Browse Source

修改和删除部分资源

lanyunfei 1 day ago
parent
commit
70f1c2569b
100 changed files with 2498 additions and 47682 deletions
  1. 0 13
      assets/animation/GameResultUI.meta
  2. 0 43
      assets/animation/GameResultUI/lose.anim
  3. 0 6
      assets/animation/GameResultUI/lose.anim.meta
  4. 0 483
      assets/animation/GameResultUI/win.anim
  5. 0 6
      assets/animation/GameResultUI/win.anim.meta
  6. 0 13
      assets/animation/MainUI.meta
  7. 0 13
      assets/animation/MainUI/MainQuest.meta
  8. BIN
      assets/animation/MainUI/MainQuest/bandicam_1.png
  9. 0 38
      assets/animation/MainUI/MainQuest/bandicam_1.png.meta
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      assets/animation/MainUI/MainQuest/bandicam_10.png
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      assets/animation/MainUI/MainQuest/bandicam_10.png.meta
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      assets/animation/MainUI/MainQuest/bandicam_11.png
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      assets/animation/MainUI/MainQuest/bandicam_11.png.meta
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      assets/animation/MainUI/MainQuest/bandicam_2.png
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      assets/animation/MainUI/MainQuest/bandicam_2.png.meta
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      assets/animation/MainUI/MainQuest/bandicam_3.png
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      assets/animation/MainUI/MainQuest/bandicam_3.png.meta
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      assets/animation/MainUI/MainQuest/bandicam_4.png
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      assets/animation/MainUI/MainQuest/bandicam_4.png.meta
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      assets/animation/MainUI/MainQuest/bandicam_5.png
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      assets/animation/MainUI/MainQuest/bandicam_5.png.meta
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      assets/animation/MainUI/MainQuest/bandicam_6.png
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      assets/animation/MainUI/MainQuest/bandicam_6.png.meta
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      assets/animation/MainUI/MainQuest/bandicam_7.png
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      assets/animation/MainUI/MainQuest/bandicam_7.png.meta
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      assets/animation/MainUI/MainQuest/bandicam_8.png
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      assets/animation/MainUI/MainQuest/bandicam_8.png.meta
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      assets/animation/MainUI/MainQuest/bandicam_9.png
  29. 0 38
      assets/animation/MainUI/MainQuest/bandicam_9.png.meta
  30. 0 85
      assets/animation/MainUI/MainQuest/notifyLight.anim
  31. 0 6
      assets/animation/MainUI/MainQuest/notifyLight.anim.meta
  32. 6 18
      assets/game/prefab/fight/role.prefab
  33. 4 8
      assets/game/prefab/fight/roleTip/buffTip.prefab
  34. 1 1
      assets/game/prefab/fight/roleTip/critTip.prefab
  35. 1 1
      assets/game/prefab/fight/roleTip/damageTip.prefab
  36. 434 0
      assets/game/prefab/zuma/zumabuff.prefab
  37. 1 1
      assets/prefab/TaskUI.prefab.meta
  38. 669 2333
      assets/prefab/GameResultUI.prefab
  39. 1 3
      assets/prefab/GameSpeedUI.prefab
  40. 0 11408
      assets/prefab/GameUI.prefab
  41. 0 9
      assets/prefab/GameUI.prefab.meta
  42. 16 48
      assets/prefab/LoginUI.prefab
  43. 1 1
      assets/prefab/ModOpenUI.prefab
  44. 7 21
      assets/prefab/RankListUI.prefab
  45. 1 3
      assets/prefab/ServerUI.prefab
  46. 0 12814
      assets/prefab/TaskUI.prefab
  47. 0 17482
      assets/prefab/UserGuideUI.prefab
  48. 0 9
      assets/prefab/UserGuideUI.prefab.meta
  49. 6 16
      assets/prefab/UserInfoUI.prefab
  50. 1219 1309
      assets/prefab/ZumaUI.prefab
  51. 2 2
      assets/prefab/items/card.prefab
  52. 1 1
      assets/prefab/public/MessageUI.prefab
  53. 1 16
      assets/script/ECS/systems/SysCocosView.ts
  54. 11 13
      assets/script/cell/SkillOptCell.ts
  55. 1 1
      assets/script/enums/Enum.ts
  56. 1 0
      assets/script/mgrs/GlobalManager.ts
  57. 16 17
      assets/script/ui/GameResultUI.ts
  58. 0 412
      assets/script/ui/TaskUI.ts
  59. 0 10
      assets/script/ui/TaskUI.ts.meta
  60. 40 9
      assets/script/ui/ZumaUI.ts
  61. 7 45
      assets/script/zuma/FightCore.ts
  62. 31 11
      assets/script/zuma/ZumaCore.ts
  63. 0 9
      assets/script/zuma/ZumaRole.ts
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      assets/texture/GameResultUI/defeat_display_1.png
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      assets/texture/GameResultUI/defeat_display_2.png
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      assets/texture/GameResultUI/defeat_display_2.png.meta
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      assets/texture/GameResultUI/defeat_display_3.png.meta
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      assets/texture/GameResultUI/defeat_display_4.png
  70. 0 38
      assets/texture/GameResultUI/defeat_display_4.png.meta
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      assets/texture/GameResultUI/display_defeat.png
  72. 10 10
      assets/texture/GameUI/arrow_up.png.meta
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      assets/texture/GameResultUI/display_victory.png
  74. 10 10
      assets/texture/GameResultUI/defeat_display_1.png.meta
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      assets/texture/GameResultUI/victory_display_1.png
  76. 0 38
      assets/texture/GameResultUI/victory_display_1.png.meta
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      assets/texture/GameResultUI/victory_display_2.png
  78. 0 38
      assets/texture/GameResultUI/victory_display_2.png.meta
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      assets/texture/GameResultUI/victory_display_3.png
  80. 0 38
      assets/texture/GameResultUI/victory_display_3.png.meta
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      assets/texture/GameResultUI/victory_display_4.png
  82. 0 38
      assets/texture/GameResultUI/victory_display_4.png.meta
  83. 0 13
      assets/texture/GameUI.meta
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      assets/texture/GameUI/arrow_down.png
  85. 0 38
      assets/texture/GameUI/arrow_down.png.meta
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      assets/texture/GameUI/arrow_up.png
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      assets/texture/GameUI/battle_bottom_1.png
  88. 0 38
      assets/texture/GameUI/battle_bottom_1.png.meta
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      assets/texture/GameUI/battle_bottom_2.png
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      assets/texture/GameUI/battle_bottom_2.png.meta
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      assets/texture/GameUI/battle_bottom_3.png
  92. 0 38
      assets/texture/GameUI/battle_bottom_3.png.meta
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      assets/texture/GameUI/battle_profile_1.png
  94. 0 38
      assets/texture/GameUI/battle_profile_1.png.meta
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      assets/texture/GameUI/battle_profile_2.png
  96. 0 38
      assets/texture/GameUI/battle_profile_2.png.meta
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      assets/texture/GameUI/blood_box.png
  98. 0 38
      assets/texture/GameUI/blood_box.png.meta
  99. BIN
      assets/texture/GameUI/boss_blood_1.png
  100. 0 0
      assets/texture/GameUI/boss_blood_1.png.meta

