpriteFrame(
|
||||
this.controller.tileData.npkPath,
|
||||
this.controller.tileData.direction == MapTileDirection.horizontal ? 27 : 28
|
||||
this.controller.tileData.direction == MapTileDirection.horizontal
|
||||
? 27
|
||||
: 28
|
||||
);
|
||||
|
||||
this.fightNode = node;
|
||||
}
|
||||
|
||||
if (this.controller.tileData.trainsSelectLicense){
|
||||
// 鼠标选择边框
|
||||
const bordeNode = new Node();
|
||||
this.addChild(bordeNode);
|
||||
bordeNode.active = false;
|
||||
const bordeBC = bordeNode.addComponent(MapTileButtonComponent);
|
||||
bordeBC.direction = this.controller.tileData.direction;
|
||||
this.borderNode = bordeNode;
|
||||
}
|
||||
//* 鼠标选择边框
|
||||
const bordeNode = new Node();
|
||||
this.addChild(bordeNode);
|
||||
bordeNode.active = false;
|
||||
const bordeBC = bordeNode.addComponent(MapTileButtonComponent);
|
||||
bordeBC.direction = this.controller.tileData.direction;
|
||||
this.borderNode = bordeNode;
|
||||
|
||||
|
||||
/// 禁止选择
|
||||
//* 禁止选择node
|
||||
const disableNode = new Node();
|
||||
this.addChild(disableNode);
|
||||
disableNode.active = false;
|
||||
const disableBS = disableNode.addComponent(BaseSprite);
|
||||
disableBS.updateSpriteFrame(this.controller.tileData.npkPath,this.controller.tileData.direction + 5)
|
||||
disableBS.updateSpriteFrame(
|
||||
this.controller.tileData.npkPath,
|
||||
this.controller.tileData.direction + 5
|
||||
);
|
||||
this.disableNode = disableNode;
|
||||
}
|
||||
|
||||
|
||||
/// 显示海上列车选择
|
||||
shwTrainsSelect(show: boolean){
|
||||
if (this.borderNode){
|
||||
/// 许可选择
|
||||
if (this.controller.tileData.trainsSelectLicense){
|
||||
//* 显示海上列车选择
|
||||
shwTrainsSelect(show: boolean) {
|
||||
if (this.borderNode) {
|
||||
//* 许可选择
|
||||
if (this.controller.tileData.trainsSelectLicense) {
|
||||
this.borderNode.active = show;
|
||||
}else{
|
||||
} else {
|
||||
this.disableNode.active = true;
|
||||
}
|
||||
}else{
|
||||
} else {
|
||||
this.disableNode.active = false;
|
||||
this.borderNode.active = false;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,155 +1,165 @@
|
|||
import { Vec2, v2 } from "cc";
|
||||
import { NpkImage } from "../../Tool/NPKImage";
|
||||
/// 地块类型
|
||||
|
||||
//* ─── 地块类型 ────────────────────────────────────────────────────────────────────
|
||||
|
||||
/** 地块类型 */
|
||||
export enum MapTileType {
|
||||
/// 赫顿玛尔
|
||||
/** 赫顿玛尔 */
|
||||
HeDunMaEr = 0,
|
||||
/// 时间广场
|
||||
/** 时间广场 */
|
||||
ShiJianGuangChang,
|
||||
/// 兽人峡谷
|
||||
/** 兽人峡谷 */
|
||||
ShouRenXiaGu,
|
||||
/// 超时空漩涡
|
||||
/** 超时空漩涡 */
|
||||
ChaoShiKongXuanWo,
|
||||
/// 恐怖的栖息地
|
||||
/** 恐怖的栖息地 */
|
||||
KongBuDeQiXiDi,
|
||||
/// 红色魔女之森
|
||||
/** 红色魔女之森 */
|
||||
HongSeMoNvZhiSen,
|
||||
|
||||
/// 月光酒馆
|
||||
/** 月光酒馆 */
|
||||
YueGuangJiuGuan,
|
||||
/// 亡命杀阵
|
||||
/** 亡命杀阵 */
|
||||
WangMingShaZhen,
|
||||
/// 皇家娱乐
|
||||
/** 皇家娱乐 */
|
||||
HuangJaiYuLe,
|
||||
/// 黑暗都市
|
||||
/** 黑暗都市 */
|
||||
HeiAnDuShi,
|
||||
/// 哈林的命运硬币(左边)
|
||||
/** 哈林的命运硬币(左边) */
|
||||
HaLinMingYunYinBi,
|
||||
/// 第九隔离区
|
||||
/** 第九隔离区 */
|
||||
DiJiuGeLiQu,
|
||||
|
||||
/// 决斗场
|
||||
/** 决斗场 */
|
||||
JueDouChang,
|
||||
/// 腐坏街道
|
||||
/** 腐坏街道 */
|
||||
FuHuaiJieDao,
|
||||
/// 溢血的地下城
|
||||
/** 溢血的地下城 */
|
||||
YiXueDeDiXiaChen,
|
||||
/// 普雷·伊西斯
|
||||
/** 普雷·伊西斯 */
|
||||
PuLeiYiXiSi,
|
||||
/// 沉重的礼拜堂
|
||||
/** 沉重的礼拜堂 */
|
||||
ChenZhongDeLiBaiTang,
|
||||
/// 螺旋王国
|
||||
/** 螺旋王国 */
|
||||
LuoXuanWangGuo,
|
||||
|
||||
/// 海上列车
|
||||
/** 海上列车 */
|
||||
HaiShangLieChe,
|
||||
/// 暗黑神殿
|
||||
/** 暗黑神殿 */
|
||||
AnHeiShenDian,
|
||||
/// 痛苦地下城
|
||||
/** 痛苦地下城 */
|
||||
TongKuDiXiaChen,
|
||||
/// 无底坑道
|
||||
/** 无底坑道 */
|
||||
WuDiKenDao,
|
||||
/// 切斯特小镇的命运硬币(右边)
|
||||
/** 切斯特小镇的命运硬币(右边) */
|
||||
XiaoZhenMingYunYinBi,
|
||||
/// 记忆之地
|
||||
/** 记忆之地 */
|
||||
JiYiZhiDi,
|
||||
}
|
||||
|
||||
//* ─── 所有地块类型数组 ────────────────────────────────────────────────────────────────
|
||||
|
||||
/** 所有地块类型数组 */
|
||||
export const MapTileTypes = [
|
||||
/// 赫顿玛尔
|
||||
/** 赫顿玛尔 */
|
||||
MapTileType.HeDunMaEr,
|
||||
/// 时间广场
|
||||
MapTileType.ShiJianGuangChang,
|
||||
/// 兽人峡谷
|
||||
MapTileType.ShouRenXiaGu,
|
||||
/// 超时空漩涡
|
||||
MapTileType.ChaoShiKongXuanWo,
|
||||
/// 恐怖的栖息地
|
||||
MapTileType.KongBuDeQiXiDi,
|
||||
/// 红色魔女之森
|
||||
MapTileType.HongSeMoNvZhiSen,
|
||||
/** 时间广场 */
|
||||
MapTileType.ShiJianGuangChang,
|
||||
/** 兽人峡谷 */
|
||||
MapTileType.ShouRenXiaGu,
|
||||
/** 超时空漩涡 */
|
||||
MapTileType.ChaoShiKongXuanWo,
|
||||
/** 恐怖的栖息地 */
|
||||
MapTileType.KongBuDeQiXiDi,
|
||||
/** 红色魔女之森 */
|
||||
MapTileType.HongSeMoNvZhiSen,
|
||||
|
||||
/// 月光酒馆
|
||||
MapTileType.YueGuangJiuGuan,
|
||||
/// 亡命杀阵
|
||||
MapTileType.WangMingShaZhen,
|
||||
/// 皇家娱乐
|
||||
MapTileType.HuangJaiYuLe,
|
||||
/// 黑暗都市
|
||||
MapTileType.HeiAnDuShi,
|
||||
/// 哈林的命运硬币(左边)
|
||||
MapTileType.HaLinMingYunYinBi,
|
||||
/// 第九隔离区
|
||||
MapTileType.DiJiuGeLiQu,
|
||||
/** 月光酒馆 */
|
||||
MapTileType.YueGuangJiuGuan,
|
||||
/** 亡命杀阵 */
|
||||
MapTileType.WangMingShaZhen,
|
||||
/** 皇家娱乐 */
|
||||
MapTileType.HuangJaiYuLe,
|
||||
/** 黑暗都市 */
|
||||
MapTileType.HeiAnDuShi,
|
||||
/** 哈林的命运硬币(左边) */
|
||||
MapTileType.HaLinMingYunYinBi,
|
||||
/** 第九隔离区 */
|
||||
MapTileType.DiJiuGeLiQu,
|
||||
|
||||
/// 决斗场
|
||||
MapTileType.JueDouChang,
|
||||
/// 腐坏街道
|
||||
MapTileType.FuHuaiJieDao,
|
||||
/// 溢血的地下城
|
||||
MapTileType.YiXueDeDiXiaChen,
|
||||
/// 普雷·伊西斯
|
||||
MapTileType.PuLeiYiXiSi,
|
||||
/// 沉重的礼拜堂
|
||||
MapTileType.ChenZhongDeLiBaiTang,
|
||||
/// 螺旋王国
|
||||
MapTileType.LuoXuanWangGuo,
|
||||
/** 决斗场 */
|
||||
MapTileType.JueDouChang,
|
||||
/** 腐坏街道 */
|
||||
MapTileType.FuHuaiJieDao,
|
||||
/** 溢血的地下城 */
|
||||
MapTileType.YiXueDeDiXiaChen,
|
||||
/** 普雷·伊西斯 */
|
||||
MapTileType.PuLeiYiXiSi,
|
||||
/** 沉重的礼拜堂 */
|
||||
MapTileType.ChenZhongDeLiBaiTang,
|
||||
/** 螺旋王国 */
|
||||
MapTileType.LuoXuanWangGuo,
|
||||
|
||||
/// 海上列车
|
||||
MapTileType.HaiShangLieChe,
|
||||
/// 暗黑神殿
|
||||
MapTileType.AnHeiShenDian,
|
||||
/// 痛苦地下城
|
||||
MapTileType.TongKuDiXiaChen,
|
||||
/// 无底坑道
|
||||
MapTileType.WuDiKenDao,
|
||||
/// 切斯特小镇的命运硬币(右边)
|
||||
MapTileType.XiaoZhenMingYunYinBi,
|
||||
/// 记忆之地
|
||||
MapTileType.JiYiZhiDi,
|
||||
/** 海上列车 */
|
||||
MapTileType.HaiShangLieChe,
|
||||
/** 暗黑神殿 */
|
||||
MapTileType.AnHeiShenDian,
|
||||
/** 痛苦地下城 */
|
||||
MapTileType.TongKuDiXiaChen,
|
||||
/** 无底坑道 */
|
||||
MapTileType.WuDiKenDao,
|
||||
/** 切斯特小镇的命运硬币(右边) */
|
||||
MapTileType.XiaoZhenMingYunYinBi,
|
||||
/** 记忆之地 */
|
||||
MapTileType.JiYiZhiDi,
|
||||
];
|
||||
|
||||
/// 地块方向
|
||||
//* ─── 地块方向 ────────────────────────────────────────────────────────────────────
|
||||
|
||||
/** 地块方向 */
|
||||
export enum MapTileDirection {
|
||||
/// 横
|
||||
/** 横 */
|
||||
horizontal = 24,
|
||||
/// 竖
|
||||
/** 竖 */
|
||||
vertical = 25,
|
||||
/// 角落
|
||||
/** 角落 */
|
||||
nook = 26,
|
||||
}
|
||||
|
||||
/// 地块的数据
|
||||
export class MapTileData {
|
||||
/// 坐标
|
||||
location: Vec2;
|
||||
/// npk路径
|
||||
npkPath: NpkImage;
|
||||
/// 地块背景index
|
||||
backgroundIndex: number;
|
||||
/// 地块方向
|
||||
direction: MapTileDirection;
|
||||
/// 怪物相关数据
|
||||
//* ─── 地块的数据 ───────────────────────────────────────────────────────────────────
|
||||
|
||||
/// 列车选择许可
|
||||
/** 地块的数据 */
|
||||
export class MapTileData {
|
||||
/** 坐标 */
|
||||
location: Vec2;
|
||||
/** npk路径 */
|
||||
npkPath: NpkImage;
|
||||
/** 地块背景index */
|
||||
backgroundIndex: number;
|
||||
/** 地块方向 */
|
||||
direction: MapTileDirection;
|
||||
/** 怪物相关数据 */
|
||||
|
||||
/** 列车选择许可 */
|
||||
trainsSelectLicense: boolean;
|
||||
/// 决斗场选择许可
|
||||
/** 决斗场选择许可 */
|
||||
duelSelectLicense: boolean;
|
||||
/// 占领许可
|
||||
/** 占领许可 */
|
||||
occupyLicense: boolean;
|
||||
|
||||
constructor({
|
||||