+ 0 - 13
assets/animation/GameResultUI.meta

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+ 0 - 43
assets/animation/GameResultUI/lose.anim

@@ -1,43 +0,0 @@
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assets/animation/GameResultUI/lose.anim.meta

@@ -1,6 +0,0 @@
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+ 0 - 483
assets/animation/GameResultUI/win.anim

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+ 0 - 13
assets/animation/MainUI.meta

@@ -1,13 +0,0 @@
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+ 0 - 13
assets/animation/MainUI/MainQuest.meta

@@ -1,13 +0,0 @@
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BIN
assets/animation/MainUI/MainQuest/bandicam_1.png


+ 0 - 38
assets/animation/MainUI/MainQuest/bandicam_1.png.meta

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assets/animation/MainUI/MainQuest/bandicam_10.png


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assets/prefab/TaskUI.prefab.meta

@@ -1,6 +1,6 @@
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File diff suppressed because it is too large
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assets/prefab/GameResultUI.prefab


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assets/prefab/GameSpeedUI.prefab

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File diff suppressed because it is too large
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assets/prefab/GameUI.prefab


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assets/prefab/GameUI.prefab.meta

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assets/prefab/LoginUI.prefab

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+ 1 - 1
assets/prefab/ModOpenUI.prefab

@@ -1668,7 +1668,7 @@
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+ 7 - 21
assets/prefab/RankListUI.prefab

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+ 1 - 3
assets/prefab/ServerUI.prefab

@@ -2039,9 +2039,7 @@
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File diff suppressed because it is too large
+ 0 - 12814
assets/prefab/TaskUI.prefab


File diff suppressed because it is too large
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assets/prefab/UserGuideUI.prefab


+ 0 - 9
assets/prefab/UserGuideUI.prefab.meta

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+ 6 - 16
assets/prefab/UserInfoUI.prefab

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@@ -6475,7 +6465,7 @@
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File diff suppressed because it is too large
+ 1219 - 1309
assets/prefab/ZumaUI.prefab


+ 2 - 2
assets/prefab/items/card.prefab

@@ -214,8 +214,8 @@
     },
     "_contentSize": {
       "__type__": "cc.Size",
-      "width": 150,
-      "height": 150
+      "width": 166,
+      "height": 166
     },
     "_anchorPoint": {
       "__type__": "cc.Vec2",

+ 1 - 1
assets/prefab/public/MessageUI.prefab

@@ -1223,7 +1223,7 @@
     },
     "_enabled": true,
     "_englishCase": 1,
-    "i18n_string": "t52",
+    "i18n_string": "t6",
     "i18n_params": [],
     "_addColon": false,
     "_id": ""

+ 1 - 16
assets/script/ECS/systems/SysCocosView.ts

@@ -51,22 +51,7 @@ const FILTER_NODE_EVENT = GenFilterKey([ComCocosNode, ComTransform])
 export class SysCocosView extends ECSSystem implements ITouchProcessor {
     bulletCD: number = 0
 
-    onTouchStart(worldPos: cc.Vec2, world: FightWorld): void {
-        if (this.bulletCD > 0) return
-        let curPos = ccUtils.convertWorldPosToNode(world.fightCore.node, worldPos)
-        if (
-            curPos.x < Data.game.fightAreaMinX ||
-            curPos.x < Data.game.fightAreaMinX ||
-            curPos.y > Data.game.fightAreaMaxY ||
-            curPos.y < Data.game.fightAreaMinY
-        )
-            return
-        let entity = world.createBaseBulletEntity(curPos)
-        if (entity) {
-            world.fightCore.showClickAni(cc.v3(curPos))
-            this.bulletCD = 0.5
-        }
-    }
+    onTouchStart(worldPos: cc.Vec2, world: FightWorld): void {}
 
     onTouchMove(worldPos: cc.Vec2, world: FightWorld): void {}
 

+ 11 - 13
assets/script/cell/SkillOptCell.ts

@@ -1,8 +1,8 @@
 /** @format */
 import FightCore from '../zuma/FightCore'
-import {CardSkillConfig, ICardSkillConfig} from '../config/CardSkillConfig'
 import {Data} from '../GameControl'
 import {ICard} from '../interface/GlobalInterface'
+import {IZumabuffConfig, ZumabuffConfig} from '../config/ZumabuffConfig'
 
 const {ccclass, property} = cc._decorator
 
@@ -14,7 +14,7 @@ export class SkillOptCell extends cc.Component {
     countDown: number = 0
     showTime: boolean = false //是否显示文字
     isStop: boolean = true //是否停止
-    iCard: ICard
+    zumabuffCfg: IZumabuffConfig
     fightCore: FightCore
 
     onLoad() {
@@ -31,7 +31,7 @@ export class SkillOptCell extends cc.Component {
             if (this.countDown <= 0) {
                 this.countDown = 0
                 this.isStop = true
-                if (this.iCard) {
+                if (this.zumabuffCfg) {
                 }
             }
             this.mask.fillRange = this.time > 0 ? this.countDown / this.time : 0 //恢复技能
@@ -39,10 +39,10 @@ export class SkillOptCell extends cc.Component {
         }
     }
 
-    init(iCard: ICard, fightCore: FightCore) {
+    init(buffID: number, fightCore: FightCore) {
         this.fightCore = fightCore
-        this.iCard = iCard
-        this.time = this.iCard.cfg.startCD
+        this.zumabuffCfg = ZumabuffConfig[buffID]
+        this.time = 0
         this.countDown = this.time
         this.mask.fillRange = 0
         this.isStop = true
@@ -50,25 +50,23 @@ export class SkillOptCell extends cc.Component {
     }
 
     startCD() {
-        this.time = this.iCard.cfg.skillCDs[0]
         this.countDown = this.time
         this.isStop = false
         this.resetNode()
     }
 
     onTouchStart(e: cc.Event.EventTouch): void {
-        if (!this.iCard) return
-        this.fightCore.skillOptShow(this)
-        cc.find('popChoose', this.node).active = true
+        if (!this.zumabuffCfg) return
+        //cc.find('popChoose', this.node).active = true
     }
 
     resetNode() {
         this.node.stopAllActions()
-        cc.find('light', this.node).active = false
-        cc.find('popChoose', this.node).active = false
+        //cc.find('light', this.node).active = false
+        //cc.find('popChoose', this.node).active = false
     }
 
     showCreateAni() {
-        cc.find('light', this.node).active = true
+        //cc.find('light', this.node).active = true
     }
 }