/// 坐标
|
||||
/** 坐标 */
|
||||
location,
|
||||
/// 背景index
|
||||
/** 背景index */
|
||||
backgroundIndex,
|
||||
/// 地块方向
|
||||
/** 地块方向 */
|
||||
direction,
|
||||
/// 占领许可
|
||||
/** 占领许可 */
|
||||
occupyLicense,
|
||||
/// 列车选择许可
|
||||
/** 列车选择许可 */
|
||||
trainsSelectLicense,
|
||||
/// 决斗场选择许可
|
||||
/** 决斗场选择许可 */
|
||||
duelSelectLicense,
|
||||
}: {
|
||||
location: Vec2;
|
||||
|
|
@ -168,87 +178,85 @@ export class MapTileData {
|
|||
this.duelSelectLicense = duelSelectLicense ?? true;
|
||||
this.occupyLicense = occupyLicense ?? true;
|
||||
}
|
||||
}
|
||||
|
||||
export class MapTileFactory {
|
||||
static getData(type: MapTileType): MapTileData {
|
||||
switch (type) {
|
||||
/// 赫顿玛尔
|
||||
case MapTileType.HeDunMaEr:
|
||||
return MapTileFactory.HeDunMaErData;
|
||||
return this.HeDunMaErData;
|
||||
/// 时间广场
|
||||
case MapTileType.ShiJianGuangChang:
|
||||
return MapTileFactory.ShiJianGuangChangData;
|
||||
return this.ShiJianGuangChangData;
|
||||
/// 兽人峡谷
|
||||
case MapTileType.ShouRenXiaGu:
|
||||
return MapTileFactory.ShouRenXiaGuData;
|
||||
return this.ShouRenXiaGuData;
|
||||
/// 超时空漩涡
|
||||
case MapTileType.ChaoShiKongXuanWo:
|
||||
return MapTileFactory.ChaoShiKongXuanWoData;
|
||||
return this.ChaoShiKongXuanWoData;
|
||||
/// 恐怖的栖息地
|
||||
case MapTileType.KongBuDeQiXiDi:
|
||||
return MapTileFactory.KongBuDeQiXiDiData;
|
||||
return this.KongBuDeQiXiDiData;
|
||||
/// 红色魔女之森
|
||||
case MapTileType.HongSeMoNvZhiSen:
|
||||
return MapTileFactory.HongSeMoNvZhiSenData;
|
||||
return this.HongSeMoNvZhiSenData;
|
||||
/// 月光酒馆
|
||||
case MapTileType.YueGuangJiuGuan:
|
||||
return MapTileFactory.YueGuangJiuGuanData;
|
||||
return this.YueGuangJiuGuanData;
|
||||
/// 亡命杀镇子
|
||||
case MapTileType.WangMingShaZhen:
|
||||
return MapTileFactory.WangMingShaZhenData;
|
||||
return this.WangMingShaZhenData;
|
||||
/// 皇家娱乐
|
||||
case MapTileType.HuangJaiYuLe:
|
||||
return MapTileFactory.HuangJaiYuLeData;
|
||||
return this.HuangJaiYuLeData;
|
||||
/// 黑暗都市
|
||||
case MapTileType.HeiAnDuShi:
|
||||
return MapTileFactory.HeiAnDuShiData;
|
||||
return this.HeiAnDuShiData;
|
||||
/// 哈林的命运硬币(左边)
|
||||
case MapTileType.HaLinMingYunYinBi:
|
||||
return MapTileFactory.HaLinMingYunYinBiData;
|
||||
return this.HaLinMingYunYinBiData;
|
||||
/// 第九隔离区
|
||||
case MapTileType.DiJiuGeLiQu:
|
||||
return MapTileFactory.DiJiuGeLiQuData;
|
||||
return this.DiJiuGeLiQuData;
|
||||
/// 决斗场
|
||||
case MapTileType.JueDouChang:
|
||||
return MapTileFactory.JueDouChangData;
|
||||
return this.JueDouChangData;
|
||||
/// 腐坏街道
|
||||
case MapTileType.FuHuaiJieDao:
|
||||
return MapTileFactory.FuHuaiJieDaoData;
|
||||
return this.FuHuaiJieDaoData;
|
||||
/// 溢血的地下城
|
||||
case MapTileType.YiXueDeDiXiaChen:
|
||||
return MapTileFactory.YiXueDeDiXiaChenData;
|
||||
return this.YiXueDeDiXiaChenData;
|
||||
/// 普雷·伊西斯
|
||||
case MapTileType.PuLeiYiXiSi:
|
||||
return MapTileFactory.PuLeiYiXiSiData;
|
||||
return this.PuLeiYiXiSiData;
|
||||
/// 沉重的礼拜堂
|
||||
case MapTileType.ChenZhongDeLiBaiTang:
|
||||
return MapTileFactory.ChenZhongDeLiBaiTangData;
|
||||
return this.ChenZhongDeLiBaiTangData;
|
||||
/// 螺旋王国
|
||||
case MapTileType.LuoXuanWangGuo:
|
||||
return MapTileFactory.LuoXuanWangGuoData;
|
||||
return this.LuoXuanWangGuoData;
|
||||
/// 海上列车
|
||||
case MapTileType.HaiShangLieChe:
|
||||
return MapTileFactory.HaiShangLieCheData;
|
||||
return this.HaiShangLieCheData;
|
||||
/// 暗黑神殿
|
||||
case MapTileType.AnHeiShenDian:
|
||||
return MapTileFactory.AnHeiShenDianData;
|
||||
return this.AnHeiShenDianData;
|
||||
/// 痛苦地下城
|
||||
case MapTileType.TongKuDiXiaChen:
|
||||
return MapTileFactory.TongKuDiXiaChenData;
|
||||
return this.TongKuDiXiaChenData;
|
||||
/// 无底坑道
|
||||
case MapTileType.WuDiKenDao:
|
||||
return MapTileFactory.WuDiKenDaoData;
|
||||
return this.WuDiKenDaoData;
|
||||
/// 切斯特小镇的命运硬币(右边)
|
||||
case MapTileType.XiaoZhenMingYunYinBi:
|
||||
return MapTileFactory.XiaoZhenMingYunYinBiData;
|
||||
return this.XiaoZhenMingYunYinBiData;
|
||||
/// 记忆之地
|
||||
case MapTileType.JiYiZhiDi:
|
||||
return MapTileFactory.JiYiZhiDiData;
|
||||
return this.JiYiZhiDiData;
|
||||
}
|
||||
}
|
||||
|
||||
// 赫顿玛尔
|
||||
/** 赫顿玛尔 */
|
||||
private static HeDunMaErData = new MapTileData({
|
||||
location: v2(475, -448),
|
||||
direction: MapTileDirection.nook,
|
||||
|
|
@ -256,38 +264,38 @@ export class MapTileFactory {
|
|||
occupyLicense: false,
|
||||
});
|
||||
|
||||
/// 时间广场 (55,34)
|
||||
/** 时间广场 (55,34) */
|
||||
private static ShiJianGuangChangData = new MapTileData({
|
||||
location: v2(420, -414),
|
||||
direction: MapTileDirection.horizontal,
|
||||
});
|
||||
|
||||
/// 兽人峡谷 (52,34)
|
||||
/** 兽人峡谷 (52,34) */
|
||||
private static ShouRenXiaGuData = new MapTileData({
|
||||
location: v2(368, -380),
|
||||
direction: MapTileDirection.horizontal,
|
||||
});
|
||||
|
||||
/// 超时空漩涡 (53,34)
|
||||
/** 超时空漩涡 (53,34) */
|
||||
private static ChaoShiKongXuanWoData = new MapTileData({
|
||||
location: v2(315, -346),
|
||||
backgroundIndex: 32,
|
||||
direction: MapTileDirection.horizontal,
|
||||
});
|
||||
|
||||
/// 恐怖的栖息地 (52,34)
|
||||
/** 恐怖的栖息地 (52,34) */
|
||||
private static KongBuDeQiXiDiData = new MapTileData({
|
||||
location: v2(262, -312),
|
||||
direction: MapTileDirection.horizontal,
|
||||
});
|
||||
|
||||
/// 红色魔女之森 (52,34)
|
||||
/** 红色魔女之森 (52,34) */
|
||||
private static HongSeMoNvZhiSenData = new MapTileData({
|
||||
location: v2(209, -278),
|
||||
direction: MapTileDirection.horizontal,
|
||||
});
|
||||
|
||||
// 月光酒馆(69,44)
|
||||
// 月光酒馆(69,44) */
|
||||
private static YueGuangJiuGuanData = new MapTileData({
|
||||
location: v2(140, -234),
|
||||
direction: MapTileDirection.nook,
|
||||
|
|
@ -295,24 +303,24 @@ export class MapTileFactory {
|
|||
occupyLicense: false,
|
||||
});
|
||||
|
||||
/// 亡命杀镇 (53,34)
|
||||
/** 亡命杀镇 (53,34) */
|
||||
private static WangMingShaZhenData = new MapTileData({
|
||||
location: v2(209, -198),
|
||||
direction: MapTileDirection.vertical,
|
||||
});
|
||||
|
||||
/// 皇家娱乐(53,34)
|
||||
/** 皇家娱乐(53,34) */
|
||||
private static HuangJaiYuLeData = new MapTileData({
|
||||
location: v2(262, -164),
|
||||
direction: MapTileDirection.vertical,
|
||||
});
|
||||
|
||||
/// 黑暗都市
|
||||
/** 黑暗都市 */
|
||||
private static HeiAnDuShiData = new MapTileData({
|
||||
location: v2(315, -130),
|
||||
direction: MapTileDirection.vertical,
|
||||
});
|
||||
/// 哈林的命运硬币(左边)
|
||||
/** 哈林的命运硬币(左边) */
|
||||
private static HaLinMingYunYinBiData = new MapTileData({
|
||||
location: v2(368, -96),
|
||||
backgroundIndex: 34,
|
||||
|
|
@ -320,13 +328,13 @@ export class MapTileFactory {
|
|||
duelSelectLicense: false,
|
||||
occupyLicense: false,
|
||||
});
|
||||
/// 第九隔离区
|
||||
/** 第九隔离区 */
|
||||
private static DiJiuGeLiQuData = new MapTileData({
|
||||
location: v2(421, -62),
|
||||
direction: MapTileDirection.vertical,
|
||||
});
|
||||
|
||||
// 决斗场(54,44)
|
||||
// 决斗场(54,44) */
|
||||
private static JueDouChangData = new MapTileData({
|
||||
location: v2(475, -18),
|
||||
direction: MapTileDirection.nook,
|
||||
|
|
@ -334,38 +342,38 @@ export class MapTileFactory {
|
|||
occupyLicense: false,
|
||||
});
|
||||
|
||||
/// 腐坏街道(53,34)
|
||||
/** 腐坏街道(53,34) */
|
||||
private static FuHuaiJieDaoData = new MapTileData({
|
||||
location: v2(544, -62),
|
||||
direction: MapTileDirection.horizontal,
|
||||
});
|
||||
|
||||
/// 溢血的地下城(53,34)
|
||||
/** 溢血的地下城(53,34) */
|
||||
private static YiXueDeDiXiaChenData = new MapTileData({
|
||||
location: v2(597, -96),
|
||||
direction: MapTileDirection.horizontal,
|
||||
});
|
||||
|
||||
/// 普雷·伊西斯
|
||||
/** 普雷·伊西斯 */
|
||||
private static PuLeiYiXiSiData = new MapTileData({
|
||||
location: v2(650, -130),
|
||||
backgroundIndex: 33,
|
||||
direction: MapTileDirection.horizontal,
|
||||
});
|
||||
|
||||
/// 沉重的礼拜堂
|
||||
/** 沉重的礼拜堂 */
|
||||
private static ChenZhongDeLiBaiTangData = new MapTileData({
|
||||
location: v2(703, -164),
|
||||
direction: MapTileDirection.horizontal,
|
||||
});
|
||||
|
||||
/// 螺旋王国
|
||||
/** 螺旋王国 */
|
||||
private static LuoXuanWangGuoData = new MapTileData({
|
||||
location: v2(756, -198),
|
||||
direction: MapTileDirection.horizontal,
|
||||
});
|
||||
|
||||
// 海上列车(69,44)
|
||||
// 海上列车(69,44) */
|
||||
private static HaiShangLieCheData = new MapTileData({
|
||||
location: v2(808, -234),
|
||||
direction: MapTileDirection.nook,
|
||||
|
|
@ -374,25 +382,25 @@ export class MapTileFactory {
|
|||
occupyLicense: false,
|
||||
});
|
||||
|
||||
/// 暗黑神殿
|
||||
/** 暗黑神殿 */
|
||||
private static AnHeiShenDianData = new MapTileData({
|
||||
location: v2(756, -278),
|
||||
direction: MapTileDirection.vertical,
|
||||
});
|
||||
|
||||
/// 痛苦地下城
|
||||
/** 痛苦地下城 */
|
||||
private static TongKuDiXiaChenData = new MapTileData({
|
||||
location: v2(703, -312),
|
||||
direction: MapTileDirection.vertical,
|
||||
});
|
||||
|
||||
/// 无底坑道
|
||||
/** 无底坑道 */
|
||||
private static WuDiKenDaoData = new MapTileData({
|
||||
location: v2(650, -346),
|
||||
direction: MapTileDirection.vertical,
|
||||
});
|
||||
|
||||
/// 切斯特小镇的命运硬币(右边)
|
||||
/** 切斯特小镇的命运硬币(右边) */
|
||||
private static XiaoZhenMingYunYinBiData = new MapTileData({
|
||||
location: v2(597, -380),
|
||||
backgroundIndex: 34,
|
||||
|
|
@ -401,9 +409,11 @@ export class MapTileFactory {
|
|||
occupyLicense: false,
|
||||
});
|
||||
|
||||
/// 记忆之地
|
||||
/** 记忆之地 */
|
||||
private static JiYiZhiDiData = new MapTileData({
|
||||
location: v2(544, -414),
|
||||
direction: MapTileDirection.vertical,
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,93 @@
|
|||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-26 11:36:36
|
||||
* @LastEditTime: 2024-03-29 14:03:36
|
||||
* @LastEditors: WoNiu
|
||||
* @Description:
|
||||
*/
|
||||
|
||||
import { LuckyCoinsNode, LuckyType } from "../DialogRoot/LuckyCoinsNode";
|
||||
import { GameRootSingleton } from "../GameRootController";
|
||||
|
||||
/**
|
||||
* @description: 地图事件
|
||||
*/
|
||||
export class MapTitleAction {
|
||||
// ─── 特殊事件 ────────────────────────────────────────────────────────────
|
||||
//* 月光酒馆
|
||||
//* 决斗场
|
||||
//* 海上列车
|
||||
//* 幸运硬币
|
||||
/**
|
||||
* @description: 幸运硬币事件
|
||||
*/
|
||||
static lucky(type: LuckyType) {
|
||||
// 将幸运硬币动画节点添加到 Dialog 层
|
||||
const node = new LuckyCoinsNode(type, () => {
|
||||
LuckyAction.Action(type);
|
||||
});
|
||||
GameRootSingleton.getInstance().DialogRootNode.addChild(node);
|
||||
}
|
||||
// ─── 怪物事件 ────────────────────────────────────────────────────────────────────
|
||||
/**
|
||||
* @description: 怪物事件
|
||||
*/
|
||||
static monsterAction() {}
|
||||
}
|
||||
|
||||
/**
|
||||
* @description: 幸运硬币事件
|
||||
*/
|
||||
export class LuckyAction {
|
||||
static Action(type: LuckyType) {
|
||||
const lucky = new LuckyAction();
|
||||
switch (type) {
|
||||
case LuckyType.GoThree:
|
||||
lucky.GoThreeAction();
|
||||
break;
|
||||
case LuckyType.YeGuangJiuGuan:
|
||||
lucky.YeGuangJiuGuanAction();
|
||||
break;
|
||||
case LuckyType.JueDouChang:
|
||||
lucky.JueDouChangAction();
|
||||
break;
|
||||
case LuckyType.HaiShangLieChe:
|
||||
lucky.HaiShangLieCheAction();
|
||||
break;
|
||||
case LuckyType.Double:
|
||||
lucky.DoubleAction();
|
||||
break;
|
||||
case LuckyType.Halve:
|
||||
lucky.HalveAction();
|
||||
break;
|
||||
case LuckyType.HorseCombat:
|
||||
lucky.HorseCombatAction();
|
||||
break;
|
||||
case LuckyType.Servicing:
|
||||
lucky.ServicingAction();
|
||||
break;
|
||||
case LuckyType.Charge:
|
||||
lucky.ChargeAction();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 前进三格
|
||||
GoThreeAction() {}
|
||||
// 移动到月光酒馆
|
||||
YeGuangJiuGuanAction() {}
|
||||
// 移动到决斗场
|
||||
JueDouChangAction() {}
|
||||
// 移动到海上列车
|
||||
HaiShangLieCheAction() {}
|
||||
// 我要双倍,点数x2
|
||||
DoubleAction() {}
|
||||
// 这是我的钱,点数减半
|
||||
HalveAction() {}
|
||||
// 骑士马战 ,点数+2w
|
||||
HorseCombatAction() {}
|
||||
// 装备修理, 点数-2w
|
||||
ServicingAction() {}
|
||||
// 收取费用,夺取其他人 2w 点数
|
||||
ChargeAction() {}
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "38b0fe6c-2083-4510-92d6-8f50384fac2c",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
|
|
@ -0,0 +1,35 @@
|
|||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-27 15:20:29
|
||||
* @LastEditTime: 2024-03-28 21:15:43
|
||||
* @LastEditors: WoNiu
|
||||
* @Description:
|
||||
*/
|
||||
import { MapTileType, MapTileTypes } from "./MapTileType";
|
||||
import { MapTitleModel } from "./MapTitleModel";
|
||||
|
||||
/**
|
||||
* @description: 地图数据的单例
|
||||
*/
|
||||
export class MapTitleDatelSingleton {
|
||||
private static readonly _instance: MapTitleDatelSingleton =
|
||||
new MapTitleDatelSingleton();
|
||||
|
||||
//* 地块nodeMap
|
||||
mapModMap: Map<MapTileType, MapTitleModel> = new Map<
|
||||
MapTileType,
|
||||
MapTitleModel
|
||||
>();
|
||||
|
||||
private constructor() {
|
||||
|
||||
MapTileTypes.forEach((type) => {
|
||||
const mod = new MapTitleModel(type);
|
||||
this.mapModMap.set(type, mod);
|
||||
});
|
||||
}
|
||||
|
||||
public static getInstance(): MapTitleDatelSingleton {
|
||||
return MapTitleDatelSingleton._instance;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "de311b7f-a77a-4109-aefe-81e8f4d5740f",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-26 11:12:32
|
||||
* @LastEditTime: 2024-03-27 15:16:42
|
||||
* @LastEditors: WoNiu
|
||||
* @Description:
|
||||
*/
|
||||
import { _decorator } from "cc";
|
||||
|
||||
import { MapTileType } from "./MapTileType";
|
||||
|
||||
/**
|
||||
* @description: 地图数据模型
|
||||
*/
|
||||
export class MapTitleModel {
|
||||
//* 地块类型
|
||||
type: MapTileType;
|
||||
|
||||
//* 地块占领状态(是谁占领的,)
|
||||
occupState: string;
|
||||
|
||||
//* 占领等级
|
||||
occupyLevel: 0 | 1 | 2 | 3;
|
||||
|
||||
//* 决斗场等级
|
||||
fightLevel: 0 | 2 | 4 | 8;
|
||||
|
||||
constructor(type: MapTileType) {
|
||||
this.type = type;
|
||||
this.occupState = "";
|
||||
this.occupyLevel = 0;
|
||||
this.fightLevel = 0;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "5597e322-7749-48fe-98d4-bb4294ab1a10",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
|
|
@ -3,8 +3,8 @@ import { BaseSprite } from '../../GlobalScript/CommonComponent/BaseSprite';
|
|||
import { NpkImage } from '../../Tool/NPKImage';
|
||||
import { BaseButton } from '../../GlobalScript/CommonComponent/BaseButton';
|
||||
import { AnimationNode } from '../../GlobalScript/Animation/AnimationNode';
|
||||
import { UIRoot } from '../UIRoot';
|
||||
import {CloseButtonNode } from '../Common/CloseButtonNode';
|
||||
import { GameRootSingleton } from '../GameRootController';
|
||||
const { ccclass } = _decorator;
|
||||
|
||||
/// 开始游戏按钮界面
|
||||
|
|
@ -12,18 +12,7 @@ const { ccclass } = _decorator;
|
|||
export class StartGameUINode extends Node {
|
||||
|
||||
/// 玩法介绍
|
||||
private _pressenNode: Node;
|
||||
|
||||
set pressenNode(node: Node){
|
||||
if (this._pressenNode){
|
||||
this._pressenNode.destroy();
|
||||
this._pressenNode = null;
|
||||
}
|
||||
this._pressenNode = node;
|
||||
}
|
||||
get pressenNode(): Node{
|
||||
return this._pressenNode;
|
||||
}
|
||||
private pressenNode: Node;
|
||||
|
||||
constructor(){
|
||||
super();
|
||||
|
|
@ -70,11 +59,7 @@ export class StartGameUINode extends Node {
|
|||
|
||||
/// 给节点添加 button 组件
|
||||
const buttonComponent = startButtonNode.addComponent( BaseButton );
|
||||
buttonComponent.ImgPath = NpkImage.main;
|
||||
buttonComponent.NormalImgIndex = 1;
|
||||
buttonComponent.HoverImgIndex = 2;
|
||||
buttonComponent.PressImgIndex = 3;
|
||||