+ 1 - 1
assets/script/enums/Enum.ts

@@ -511,7 +511,7 @@ export enum LANGUAGE_TYPE {
     needBreakTip = 't44', //需要#0个<color=#1>#2</c>
     remain = 't406', //剩余时间\n
     all = 't62', //全部
-    confirm = 't52', //确定
+    confirm = 't6', //确定
     unlockLastTalent = 't76', //请解锁前置天赋
     lvUnlock = 't23', //等级#0解锁
     levelStage = 't416', //等级#0(关卡)#1

+ 1 - 0
assets/script/mgrs/GlobalManager.ts

@@ -40,6 +40,7 @@ import UserGuide from '../userguide/UserGuide'
 import value = cc.js.value
 import {CastleSkillConfig} from '../config/CastleSkillConfig'
 import {MonsterManualConfig} from '../config/MonsterManualConfig'
+import {IZumaConfig} from '../config/ZumaConfig'
 
 export class GlobalManager {
     userGuideCom: UserGuide

+ 16 - 17
assets/script/ui/GameResultUI.ts

@@ -45,26 +45,25 @@ export class GameResultUI extends BaseUI {
         Mgr.audio.playSFX(isWin ? SOUND.win : SOUND.lose)
         this.victory.active = isWin
         this.lose.active = !isWin
-        ccUtils.playAni(isWin ? 'win' : 'lose', 0, isWin ? this.victory : this.lose)
-        this.btnStrongNode.active = !isWin
+        //this.btnStrongNode.active = !isWin
         this.rewards = args.rewardsNty ? Mgr.goods.getGoodsListByRewardNty(args.rewardsNty) : []
         this.goodsList.numItems = this.rewards.length
         this.rewardsNode.active = this.rewards.length > 0
-        this.timeNode.active = !this.rewardsNode.active
-        ccUtils.setLabel(
-            Mgr.i18n.getTimeLabel(Data.main.serverTime - args.startTime, LANGUAGE_TYPE.m, LANGUAGE_TYPE.s),
-            this.timeNode,
-            'time',
-        )
-        this.btnDouble.active = GAME_TYPE.normal == Data.game.gameType && isWin
-        let doubleOpen = Mgr.global.checkModOpen(MOD.doubleADGameReward)
-        cc.find('adTip', this.node).active = this.btnDouble.active && doubleOpen
-        cc.find('lock', this.btnDouble).active = !doubleOpen
-        ccUtils.setAllGray(!doubleOpen, this.btnDouble)
-        if (!doubleOpen) {
-            ccUtils.setLabel(Mgr.global.getModLockTip(MOD.doubleADGameReward), this.btnDouble, 'lock/lb_notGray')
-        }
-        cc.find('guide', this.node).active = Mgr.global.tryShowUserGuide(['2013_1'])
+        // this.timeNode.active = !this.rewardsNode.active
+        // ccUtils.setLabel(
+        //     Mgr.i18n.getTimeLabel(Data.main.serverTime - args.startTime, LANGUAGE_TYPE.m, LANGUAGE_TYPE.s),
+        //     this.timeNode,
+        //     'time',
+        // )
+        // this.btnDouble.active = GAME_TYPE.normal == Data.game.gameType && isWin
+        // let doubleOpen = Mgr.global.checkModOpen(MOD.doubleADGameReward)
+        // cc.find('adTip', this.node).active = this.btnDouble.active && doubleOpen
+        // cc.find('lock', this.btnDouble).active = !doubleOpen
+        // ccUtils.setAllGray(!doubleOpen, this.btnDouble)
+        // if (!doubleOpen) {
+        //     ccUtils.setLabel(Mgr.global.getModLockTip(MOD.doubleADGameReward), this.btnDouble, 'lock/lb_notGray')
+        // }
+        // cc.find('guide', this.node).active = Mgr.global.tryShowUserGuide(['2013_1'])
     }
 
     onHide(): any {

+ 0 - 412
assets/script/ui/TaskUI.ts

@@ -1,412 +0,0 @@
-/** @format */
-import {UI} from '../enums/UI'
-import {BaseUI} from './BaseUI'
-import {Data, Mgr} from '../GameControl'
-import {ccUtils} from '../utils/ccUtils'
-import {label, list, node, observer, render} from '../mobx/observer'
-import {msgCmd} from '../proto/msg_cmd'
-import {ITaskConfig, TaskConfig} from '../config/TaskConfig'
-import {CONDITION_FUNC, GOODS, LANGUAGE_TYPE, STATE, TASK_TYPE} from '../enums/Enum'
-import {i18nLabel} from '../uiutils/i18nLabel'
-import List from '../uiutils/List'
-import {questActiveAwardRsp, questGetDataRsp} from '../proto/game'
-import {idNum, quest} from '../proto/typedef'
-import {ActiverewardConfig, IActiverewardConfig} from '../config/ActiverewardConfig'
-import {EliteInfoConfig} from '../config/EliteInfoConfig'
-import {StageInfoConfig} from '../config/StageInfoConfig'
-import {FunctionsConfig} from '../config/FunctionsConfig'
-import {IRewardNty} from '../interface/UIInterface'
-
-const {ccclass, property} = cc._decorator
-
-interface task {
-    taskCfg: ITaskConfig
-    quest: quest
-    reward: idNum[]
-}
-
-interface taskList {
-    type: number //类型
-    level: number //等级
-    award: number //领取奖励 0/20/40/60/80/100
-    activationNum: number
-    tasks: task[]
-}
-
-enum Touch_UI {
-    adventureMainUI = 23,
-    adventureEliteUI,
-    challengeUI,
-}
-
-@ccclass
-@observer
-export class TaskUI extends BaseUI {
-    //任务奖励节点列表
-    rewards: cc.Node[]
-    @list('task_list')
-    taskPageList: List
-    @list('achievement_list')
-    achievementList: List
-
-    //宝箱
-    @node('activation/activation_progress/chest_box')
-    chestBox: cc.Node
-    //包含活跃值、宝箱和进度条的总类节点
-    @node('activation')
-    activationNode: cc.Node
-    @node('task_list')
-    tasklistNode: cc.Node
-    @node('achievement_list')
-    achievementListNode: cc.Node
-    @node('taskType_list')
-    typeNode: cc.Node
-    bubble_box: cc.Node
-    bubble_arrow: cc.Node
-    //所有任务列表
-    taskAllData: Map<TASK_TYPE, taskList> = new Map()
-
-    hasActiveReward: boolean = false
-    checkBubbleShow: boolean = false
-    activeRewardsData: IActiverewardConfig[] = [] //活跃度奖励数据
-    selTaskType: TASK_TYPE = TASK_TYPE.daily
-    selTaskItemIndex: number = 0
-    selRewardIdNum: idNum[]
-    isTaskRewards: boolean = true
-    activeRewardsNum: number = 2
-    activeDailyIndex: number = 0
-    activeWeekIndex: number = 0
-    chestActivationData: number[] = [20, 40, 60, 80, 100]
-
-    onShow(args, fromUI?: number) {
-        cc.find('trans', this.node).on(cc.Node.EventType.TOUCH_END, this.cancelBubbleBox, this)
-        cc.find('trans', this.node)['_touchListener'].swallowTouches = false
-        Mgr.net.add(msgCmd.cmd_quest_get_data_rsp, this, this.onQuestRsp)
-        //从右到左显示货币
-        Mgr.ui.show(UI.CurrencyUI, [GOODS.coin, GOODS.diamond, GOODS.fatigue])
-        //活跃宝箱获取奖励
-        Mgr.net.add(msgCmd.cmd_quest_active_award_rsp, this, this.getRewardRsp)
-        //任务获取奖励
-        Mgr.net.add(msgCmd.cmd_quest_get_award_rsp, this, this.getRewardRsp)
-        Mgr.net.send(msgCmd.cmd_quest_get_data)
-        //强制初始化
-        this.selTaskType = TASK_TYPE.daily
-        this.typeNode.children[0].getComponent(cc.Toggle).isChecked = true
-    }
-
-    onHide(): any {
-        Mgr.event.removeAll(this)
-    }
-
-    //分拣任务类型 daily:日常 weekly:周常 achievement:成就
-    classifyTasks(task: taskList, level: number, award: number, quests: quest[]) {
-        task.level = level
-        task.award = award
-        for (let i = 0; i < quests.length; i++) {
-            task.tasks.push({
-                quest: quests[i],
-                taskCfg: TaskConfig[quests[i].id],
-                reward: Mgr.goods.getIdNumByCfgArr(TaskConfig[quests[i].id].reward),
-            })
-        }
-        return task
-    }
-
-    //初始化任务列表数据
-    initTaskAllListData(data: questGetDataRsp) {
-        for (let i = TASK_TYPE.daily; i <= TASK_TYPE.achievement; i++) {
-            let taskList: taskList = {
-                    type: 0,
-                    award: 0,
-                    level: 0,
-                    activationNum: 0,
-                    tasks: [],
-                },