buttonComponent.DisableImgIndex = 4;
|
||||
buttonComponent.init(NpkImage.main,1);
|
||||
|
||||
startButtonNode.addComponent( Button)
|
||||
startButtonNode.on(Button.EventType.CLICK,this.startOnTouchEnd,this);
|
||||
|
|
@ -103,11 +88,7 @@ export class StartGameUINode extends Node {
|
|||
|
||||
/// 给节点添加 button 组件
|
||||
const buttonComponent = pressenButtonNode.addComponent( BaseButton );
|
||||
buttonComponent.ImgPath = NpkImage.main;
|
||||
buttonComponent.NormalImgIndex = 9;
|
||||
buttonComponent.HoverImgIndex = 10;
|
||||
buttonComponent.PressImgIndex = 11;
|
||||
buttonComponent.DisableImgIndex = 12;
|
||||
buttonComponent.init(NpkImage.main,9);
|
||||
|
||||
pressenButtonNode.on(Node.EventType.MOUSE_UP,this.pressenOnTouchEnd,this);
|
||||
|
||||
|
|
@ -156,7 +137,7 @@ export class StartGameUINode extends Node {
|
|||
|
||||
/// 开始游戏
|
||||
startOnTouchEnd(event:Event){
|
||||
const uiroot = this.parent.getComponent( UIRoot );
|
||||
const uiroot = GameRootSingleton.getInstance().UIRoot;
|
||||
uiroot.initGameUI();
|
||||
|
||||
/// 一帧结束之后销毁
|
||||
|
|
|
|||
|
|
@ -1,80 +0,0 @@
|
|||
import { _decorator, EventMouse, Node } from 'cc';
|
||||
import { BaseSprite } from '../../GlobalScript/CommonComponent/BaseSprite';
|
||||
import { NpkImage } from '../../Tool/NPKImage';
|
||||
import { BaseButton, BaseButtonState } from '../../GlobalScript/CommonComponent/BaseButton';
|
||||
import { BaseButtonAction } from '../../GlobalScript/CommonComponent/BaseButtonAction';
|
||||
const { ccclass } = _decorator;
|
||||
|
||||
|
||||
/// 投骰子按钮的整个节点
|
||||
@ccclass('DiceButtonNode')
|
||||
export class DiceButtonNode extends Node {
|
||||
|
||||
winButtonComponent: BaseButton;
|
||||
spaceButtonComponent: BaseButton;
|
||||
|
||||
winButtonBlock: Function;
|
||||
spaceDownBlock: Function;
|
||||
spaceUpBlock: Function;
|
||||
|
||||
constructor(){
|
||||
super();
|
||||
|
||||
const backgroundNode = new Node();
|
||||
const bs = backgroundNode.addComponent( BaseSprite );
|
||||
bs.updateSpriteFrame(NpkImage.ingame,7);
|
||||
this.addChild(backgroundNode);
|
||||
|
||||
/// 其他获胜条件
|
||||
const winButtonNode = new Node();
|
||||
this.addChild(winButtonNode);
|
||||
winButtonNode.setPosition(20.5,-123);
|
||||
|
||||
const winBa = winButtonNode.addComponent(BaseButtonAction);
|
||||
winBa.onMouseUp = this.winOnMouseUp.bind(this);
|
||||
|
||||
this.winButtonComponent = winButtonNode.addComponent( BaseButton );
|
||||
this.winButtonComponent.ButtonState = BaseButtonState.Disable;
|
||||
this.winButtonComponent.ImgPath = NpkImage.ingame;
|
||||
this.winButtonComponent.NormalImgIndex = 58;
|
||||
this.winButtonComponent.HoverImgIndex = 59;
|
||||
this.winButtonComponent.PressImgIndex = 60;
|
||||
this.winButtonComponent.DisableImgIndex = 61;
|
||||
|
||||
|
||||
/// space
|
||||
const spaceButtonNode = new Node();
|
||||
this.addChild(spaceButtonNode);
|
||||
spaceButtonNode.setPosition(89,-57);
|
||||
|
||||
const spaceBc = spaceButtonNode.addComponent( BaseButtonAction);
|
||||
spaceBc.onMouseLeftDown = this.spaceOnMouseDown.bind(this);
|
||||
spaceBc.onMouseLeftUp = this.spaceOnMouseUp.bind(this);
|
||||
|
||||
this.spaceButtonComponent = spaceButtonNode.addComponent( BaseButton );
|
||||
this.spaceButtonComponent.ButtonState = BaseButtonState.Disable;
|
||||
this.spaceButtonComponent.ImgPath = NpkImage.ingame;
|
||||
this.spaceButtonComponent.NormalImgIndex = 8;
|
||||
this.spaceButtonComponent.HoverImgIndex = 9;
|
||||
this.spaceButtonComponent.PressImgIndex = 10;
|
||||
this.spaceButtonComponent.DisableImgIndex = 11;
|
||||
|
||||
}
|
||||
|
||||
/// 其他获胜条件
|
||||
private winOnMouseUp(event:EventMouse){
|
||||
if (this.winButtonComponent.ButtonState == BaseButtonState.Disable ) return;
|
||||
if (this.winButtonBlock) this.winButtonBlock();
|
||||
}
|
||||
|
||||
/// 投骰子
|
||||
private spaceOnMouseDown(event:EventMouse){
|
||||
if (this.spaceButtonComponent.ButtonState == BaseButtonState.Disable ) return;
|
||||
if (this.spaceDownBlock) this.spaceDownBlock();
|
||||
}
|
||||
private spaceOnMouseUp(event: EventMouse){
|
||||
if (this.spaceButtonComponent.ButtonState == BaseButtonState.Disable ) return;
|
||||
if (this.spaceUpBlock) this.spaceUpBlock();
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -1,157 +0,0 @@
|
|||
import {
|
||||
_decorator,
|
||||
Component,
|
||||
Director,
|
||||
director,
|
||||
Node,
|
||||
UITransform,
|
||||
} from "cc";
|
||||
import { CharacterType, GamerNode } from "./UINode/GamerNode";
|
||||
import { BaseSprite } from "../GlobalScript/CommonComponent/BaseSprite";
|
||||
import { NpkImage } from "../Tool/NPKImage";
|
||||
import { AnimationNode } from "../GlobalScript/Animation/AnimationNode";
|
||||
import { BaseButtonState } from "../GlobalScript/CommonComponent/BaseButton";
|
||||
import { DiceButtonNode } from "./UINode/DiceButtonNode";
|
||||
import { OtherWinNode, otherWinType } from "./UINode/OtherWinNode";
|
||||
import { BoardRoot } from "./BoardRoot";
|
||||
import { StartGameUINode } from "./StartGameNode/StartGameUINode";
|
||||
const { ccclass } = _decorator;
|
||||
|
||||
@ccclass("UIRoot")
|
||||
export class UIRoot extends Component {
|
||||
/// 等待玩家
|
||||
private awaitGamerNode: Node;
|
||||
/// 玩家一
|
||||
private gamerOne: GamerNode;
|
||||
/// 玩家二
|
||||
private gamerTwo: GamerNode;
|
||||
/// 玩家三
|
||||
private gamerThree: GamerNode;
|
||||
/// 投骰子按钮
|
||||
private diceButton: DiceButtonNode;
|
||||
/// 其他胜利条件
|
||||
private otherWinNode: OtherWinNode;
|
||||
|
||||
/// 初始化开始游戏界面的UI
|
||||
initStartGameUI() {
|
||||
const startGameUINode = new StartGameUINode();
|
||||
startGameUINode.addComponent(UITransform).setContentSize(1067, 600);
|
||||
this.node.addChild(startGameUINode);
|
||||
}
|
||||
|
||||
/// 初始化游戏界面UI
|
||||
initGameUI() {
|
||||
/// 玩家UI
|
||||
this.initGamerUI();
|
||||
/// 右下骰子操作按钮
|
||||
this.initDiceButton();
|
||||
/// 等待玩家加载
|
||||
this.initAwaitGamerUI();
|
||||
/// 其他胜利条件
|
||||
this.initOtherNode();
|
||||
}
|
||||
|
||||
/// 初始化玩家UI
|
||||
initGamerUI() {
|
||||
this.gamerOne = new GamerNode("玩家一");
|
||||
this.gamerOne.setPosition(0, -540);
|
||||
this.gamerOne.charchterType = CharacterType.JianHun;
|
||||
this.node.addChild(this.gamerOne);
|
||||
|
||||
this.gamerTwo = new GamerNode("");
|
||||
this.gamerTwo.setPosition(877, 0);
|
||||
this.node.addChild(this.gamerTwo);
|
||||
|
||||
this.gamerThree = new GamerNode("");
|
||||
this.node.addChild(this.gamerThree);
|
||||
|
||||
this.initDiceButton();
|
||||
}
|
||||
|
||||
/// 初始化等待玩家加载UI
|
||||
initAwaitGamerUI() {
|
||||
const node = new Node();
|
||||
node.setPosition(177.5, -244.5);
|
||||
this.node.addChild(node);
|
||||
|
||||
const spr = node.addComponent(BaseSprite);
|
||||
spr.updateSpriteFrame(NpkImage.loading_loop, 0);
|
||||
|
||||
const ani = new AnimationNode("ani/loading_loop01.ani");
|
||||
ani.setPosition(350, -110);
|
||||
node.addChild(ani);
|
||||
|
||||
this.awaitGamerNode = node;
|
||||
|
||||
/// 2秒后 结束加载
|
||||
setTimeout(() => {
|
||||
/// 这一帧结束之后销毁
|
||||
director.once(Director.EVENT_END_FRAME, () => {
|
||||
// 销毁
|
||||
this.awaitGamerNode.destroy();
|
||||
|
||||
/// 初始化开始倒计时动画
|
||||
// this.initCountFontAni(5);
|
||||
});
|
||||
|
||||
this.aniDone();
|
||||
}, 2000);
|
||||
}
|
||||
|
||||
/// 初始化倒计时动画
|
||||
initCountFontAni(index: number) {
|
||||
const ani = new AnimationNode("ani/dnf_quiz_" + index + ".ani", () => {
|
||||
director.once(Director.EVENT_END_FRAME, () => {
|
||||
ani.destroy();
|
||||
});
|
||||
if (index > 1) {
|
||||
this.initCountFontAni(index - 1);
|
||||
} else {
|
||||
/// 动画结束
|
||||
this.aniDone();
|
||||
}
|
||||
});
|
||||
ani.setPosition(420, -180);
|
||||
|
||||
this.node.addChild(ani);
|
||||
}
|
||||
|
||||
/// 初始化投骰子按钮
|
||||
initDiceButton() {
|
||||
this.diceButton = new DiceButtonNode();
|
||||
this.diceButton.setPosition(849, -453);
|
||||
this.node.addChild(this.diceButton);
|
||||
|
||||
/// 显示其他胜利条件
|
||||
this.diceButton.winButtonBlock = () => {
|
||||
this.otherWinNode.active = true;
|
||||
};
|
||||
}
|
||||
|
||||
/// 初始化其他胜利条件
|
||||
initOtherNode() {
|
||||
this.otherWinNode = new OtherWinNode(otherWinType.longRun);
|
||||
this.node.addChild(this.otherWinNode);
|
||||
|
||||
this.otherWinNode.active = false;
|
||||
}
|
||||
|
||||
/// 动画结束
|
||||
aniDone() {
|
||||
/// 恢复其他胜利按钮的状态
|
||||
this.diceButton.winButtonComponent.ButtonState = BaseButtonState.Normal;
|
||||
/// 显示其他胜利条件
|
||||
this.otherWinNode.active = true;
|
||||
const boardNode = this.node.parent.getChildByName("BoardRoot");
|
||||
/// 显示最底层的地图块
|
||||
const board = boardNode.getComponent(BoardRoot);
|
||||
board.initMapTile();
|
||||
}
|
||||
|
||||
start() {
|
||||
this.node.addComponent(UITransform).setContentSize(1067, 600);
|
||||
this.initStartGameUI();
|
||||
}
|
||||
|
||||
update(deltaTime: number) {}
|
||||
}
|
||||
|
|
@ -0,0 +1,271 @@
|
|||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-13 12:19:50
|
||||
* @LastEditTime: 2024-03-29 13:01:41
|
||||
* @LastEditors: WoNiu
|
||||
* @Description:
|
||||
*/
|
||||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-13 12:19:50
|
||||
* @LastEditTime: 2024-03-25 14:19:53
|
||||
* @LastEditors: WoNiu
|
||||
* @Description:
|
||||
*/
|
||||
import {
|
||||
_decorator,
|
||||
Component,
|
||||
EventMouse,
|
||||
Node,
|
||||
Sprite,
|
||||
SpriteFrame,
|
||||
Texture2D,
|
||||
UITransform,
|
||||
v2,
|
||||
} from "cc";
|
||||
import { BaseSprite } from "../../GlobalScript/CommonComponent/BaseSprite";
|
||||
import { NpkImage, NpkImageTool } from "../../Tool/NPKImage";
|
||||
import {
|
||||
BaseButton,
|
||||
BaseButtonState,
|
||||
} from "../../GlobalScript/CommonComponent/BaseButton";
|
||||
import { BaseButtonAction } from "../../GlobalScript/CommonComponent/BaseButtonAction";
|
||||
import { ImagePack } from "../../GlobalScript/ImagePack/ImagePack";
|
||||
import { GameState } from "../../GlobalScript/GlobalGameState/GameState";
|
||||
import { ImgInfo } from "../../GlobalScript/GlobalInterface/GlobalInterface";
|
||||
import { GamerRoleAni, GamerRoleType } from "../Gamer/GamerRoleType";
|
||||
const { ccclass } = _decorator;
|
||||
|
||||
@ccclass("DiceButtonNode")
|
||||
/**
|
||||
* @description: 投骰子按钮的整个节点
|
||||
*/
|
||||
export class DiceButtonNode extends Node {
|
||||
winButtonComponent: BaseButton;
|
||||
diceButtonComponent: BaseButton;
|
||||
|
||||
winButtonBlock: Function;
|
||||
diceDownBlock: Function;
|
||||
diceUpBlock: Function;
|
||||
|
||||
gaugeAnimation: GaugeAnimation;
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
this.initBackgroundNode();
|
||||
this.initOtherWinButtonNode();
|
||||
this.initdiceButtonNode();
|
||||
this.initdiceDiceAniNode();
|
||||
}
|
||||
|
||||
// 背景节点
|
||||
private initBackgroundNode(){
|
||||
const backgroundNode = new Node();
|
||||
const bs = backgroundNode.addComponent(BaseSprite);
|
||||
bs.updateSpriteFrame(NpkImage.ingame, 7);
|
||||
this.addChild(backgroundNode);
|
||||
}
|
||||
|
||||
// 其他获胜条件按钮节点
|
||||
private initOtherWinButtonNode() {
|
||||
/// 其他获胜条件
|
||||
const winButtonNode = new Node();
|
||||
this.addChild(winButtonNode);
|
||||
winButtonNode.setPosition(20.5, -123);
|
||||
|
||||
const winBa = winButtonNode.addComponent(BaseButtonAction);
|
||||
winBa.onMouseUp = this.winOnMouseUp.bind(this);
|
||||
|
||||
this.winButtonComponent = winButtonNode.addComponent(BaseButton);
|
||||
this.winButtonComponent.init(NpkImage.ingame, 60);
|
||||
}
|
||||
|
||||
// 骰子按钮节点
|
||||
private initdiceButtonNode() {
|
||||
/// dice 按钮
|
||||
const diceButtonNode = new Node('diceButton');
|
||||
this.addChild(diceButtonNode);
|
||||
diceButtonNode.setPosition(89, -57);
|
||||
|
||||
const diceBc = diceButtonNode.addComponent(BaseButtonAction);
|
||||
diceBc.onMouseLeftDown = this.diceOnMouseDown.bind(this);
|
||||
diceBc.onMouseLeftUp = this.diceOnMouseUp.bind(this);
|
||||
|
||||
this.diceButtonComponent = diceButtonNode.addComponent(BaseButton);
|
||||
this.diceButtonComponent.init(NpkImage.ingame, 8);
|
||||
this.diceButtonComponent.ButtonState = BaseButtonState.Disable;
|
||||
}
|
||||
|
||||
// 播放动画节点
|
||||
private initdiceDiceAniNode() {
|
||||
const node = new Node();
|
||||
this.addChild(node);
|
||||
node.setPosition(45, -15);
|
||||
|
||||
//设置节点锚点为左上角
|
||||
node.addComponent(UITransform).anchorPoint = v2(0, 1);
|
||||
this.gaugeAnimation = node.addComponent(GaugeAnimation);
|
||||
}
|
||||
|
||||
/// 其他获胜条件
|
||||
private winOnMouseUp(event: EventMouse) {
|
||||
if (this.winButtonComponent.ButtonState == BaseButtonState.Disable) return;
|
||||
if (this.winButtonBlock) this.winButtonBlock();
|
||||
}
|
||||
|
||||
/// 投骰子
|
||||
private diceOnMouseDown(event: EventMouse) {
|
||||
console.log('diceOnMouseDown');
|
||||
if (this.diceButtonComponent.ButtonState == BaseButtonState.Disable)
|
||||
return;
|
||||
if (this.diceDownBlock) this.diceDownBlock();
|
||||
this.gaugeAnimation.updatePlayState(PlayAniState.playing);
|
||||
}
|
||||
private diceOnMouseUp(event: EventMouse) {
|
||||
console.log('diceOnMouseUp');
|
||||
if (this.diceButtonComponent.ButtonState == BaseButtonState.Disable)
|
||||
return;
|
||||
if (this.diceUpBlock) this.diceUpBlock();
|
||||
this.gaugeAnimation.updatePlayState(PlayAniState.pause);
|
||||
}
|
||||
}
|
||||
|
||||
//* ─── 动画播放 ────────────────────────────────────────────────────────────────────
|
||||
|
||||
export enum PlayAniState {
|
||||
//未播放
|
||||
unplayed,
|
||||
//播放中
|
||||
playing,
|
||||
//倒放
|
||||
reversed,
|
||||
//暂停
|
||||
pause,
|
||||
//播放完成
|
||||
done,
|
||||
}
|
||||
|
||||
/**
|
||||
* @description: 骰子按钮动画
|
||||
*/
|
||||
export class GaugeAnimation extends Component {
|
||||
// 所有精灵帧缓存
|
||||
private frameMap: Map<number, SpriteFrame> = new Map<number, SpriteFrame>();
|
||||
|
||||
// 精灵帧的数量
|
||||
private frameCount: number = 100;
|
||||
|
||||
// 精灵帧初始化状态
|
||||
private InitState: boolean = false;
|
||||
|
||||
// 总的播放时间
|
||||
private aniTime: number = 1;
|
||||
|
||||
// 当前帧显示时间
|
||||
private nowFrameTime: number = 0;
|
||||
|
||||
// 每一帧需要显示的时间
|
||||
private frameShowTime: number = 0;
|
||||
|
||||
// 当前帧
|
||||
private nowFrameIndex: number = -1;
|
||||
|
||||
//* 动画状态
|
||||
private playState: PlayAniState = PlayAniState.unplayed;
|
||||
|
||||
// 节点的精灵
|
||||
private sprite: Sprite;
|
||||
|
||||
onLoad() {
|
||||
if (!this.node.getComponent(Sprite)) {
|
||||
this.sprite = this.node.addComponent(Sprite);
|
||||
} else {
|
||||
this.sprite = this.node.getComponent(Sprite);
|
||||
}
|
||||
|
||||
//设置类型
|
||||
this.sprite.sizeMode = Sprite.SizeMode.RAW;
|
||||
//设置
|
||||
this.sprite.trim = false;
|
||||
|
||||
NpkImageTool.GetNpkImageAll(NpkImage.gauge, (count,frameMap)=>{
|
||||
this.frameMap = frameMap;
|
||||
this.frameCount = count;
|
||||
this.InitState = true;
|
||||
});
|
||||
}
|
||||
|
||||
start() {}
|
||||
|
||||
/**
|
||||
* @description: 刷新动画状态
|
||||
* @param {PlayAniState} palyState: 动画状态
|
||||
* @param {number} aniTime:播放动画时需要传入 动画的播放时间
|
||||
*/
|
||||
updatePlayState(palyState: PlayAniState, aniTime?: number) {
|
||||
this.playState = palyState;
|
||||
|
||||
// 数据的初始化
|
||||
if (this.playState == PlayAniState.unplayed) {
|
||||
this.sprite.spriteFrame = null;
|
||||
this.nowFrameIndex = -1;
|
||||
} else if (
|
||||
this.playState == (PlayAniState.playing || PlayAniState.reversed)
|
||||
) {
|
||||
this.aniTime = aniTime ?? this.aniTime;
|
||||
// 单帧显示时间
|
||||
this.frameShowTime = this.aniTime * 1000 / this.frameCount;
|
||||
// this.frameShowTime = this.frameShowTime / this.frameCount;
|
||||
}
|
||||
|