-                activationNum = 0
-            taskList.type = i
-            switch (taskList.type) {
-                case TASK_TYPE.daily:
-                    taskList = this.classifyTasks(taskList, data.dlv, data.daward, data.daily)
-                    activationNum = Data.user.goods.get(GOODS.activation)
-                    taskList.activationNum = activationNum == undefined ? 0 : activationNum
-                    break
-                case TASK_TYPE.weekly:
-                    taskList = this.classifyTasks(taskList, data.wlv, data.waward, data.weekly)
-                    activationNum = Data.user.goods.get(GOODS.weeklyIntegral)
-                    taskList.activationNum = activationNum == undefined ? 0 : activationNum
-                    break
-                case TASK_TYPE.achievement:
-                    taskList = this.classifyTasks(taskList, 0, 0, data.achievement)
-                    break
-            }
-            this.taskAllData.set(i, taskList)
-            //排列任务顺序 id升序 可领取任务置前,已领取任务置后
-
-            let list = this.taskAllData.get(i)
-            let readyTasks: task[] = list.tasks.filter(task => task.quest.state === STATE.ready)
-            let completedTasks: task[] = list.tasks.filter(task => task.quest.state === STATE.done)
-
-            list.tasks = list.tasks.filter(task => task.quest.state !== STATE.ready && task.quest.state !== STATE.done)
-            list.tasks.sort((a, b) => a.quest.id - b.quest.id)
-
-            readyTasks.sort((a, b) => a.quest.id - b.quest.id)
-            completedTasks.sort((a, b) => a.quest.id - b.quest.id)
-
-            readyTasks.forEach(task => list.tasks.unshift(task))
-            completedTasks.forEach(task => list.tasks.push(task))
-        }
-    }
-
-    initUi() {
-        this.handleGetAwardRemainTime()
-        //初始化宝箱
-        this.initChestBox()
-        //根据任务日常/周常初始化全部活跃奖励
-        this.activeRewardsData = []
-        let list = this.selTaskType == TASK_TYPE.achievement ? this.achievementList : this.taskPageList,
-            level = this.taskAllData.get(this.selTaskType).level
-        for (let item in ActiverewardConfig) {
-            if (ActiverewardConfig[item].type == this.selTaskType) {
-                if (level >= ActiverewardConfig[item].interval[0] && level <= ActiverewardConfig[item].interval[1]) {
-                    this.activeRewardsData.push(ActiverewardConfig[item])
-                }
-            }
-        }
-
-        //查看左侧页签红点状态
-        for (let type = TASK_TYPE.daily; type <= TASK_TYPE.achievement; type++) {
-            //查看是否有可领取任务
-            let node = this.typeNode.children[type - 1],
-                tasks = this.taskAllData.get(type).tasks,
-                checkGet = tasks.some(task => task.quest.state == STATE.ready)
-            //对已领取的宝箱置灰
-            //红点显示:
-            //成就页面有可领取任务,其他需同时满足任务领取&宝箱领取
-            if (type == TASK_TYPE.achievement) {
-                cc.find('red_dots', node).active = checkGet
-            } else {
-                //是否存在可领取活跃奖励
-                let curActiveIndex = type == TASK_TYPE.daily ? this.activeDailyIndex : this.activeWeekIndex
-                let hasActiveReward =
-                    Math.floor(this.taskAllData.get(type).activationNum / 20) - 1 >= curActiveIndex &&
-                    curActiveIndex < this.chestActivationData.length
-                cc.find('red_dots', node).active = checkGet || hasActiveReward
-                if (type == this.selTaskType) this.hasActiveReward = hasActiveReward
-            }
-        }
-        //默认跳转至列表第一个位置
-        list.scrollTo(0)
-        list.numItems = this.taskAllData.get(this.selTaskType).tasks.length
-        if (this.selTaskType != TASK_TYPE.achievement) {
-            let node = cc.find('activation_progress/progress_bottom', this.activationNode)
-            //周常 周积分 110004 日常 活跃度 110003
-            //初始化进度条
-            let progress = this.taskAllData.get(this.selTaskType).activationNum
-            //初始化活跃值
-            let activateBox = cc.find('activate_box', this.activationNode)
-            ccUtils.setLabel(progress.toString(), activateBox, 'num')
-            ccUtils.initProgressBar(node, progress, 100)
-        }
-        //根据activation节点可见日常、周常、成就列表
-        this.activationNode.active = !(this.selTaskType == TASK_TYPE.achievement)
-        this.tasklistNode.active = !(this.selTaskType == TASK_TYPE.achievement)
-        this.achievementListNode.active = this.selTaskType == TASK_TYPE.achievement
-    }
-
-    //初始化任务单例奖励列表
-    initRewards(parent: cc.Node) {
-        let children = parent.children,
-            idNum: idNum[] = []
-        for (let i = 0; i < children.length; i++) {
-            let data: idNum = null
-            //任务列表奖励初始化
-            if (this.isTaskRewards) {
-                data = this.taskAllData.get(this.selTaskType).tasks[this.selTaskItemIndex].reward[i]
-                cc.find('select_1', children[i]).active =
-                    this.taskAllData.get(this.selTaskType).tasks[this.selTaskItemIndex].quest.state == STATE.done
-            } else {
-                //宝箱bubble奖励初始化
-                data = this.selRewardIdNum[i]
-            }
-            idNum.push({id: data.id, num: data.num})
-        }
-        Mgr.goods.initGoods(
-            idNum,
-            children.map(goodsParent => cc.find('goods', goodsParent)),
-            this,
-        )
-    }
-
-    //初始化活跃宝箱
-    initChestBox() {
-        let item = cc.find('chest_item', this.chestBox)
-        ccUtils.instantChildren(item, this.chestActivationData.length, this.chestBox)
-        for (let i = 0; i < this.chestActivationData.length; i++) {
-            let node = this.chestBox.children[i]
-            node['index'] = i
-            let activation = this.taskAllData.get(this.selTaskType).activationNum
-            let icon = cc.find('chest_icon', node)
-            let hasReward = cc.find('hasReward', node)
-            let canGet = Math.floor(activation / 20) - 1 >= i
-            ccUtils.setLabel(this.chestActivationData[i].toString(), node, 'label')
-            //对已领取的宝箱置灰
-            let hasGet: boolean = this.chestActivationData[i] <= this.taskAllData.get(this.selTaskType).award
-            ccUtils.setSpriteGray(hasGet, icon)
-            cc.find('active', node).active = canGet
-            hasReward.active = canGet && !hasGet
-            icon.active = !hasReward.active
-        }
-        let getCurActive = (type: TASK_TYPE) => {
-            let curActive: number = 0
-            for (let i = 0; i < this.chestActivationData.length; i++) {
-                let activeChest: boolean = this.chestActivationData[i] <= this.taskAllData.get(type).award
-                if (activeChest) curActive = i + 1
-            }
-            return curActive
-        }
-        this.activeDailyIndex = getCurActive(TASK_TYPE.daily)
-        this.activeWeekIndex = getCurActive(TASK_TYPE.weekly)
-    }
-
-    //初始化任务列表
-    initTaskItem(node: cc.Node, index: number) {
-        //任务在任务列表中的下标
-        this.selTaskItemIndex = index
-        let data = this.taskAllData.get(this.selTaskType).tasks[index]
-        //生成任务描述
-        let label = cc.find('task_decs', node).getComponent(i18nLabel)
-        ccUtils.setLabel(data.taskCfg.des, node, 'task_decs')
-        //label 参数 #0/#1
-        //单独为成就写入param
-        if (this.selTaskType == TASK_TYPE.achievement) {
-            let param = data.taskCfg.parameter,
-                cfg = null
-            switch (data.taskCfg.touch) {
-                case Touch_UI.adventureMainUI:
-                    cfg = StageInfoConfig[param]
-                    label.init(data.taskCfg.des, [`${Mgr.i18n.getLabel(cfg.name, [])}-${cfg.des}`])
-                    break
-                case Touch_UI.adventureEliteUI:
-                    cfg = EliteInfoConfig[param]
-                    label.init(data.taskCfg.des, [`${Mgr.i18n.getLabel(cfg.name, [])}-${cfg.ID % 10}`])
-                    break
-                default:
-                    label.init(data.taskCfg.des, [data.taskCfg.parameter.toString()])
-                    break
-            }
-        }
-        //生成奖励列表
-        this.isTaskRewards = true
-        let rewardItem = cc.find('rewards/reward_item', node)
-        ccUtils.instantChildren(rewardItem, data.reward.length, rewardItem.parent)
-        this.initRewards(rewardItem.parent)
-        //获取完成进度