||||
// 精灵帧的初始化
|
||||
if (this.playState == PlayAniState.playing) {
|
||||
this.sprite.spriteFrame = this.frameMap.get(0);
|
||||
} else if (this.playState == PlayAniState.reversed) {
|
||||
this.sprite.spriteFrame = this.frameMap.get(this.frameCount - 1);
|
||||
}
|
||||
}
|
||||
|
||||
update(dt: number) {
|
||||
|
||||
//如果游戏世界处于暂停的模式下 不再继续播放
|
||||
if (GameState.getInstance().IsPauseState()) return;
|
||||
//如果初始化未完成,不播放
|
||||
if (!this.InitState) return;
|
||||
//如果不在播放中
|
||||
if (this.playState != PlayAniState.playing && this.playState != PlayAniState.reversed)
|
||||
return;
|
||||
|
||||
//每帧增加过去的时间 取千分之一秒为单位
|
||||
this.nowFrameTime += Math.trunc(dt * 1000);
|
||||
|
||||
// 计算当前加减帧数
|
||||
const index = Math.trunc(this.nowFrameTime / this.frameShowTime);
|
||||
// 当前帧时间不足 一帧显示就跳过
|
||||
if (index < 1) return;
|
||||
|
||||
// 将多余的时间 重新赋值回去
|
||||
this.nowFrameTime = this.nowFrameTime % this.frameShowTime;
|
||||
|
||||
if (this.playState == PlayAniState.playing) {
|
||||
this.nowFrameIndex += index
|
||||
|
||||
this.sprite.spriteFrame = this.frameMap.get(this.nowFrameIndex);
|
||||
|
||||
// 播放到最后一帧 修改播放状态 为倒放
|
||||
if (this.nowFrameIndex >= this.frameCount - 1) {
|
||||
this.playState = PlayAniState.reversed;
|
||||
}
|
||||
} else if (this.playState == PlayAniState.reversed) {
|
||||
this.nowFrameIndex -= index;
|
||||
|
||||
this.sprite.spriteFrame = this.frameMap.get(this.nowFrameIndex);
|
||||
|
||||
// 播放到第一帧 修改播放状态 为倒放
|
||||
if (this.nowFrameIndex <= 0) {
|
||||
this.playState = PlayAniState.playing;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,50 @@
|
|||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-29 13:20:16
|
||||
* @LastEditTime: 2024-03-29 14:16:51
|
||||
* @LastEditors: WoNiu
|
||||
* @Description: 游戏匹配过程控制
|
||||
*/
|
||||
import { _decorator, Component, Director, director, Node } from "cc";
|
||||
import { UIRoot } from "./UIRoot";
|
||||
import { GameRootSingleton } from "./../GameRootController";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@ccclass("GameMatchingProcessControl")
|
||||
/**
|
||||
* @description: 游戏匹配过程控制
|
||||
*/
|
||||
export class GameMatchingProcessControl extends Component {
|
||||
/** UIRoot 节点的 UI节点 */
|
||||
uiRoot: UIRoot;
|
||||
|
||||
start() {
|
||||
this.uiRoot = GameRootSingleton.getInstance().UIRoot;
|
||||
|
||||
this.countDown();
|
||||
}
|
||||
|
||||
//todo 自动跳过,接入网络后修改
|
||||
/** 匹配加载动画控制 */
|
||||
countDown() {
|
||||
|
||||
// 1秒后 结束加载
|
||||
setTimeout(() => {
|
||||
/// 这一帧结束之后销毁
|
||||
director.once(Director.EVENT_END_FRAME, () => {
|
||||
// 销毁
|
||||
this.uiRoot.awaitGamerNode.destroy();
|
||||
|
||||
// todo 开发时跳过倒计时动画
|
||||
/// 初始化开始倒计时动画
|
||||
// this.initCountDownFontAni(5);
|
||||
});
|
||||
|
||||
// todo 开发时跳过倒计时动画
|
||||
this.uiRoot.countDownAniDone();
|
||||
}, 1000);
|
||||
|
||||
}
|
||||
|
||||
update(deltaTime: number) {}
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "79e2c1f6-7206-4356-82a5-09f3d1039dff",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
|
|
@ -0,0 +1,48 @@
|
|||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-29 14:04:56
|
||||
* @LastEditTime: 2024-03-29 14:14:48
|
||||
* @LastEditors: WoNiu
|
||||
* @Description: 玩家角色控制
|
||||
*/
|
||||
import { _decorator, Component, Node } from "cc";
|
||||
import { GamerRoleNode } from "../Gamer/GamerRoleNode";
|
||||
import { GamerRoleType } from "../Gamer/GamerRoleType";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@ccclass("GameRoleController")
|
||||
/**
|
||||
* @description: 玩家角色控制
|
||||
*/
|
||||
export class GameRoleController extends Component {
|
||||
/** 玩家 1 角色 */
|
||||
oneRole: GamerRoleNode;
|
||||
/** 玩家 2 角色 */
|
||||
twoRole: GamerRoleNode;
|
||||
/** 玩家 3 角色 */
|
||||
threeRole: GamerRoleNode;
|
||||
|
||||
/**
|
||||
* @description: 初始化角色
|
||||
* @param oneRoleType : 玩家 1
|
||||
* @param twoRoleType : 玩家 2
|
||||
* @param threeRoleType : 玩家 3
|
||||
*/
|
||||
initRole(
|
||||
oneRoleType: GamerRoleType,
|
||||
twoRoleType: GamerRoleType,
|
||||
threeRoleType: GamerRoleType
|
||||
) {
|
||||
this.oneRole = new GamerRoleNode(oneRoleType);
|
||||
this.twoRole = new GamerRoleNode(twoRoleType);
|
||||
this.threeRole = new GamerRoleNode(threeRoleType);
|
||||
|
||||
this.node.addChild(this.oneRole);
|
||||
this.node.addChild(this.twoRole);
|
||||
this.node.addChild(this.threeRole);
|
||||
}
|
||||
|
||||
start() {}
|
||||
|
||||
update(deltaTime: number) {}
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "80141aea-c2a5-4eab-8430-59484a333bf1",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
|
|
@ -0,0 +1,178 @@
|
|||
import {
|
||||
_decorator,
|
||||
Component,
|
||||
Director,
|
||||
director,
|
||||
Node,
|
||||
UITransform,
|
||||
} from "cc";
|
||||
import { GamerCardNode } from "./../Gamer/GamerCardNode";
|
||||
import { BaseSprite } from "../../GlobalScript/CommonComponent/BaseSprite";
|
||||
import { NpkImage } from "../../Tool/NPKImage";
|
||||
import { AnimationNode } from "../../GlobalScript/Animation/AnimationNode";
|
||||
import { BaseButtonState } from "../../GlobalScript/CommonComponent/BaseButton";
|
||||
import { DiceButtonNode } from "../UIRoot/DiceButtonNode";
|
||||
import { OtherWinNode, otherWinType } from "../UIRoot/OtherWinNode";
|
||||
import { BoardRoot } from "../BoardRoot";
|
||||
import { StartGameUINode } from "../StartGameNode/StartGameUINode";
|
||||
import { GamerRoleType } from "../Gamer/GamerRoleType";
|
||||
import { SelectNumberNode } from "../DialogRoot/SelectNumberNode";
|
||||
const { ccclass } = _decorator;
|
||||
|
||||
@ccclass("UIRoot")
|
||||
/**
|
||||
* @description: UIRoot节点的 UI 初始化
|
||||
*/
|
||||
export class UIRoot extends Component {
|
||||
/** 玩家一 */
|
||||
private gamerCardOne: GamerCardNode;
|
||||
/** 玩家二 */
|
||||
private gamerCardTwo: GamerCardNode;
|
||||
/** 玩家三 */
|
||||
private gamerCardThree: GamerCardNode;
|
||||
|
||||
/** 等待玩家 */
|
||||
awaitGamerNode: Node;
|
||||
/** 投骰子按钮 */
|
||||
diceButton: DiceButtonNode;
|
||||
/** 其他胜利条件 */
|
||||
otherWinNode: OtherWinNode;
|
||||
|
||||
// ─── 初始化ui ───────────────────────────────────────────────────────────────────
|
||||
|
||||
/** 初始化开始游戏界面的UI */
|
||||
initStartGameUI() {
|
||||
const startGameUINode = new StartGameUINode();
|
||||
startGameUINode.addComponent(UITransform).setContentSize(1067, 600);
|
||||
this.node.addChild(startGameUINode);
|
||||
}
|
||||
|
||||
/** 初始化游戏界面UI */
|
||||
initGameUI() {
|
||||
/// 玩家UI
|
||||
this.initGamerUI();
|
||||
/// 右下骰子操作按钮
|
||||
this.initDiceButton();
|
||||
/// 等待玩家加载
|
||||
this.initAwaitGamerUI();
|
||||
}
|
||||
|
||||
/** 初始化玩家卡片 UI */
|
||||
private initGamerUI() {
|
||||
this.gamerCardOne = new GamerCardNode("玩家一");
|
||||
this.gamerCardOne.setPosition(0, -540);
|
||||
this.gamerCardOne.charchterType = GamerRoleType.JianHun;
|
||||
this.node.addChild(this.gamerCardOne);
|
||||
|
||||
this.gamerCardTwo = new GamerCardNode("");
|
||||
this.gamerCardTwo.setPosition(877, 0);
|
||||
this.node.addChild(this.gamerCardTwo);
|
||||
|
||||
this.gamerCardThree = new GamerCardNode("");
|
||||
this.node.addChild(this.gamerCardThree);
|
||||
}
|
||||
|
||||
/** 初始化骰子节点 */
|
||||
private initDiceButton() {
|
||||
this.diceButton = new DiceButtonNode();
|
||||
this.diceButton.setPosition(849, -453);
|
||||
this.node.addChild(this.diceButton);
|
||||
|
||||
/// 显示其他胜利条件
|
||||
this.diceButton.winButtonBlock = () => {
|
||||
this.otherWinNode.active = true;
|
||||
};
|
||||
|
||||
this.diceButton.diceUpBlock = () => {};
|
||||
}
|
||||
|
||||
/** 初始化其他胜利条件 */
|
||||
initOtherWinNode(type: otherWinType) {
|
||||
if (!this.otherWinNode) {
|
||||
this.otherWinNode = new OtherWinNode(type);
|
||||
this.node.addChild(this.otherWinNode);
|
||||
|
||||
this.otherWinNode.active = false;
|
||||
}
|
||||
}
|
||||
|
||||
/** 初始化并显示顺序选择node */
|
||||
initSelectNumberNode(): SelectNumberNode {
|
||||
const selectNode = new SelectNumberNode();
|
||||
this.node.addChild(selectNode);
|
||||
return selectNode;
|
||||
}
|
||||
|
||||
// ─── 动画初始化 ──────────────────────────────────────────────────────────
|
||||
|
||||
/** 初始化等待玩家加载UI */
|
||||
initAwaitGamerUI() {
|
||||
const node = new Node();
|
||||
node.setPosition(177.5, -244.5);
|
||||
this.node.addChild(node);
|
||||
|
||||
const spr = node.addComponent(BaseSprite);
|
||||
spr.updateSpriteFrame(NpkImage.loading_loop, 0);
|
||||
|
||||
const ani = new AnimationNode("ani/loading_loop01.ani");
|
||||
ani.setPosition(350, -110);
|
||||
node.addChild(ani);
|
||||
|
||||
this.awaitGamerNode = node;
|
||||
}
|
||||
|
||||
/** 初始化倒计时动画 */
|
||||
initCountDownFontAni(index: number) {
|
||||
const ani = new AnimationNode("ani/count_font.ani", () => {
|
||||
/// 这一帧结束之后销毁
|
||||
director.once(Director.EVENT_END_FRAME, () => {
|
||||
// 销毁
|
||||
ani.destroy();
|
||||
});
|
||||
/// 动画结束
|
||||
this.countDownAniDone();
|
||||
});
|
||||
ani.setPosition(500, -200);
|
||||
|
||||
this.node.addChild(ani);
|
||||
}
|
||||
|
||||
/** 倒计时动画结束 */
|
||||
countDownAniDone() {
|
||||
/// 恢复其他胜利按钮的状态
|
||||
this.diceButton.winButtonComponent.ButtonState = BaseButtonState.Normal;
|
||||
|
||||
/// 显示其他胜利条件
|
||||
this.otherWinNode.active = true;
|
||||
const boardNode = this.node.parent.getChildByName("BoardRoot");
|
||||
|
||||
/// 显示最底层的地图块
|
||||
const board = boardNode.getComponent(BoardRoot);
|
||||
board.initMapTile();
|
||||
|
||||
// 1秒后自动关闭胜利条件显示,并显示顺序选择
|
||||
setTimeout(() => {
|
||||
// 隐藏其他胜利条件 node
|
||||
this.otherWinNode.active = false;
|
||||
|
||||
const select = this.initSelectNumberNode();
|
||||
|
||||
select.doneFunc = () => {
|
||||
// todo 开发阶段在选择顺序结束后,恢复骰子按钮状态
|
||||
this.diceButton.diceButtonComponent.ButtonState =
|
||||
BaseButtonState.Normal;
|
||||
};
|
||||
}, 1000);
|
||||
}
|
||||
|
||||
// ─── 生命周期 ────────────────────────────────────────────────────────────
|
||||
|
||||
start() {
|
||||
this.node.addComponent(UITransform).setContentSize(1067, 600);
|
||||
|
||||
/// 初始化 开始游戏 的 UI
|
||||
this.initStartGameUI();
|
||||
}
|
||||
|
||||
update(deltaTime: number) {}
|
||||
}
|
||||
|
|
@ -0,0 +1,145 @@
|
|||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-21 13:44:57
|
||||
* @LastEditTime: 2024-03-25 19:42:52
|
||||
* @LastEditors: WoNiu
|
||||
* @Description:
|
||||
*/
|
||||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-21 13:44:57
|
||||
* @LastEditTime: 2024-03-23 12:57:36
|
||||
* @LastEditors: WoNiu
|
||||
* @Description: 倒计时进度
|
||||
*/
|
||||
import {
|
||||
_decorator,
|
||||
Component,
|
||||
Director,
|
||||
director,
|
||||
Node,
|
||||
ProgressBar,
|
||||
Sprite,
|
||||
tween,
|
||||
UITransform,
|
||||
v2,
|
||||
} from "cc";
|
||||
import { BaseSprite } from "../../GlobalScript/CommonComponent/BaseSprite";
|
||||
import { NpkImage } from "../../Tool/NPKImage";
|
||||
import { LocationImportComponent } from "../../GlobalScript/CommonComponent/LocationImportComponent";
|
||||
const { ccclass } = _decorator;
|
||||
|
||||
/// 倒计时时间进度Node
|
||||
@ccclass("TimingProgressBar")
|
||||
export class TimingProgressBar extends Node {
|
||||
//* 进度条bar
|
||||
progressBar: ProgressBar;
|
||||
//* 进度条精灵
|
||||
barSprite: Sprite;
|
||||
|
||||
//* 缓动控制
|
||||
timingComponent: TimingComponent;
|
||||
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
this.setPosition(353.5, -355);
|
||||
this.addComponent(UITransform).anchorPoint = v2(0, 1);
|
||||
|
||||
this.timingComponent = this.addComponent(TimingComponent);
|
||||
|
||||
this.initBackgrund();
|
||||
this.initBarSprite();
|
||||
this.initProgressBar();
|
||||
}
|
||||
|
||||
//* 倒计时缓动开始
|
||||
/**
|
||||
* @description:
|
||||
* @param {number} time: 时间
|
||||
* @param {Function} back: 缓动完成回调
|
||||
*/
|
||||
tweenerStart(time:number,back:Function){
|
||||
this.timingComponent.tweenerStart(time,back);
|
||||
}
|
||||
|
||||
initBackgrund() {
|
||||
const bs = this.addComponent(BaseSprite);
|
||||
bs.updateSpriteFrame(NpkImage.ingame, 43);
|
||||
}
|
||||
|
||||
initProgressBar() {
|
||||
const progressBar = this.addComponent(ProgressBar);
|
||||
progressBar.barSprite = this.barSprite;
|
||||
progressBar.mode = ProgressBar.Mode.FILLED;
|
||||
progressBar.totalLength = 280;
|
||||
progressBar.progress = 1;
|
||||
this.progressBar = progressBar;
|
||||
}
|
||||
|
||||
initBarSprite() {
|
||||
const node = new Node();
|
||||
this.addChild(node);
|
||||
node.setPosition(60, -22);
|
||||
|
||||
const barNode = new Node();
|
||||
node.addChild(barNode);
|
||||
this.barSprite = barNode.addComponent(Sprite);
|
||||
|
||||
const bs = barNode.addComponent(BaseSprite);
|
||||
bs.updateSpriteFrame(NpkImage.ingame, 45);
|
||||
|
||||
this.barSprite = bs.SpriteObj;
|
||||
this.barSprite.spriteFrame = bs.SpriteObj.spriteFrame;
|
||||
this.barSprite.type = Sprite.Type.FILLED;
|
||||
}
|
||||
}
|
||||
|
||||
@ccclass("TimingComponent")
|
||||
export class TimingComponent extends Component {
|
||||
|
||||
|
||||
obj = { progress: 1};
|
||||
|
||||
onCompleteBack: Function;
|
||||
|
||||
start() {
|
||||
|
||||
}
|
||||
|
||||
tweenerStart(time:number,back:Function){
|
||||
|
||||
this.onCompleteBack = back;
|
||||
|
||||
tween(this.obj)
|
||||
.to(
|
||||
time,
|
||||
{ progress: 0 },
|
||||
{
|
||||
easing: "linear",
|
||||
onUpdate: this.onUpdate.bind(this),
|
||||
onComplete: this.onComplete.bind(this),
|
||||
}
|
||||
)
|
||||
.start();
|
||||
}
|
||||
|
||||
//* 缓动进度
|
||||
onUpdate(target: any, ratio: number){
|
||||
const timingProgressBar: TimingProgressBar = this.node as TimingProgressBar;
|
||||
timingProgressBar.progressBar.progress = this.obj.progress;
|
||||
}
|
||||
|
||||
//* 缓动完成
|
||||
onComplete(){
|
||||
this.obj.progress = 1;
|
||||
this.onCompleteBack();
|
||||
/// 这一帧结束之后销毁
|
||||
director.once(Director.EVENT_END_FRAME, () => {
|
||||
// 销毁
|
||||
this.node.destroy();
|
||||
});
|
||||
}
|
||||
|
||||
update(deltaTime: number) {}
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "f93a24df-e11c-4c40-a67f-9d1e61d67547",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
|
|
@ -5,6 +5,9 @@ import { BaseButtonAction } from '../../GlobalScript/CommonComponent/BaseButtonA
|
|||
const { ccclass } = _decorator;
|
||||
|
||||
@ccclass('CloseButtonNode')
|
||||
/**
|
||||
* @description: x按钮node
|
||||
*/
|
||||
export class CloseButtonNode extends Node {
|
||||
|
||||
constructor(onMouseLeftUp?:Function){
|
||||
|
|
@ -12,11 +15,7 @@ export class CloseButtonNode extends Node {
|
|||
|
||||
/// 给节点添加 button 组件
|
||||
const buttonComponent = this.addComponent( BaseButton );
|
||||
buttonComponent.ImgPath = NpkImage.ingame;
|
||||
buttonComponent.NormalImgIndex = 39;
|
||||
buttonComponent.HoverImgIndex = 40;
|
||||
buttonComponent.PressImgIndex = 41;
|
||||
buttonComponent.DisableImgIndex = 42;
|
||||
buttonComponent.init(NpkImage.ingame,39);
|
||||
|
||||
/// 添加点击事件
|
||||
const bba = this.addComponent( BaseButtonAction );
|
||||
|
|
@ -24,5 +23,5 @@ export class CloseButtonNode extends Node {
|
|||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,45 +1,121 @@
|
|||
const path = 'interface2/event/chn_event_2020/200922_dnf_marble/'
|
||||
/*
|
||||
* @Author: WoNiu
|
||||
* @Date: 2024-03-10 20:00:57
|
||||
* @LastEditTime: 2024-03-29 12:57:23
|
||||
* @LastEditors: WoNiu
|
||||
* @Description:
|
||||
*/
|
||||
|
||||
import { SpriteFrame, Texture2D, v2 } from "cc";
|
||||
import { ImagePack } from "../GlobalScript/ImagePack/ImagePack";
|
||||
import { ImgInfo } from "../GlobalScript/GlobalInterface/GlobalInterface";
|
||||
|
||||
/** interface2/event/chn_event_2020/200922_dnf_marble/ */
|
||||