-        //mark -1需要记录 -0不需要记录
-        let progressNode = cc.find('progress_bottom', node)
-        let progress =
-            data.taskCfg.mark == 0 ? (data.quest.state == STATE.undo ? STATE.undo : STATE.ready) : data.quest.progress
-        let needSum = data.taskCfg.mark == 0 ? 1 : data.taskCfg.parameter
-        ccUtils.initProgressBar(progressNode, progress, needSum, 'progress_label')
-        //初始化跳转按钮
-        let state = data.quest.state
-        let go_btn = cc.find('go_btn', node),
-            clain_btn = cc.find('clain_btn', node),
-            com_label = cc.find('com_label', node)
-        go_btn.active = state == STATE.undo
-        clain_btn.active = state == STATE.ready
-        com_label.active = state == STATE.done
-        if (go_btn.active || clain_btn.active) {
-            if (state == STATE.ready) {
-                clain_btn['id'] = data.taskCfg.ID
-            } else {
-                go_btn['jump'] = data.taskCfg.jump
-            }
-        }
-        //针对不同完成状态显示高亮与普通任务背景
-        cc.find('complete', node).active = state == STATE.ready
-        //对已领取奖励任务进行node置灰
-        cc.find('gray', node).active = state == STATE.done
-    }
-
-    //网络事件=======================================
-    onQuestRsp(data: questGetDataRsp) {
-        this.initTaskAllListData(data)
-        this.initUi()
-    }
-
-    getRewardRsp(data: questActiveAwardRsp, reward: IRewardNty) {
-        Mgr.ui.showReward(reward)
-        Mgr.net.send(msgCmd.cmd_quest_get_data)
-    }
-
-    //触发事件=======================================
-    @render
-    //处理任务领取剩余时间
-    handleGetAwardRemainTime() {
-        let time = Data.main.serverTime,
-            lb = cc.find('remain_time/layout/info', this.activationNode),
-            endOfDay = this.selTaskType == TASK_TYPE.weekly ? Date.getWeekTime(time, 0) : Date.getDayTime(time),
-            remain = Math.floor(endOfDay - time) < 60 ? 60 : Math.floor(endOfDay - time)
-        if (remain == 0) {
-            Mgr.net.send(msgCmd.cmd_quest_get_data)
-        } else {
-            ccUtils.setLabel(`${Mgr.i18n.getTimeLabel(remain)}`, lb)
-        }
-    }
-
-    // 点击事件=======================================
-    onTypeClick(event, data) {
-        if (this.selTaskType == parseInt(data)) {
-            return
-        }
-        this.selTaskType = parseInt(data)
-        this.initUi()
-    }
-
-    onClainClick(event) {
-        Mgr.net.send(msgCmd.cmd_quest_get_award, {id: event.target.id})
-    }
-
-    onGoClick(event) {
-        Mgr.global.tryJumpMod(event.target['jump'])
-    }
-
-    //活跃宝箱点击事件
-    //按钮可交互时 存在两种状态
-    //1. 存在可领取奖励 点击一次性领取全部奖励,并刷新页面
-    //2. 无领取奖励 点击宝箱上方显示奖励气泡(气泡默认隐藏)
-    onChestClick(event) {
-        let parent = event.currentTarget.parent,
-            index = parent['index']
-        if (this.hasActiveReward) {
-            Mgr.net.send(msgCmd.cmd_quest_active_award, {type: this.selTaskType})
-        } else {
-            this.checkBubbleShow = !this.checkBubbleShow
-            if (this.bubble_box == null) {
-                this.bubble_box = cc.find('bubble_box', parent)
-                this.bubble_arrow = cc.find('arrow', parent)
-            }
-            this.bubble_box.active = this.checkBubbleShow
-            this.bubble_arrow.active = this.checkBubbleShow
-            this.isTaskRewards = false
-            if (this.bubble_box.active) {
-                this.selRewardIdNum = Mgr.goods.getIdNumByCfgArr(this.activeRewardsData[index].reward)
-                let rewardItem = cc.find('reward_item', this.bubble_box)
-                ccUtils.instantChildren(rewardItem, this.selRewardIdNum.length, this.bubble_box)
-                this.initRewards(this.bubble_box)
-            }
-            if (!this.checkBubbleShow) {
-                this.bubble_box = null
-            }
-        }
-    }
-
-    cancelBubbleBox() {
-        if (this.bubble_box != null) {
-            this.bubble_box.active = false
-            this.bubble_arrow.active = false
-            this.checkBubbleShow = false
-            this.bubble_box = null
-        }
-    }
-}

+ 0 - 10
assets/script/ui/TaskUI.ts.meta

@@ -1,10 +0,0 @@
-{
-  "ver": "1.1.0",
-  "uuid": "e06685ef-a1bf-45b8-8ec5-57e9c16081d