export const NpkImagePath =
|
||||
"interface2/event/chn_event_2020/200922_dnf_marble/";
|
||||
|
||||
export enum NpkImage {
|
||||
main = path + '00_main.img',
|
||||
ingame = path + '01_ingame.img',
|
||||
board = path + '02_board.img',
|
||||
gauge = path + '03_gauge.img',
|
||||
character_sd = path + '04_character_sd.img',
|
||||
monsternotice = path + '05_monsternotice.img',
|
||||
specialplace = path + '06_specialplace.img',
|
||||
conditionsofvictory = path + '07_conditionsofvictory.img',
|
||||
calendar = path + '08_calendar.img',
|
||||
bankruptcy = path + 'bankruptcy.img',
|
||||
character_loop = path + 'character_loop.img',
|
||||
count_font = path + 'count_font.img',
|
||||
dice_1x1_db = path + 'dice_1x1_db.img',
|
||||
dice_1x2 = path + 'dice_1x2.img',
|
||||
dice_1x3 = path + 'dice_1x3.img',
|
||||
dice_2x2_db = path + 'dice_2x2_db.img',
|
||||
dice_2x3 = path + 'dice_2x3.img',
|
||||
dice_2x4 = path + 'dice_2x4.img',
|
||||
dice_3x3_db = path + 'dice_3x3_db.img',
|
||||
dice_3x4 = path + 'dice_3x4.img',
|
||||
dice_3x5 = path + 'dice_3x5.img',
|
||||
dice_4x4_db = path + 'dice_4x4_db.img',
|
||||
dice_4x5 = path + 'dice_4x5.img',
|
||||
dice_4x6 = path + 'dice_4x6.img',
|
||||
dice_5x5 = path + 'dice_5x5.img',
|
||||
dice_5x6 = path + 'dice_5x6.img',
|
||||
dice_6x6_db = path + 'dice_6x6_db.img',
|
||||
dice_font = path + 'dice_font.img',
|
||||
dungeonbg = path + 'dungeonbg.img',
|
||||
fire_loop = path + 'fire_loop.img',
|
||||
light01 = path + 'light01.img',
|
||||
light02 = path + 'light02.img',
|
||||
loading_loop = path + 'loading_loop.img',
|
||||
luckycoin = path + 'luckycoin.img',
|
||||
luckycoin_bg = path + 'luckycoin_bg.img',
|
||||
point_loop = path + 'point_loop.img',
|
||||
table_back = path + 'table_back.img',
|
||||
table_dodge = path + 'table_dodge.img',
|
||||
table_front = path + 'table_front.img',
|
||||
title_loop = path + 'title_loop.img',
|
||||
win = path + 'win.img',
|
||||
};
|
||||
main = NpkImagePath + "00_main.img",
|
||||
ingame = NpkImagePath + "01_ingame.img",
|
||||
board = NpkImagePath + "02_board.img",
|
||||
gauge = NpkImagePath + "03_gauge.img",
|
||||
character_sd = NpkImagePath + "04_character_sd.img",
|
||||
monsternotice = NpkImagePath + "05_monsternotice.img",
|
||||
specialplace = NpkImagePath + "06_specialplace.img",
|
||||
conditionsofvictory = NpkImagePath + "07_conditionsofvictory.img",
|
||||
calendar = NpkImagePath + "08_calendar.img",
|
||||
bankruptcy = NpkImagePath + "bankruptcy.img",
|
||||
character_loop = NpkImagePath + "character_loop.img",
|
||||
count_font = NpkImagePath + "count_font.img",
|
||||
dice_1x1_db = NpkImagePath + "dice_1x1_db.img",
|
||||
dice_1x2 = NpkImagePath + "dice_1x2.img",
|
||||
dice_1x3 = NpkImagePath + "dice_1x3.img",
|
||||
dice_2x2_db = NpkImagePath + "dice_2x2_db.img",
|
||||
dice_2x3 = NpkImagePath + "dice_2x3.img",
|
||||
dice_2x4 = NpkImagePath + "dice_2x4.img",
|
||||
dice_3x3_db = NpkImagePath + "dice_3x3_db.img",
|
||||
dice_3x4 = NpkImagePath + "dice_3x4.img",
|
||||
dice_3x5 = NpkImagePath + "dice_3x5.img",
|
||||
dice_4x4_db = NpkImagePath + "dice_4x4_db.img",
|
||||
dice_4x5 = NpkImagePath + "dice_4x5.img",
|
||||
dice_4x6 = NpkImagePath + "dice_4x6.img",
|
||||
dice_5x5 = NpkImagePath + "dice_5x5.img",
|
||||
dice_5x6 = NpkImagePath + "dice_5x6.img",
|
||||
dice_6x6_db = NpkImagePath + "dice_6x6_db.img",
|
||||
dice_font = NpkImagePath + "dice_font.img",
|
||||
dungeonbg = NpkImagePath + "dungeonbg.img",
|
||||
fire_loop = NpkImagePath + "fire_loop.img",
|
||||
light01 = NpkImagePath + "light01.img",
|
||||
light02 = NpkImagePath + "light02.img",
|
||||
loading_loop = NpkImagePath + "loading_loop.img",
|
||||
luckycoin = NpkImagePath + "luckycoin.img",
|
||||
luckycoin_bg = NpkImagePath + "luckycoin_bg.img",
|
||||
point_loop = NpkImagePath + "point_loop.img",
|
||||
table_back = NpkImagePath + "table_back.img",
|
||||
table_dodge = NpkImagePath + "table_dodge.img",
|
||||
table_front = NpkImagePath + "table_front.img",
|
||||
title_loop = NpkImagePath + "title_loop.img",
|
||||
win = NpkImagePath + "win.img",
|
||||
}
|
||||
|
||||
interface NpkImageCallback{
|
||||
/**
|
||||
* @param {number} frameCount:精灵帧总数量
|
||||
* @param {Map<number, SpriteFrame>} frameMap:所有精灵帧Map
|
||||
*/
|
||||
(frameCount: number, frameMap: Map<number, SpriteFrame>): void;
|
||||
}
|
||||
|
||||
export class NpkImageTool {
|
||||
|
||||
/**
|
||||
* @description: 获取Npk path路径下的所有 图片
|
||||
* @param {string} path:读取路径
|
||||
* @param {Function} callBack:回调((frameCount, frameMap)(number, Map<number, SpriteFrame>)
|
||||
*/
|
||||
static GetNpkImageAll(path: string, callBack: NpkImageCallback) {
|
||||
// 精灵帧总数
|
||||
let frameCount = 0;
|
||||
// 精灵帧缓存
|
||||
let frameMap: Map<number, SpriteFrame> = new Map<number, SpriteFrame>();
|
||||
|
||||
ImagePack.getInstance().ReadNpkTable(
|
||||
"sprite/" + path.toLocaleLowerCase(),
|
||||
(ImgObj: { Png_List: [ImgInfo]; Png_Count: number; }) => {
|
||||
const Pngs = ImgObj.Png_List;
|
||||
// 总数量
|
||||
frameCount = ImgObj.Png_Count;
|
||||
|
||||
for (let i = 0; i < Pngs.length; i++) {
|
||||
const png = Pngs[i];
|
||||
const spriteFrame = NpkImageTool.initSpriteFrame(png);
|
||||
frameMap.set(i, spriteFrame);
|
||||
}
|
||||
|
||||
callBack(frameCount, frameMap);
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* @description:根据拿到的数据 初始化精灵帧
|
||||
* @param {ImgInfo} Png: 动画数据
|
||||
*/
|
||||
static initSpriteFrame(Png: ImgInfo): SpriteFrame {
|
||||
const spriteFrame = new SpriteFrame();
|
||||
let tex = new Texture2D();
|
||||
tex.reset({
|
||||
width: Png.Width,
|
||||
height: Png.Height,
|
||||
format: Texture2D.PixelFormat.RGBA8888,
|
||||
mipmapLevel: 0,
|
||||
});
|
||||
tex.uploadData(Png.PNGdata);
|
||||
// 更新 0 级 Mipmap。
|
||||
tex.updateImage();
|
||||
spriteFrame.texture = tex;
|
||||
spriteFrame.offset = v2(Png.Xpos, -Png.Ypos);
|
||||
|
||||
return spriteFrame;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,8 +1,7 @@
|
|||
import { _decorator, Component, director, instantiate, Node, Prefab, resources, Scene } from 'cc';
|
||||
import { _decorator, Component, director } from 'cc';
|
||||
import { GlobalAudio } from '../../GlobalScript/GlobalAudio/GlobalAudio';
|
||||
import { ImagePack } from '../../GlobalScript/ImagePack/ImagePack';
|
||||
import { GameScript } from '../../GlobalScript/GameScript/GameScript';
|
||||
import { UIRoot } from '../../Script/UIRoot';
|
||||
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
|
|
|||
|
|
@ -22,7 +22,9 @@
|
|||
],
|
||||
"_active": true,
|
||||
"_components": [],
|
||||
"_prefab": null,
|
||||
"_prefab": {
|
||||
"__id__": 19
|
||||
},
|
||||
"_lpos": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
|
|
@ -52,7 +54,7 @@
|
|||
},
|
||||
"autoReleaseAssets": false,
|
||||
"_globals": {
|
||||
"__id__": 25
|
||||
"__id__": 20
|
||||
},
|
||||
"_id": "efb7fd68-0786-4a0e-8e5d-46841ad6023c"
|
||||
},
|
||||
|
|
@ -76,27 +78,21 @@
|
|||
},
|
||||
{
|
||||
"__id__": 11
|
||||
},
|
||||
{
|
||||
"__id__": 15
|
||||
},
|
||||
{
|
||||
"__id__": 18
|
||||
}
|
||||
],
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|
||||
"fog": {
|
||||
"__id__": 24
|
||||
"__id__": 21
|
||||
},
|
||||
"octree": {
|
||||
"__id__": 25
|
||||
"__id__": 22
|
||||
},
|
||||
"skin": {
|
||||
"__id__": 26
|
||||
"__id__": 23
|
||||
},
|
||||
"lightProbeInfo": {
|
||||
"__id__": 27
|
||||
"__id__": 24
|
||||
},
|
||||
"postSettings": {
|
||||
"__id__": 28
|
||||
"__id__": 25
|
||||
},
|
||||
"bakedWithStationaryMainLight": false,
|
||||
"bakedWithHighpLightmap": false
|
||||
|
|
|
|||
|
|
@ -5,5 +5,6 @@
|
|||
"width": 1067,
|
||||
"height": 600
|
||||
}
|
||||
}
|
||||
},
|
||||
"custom_joint_texture_layouts": []
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue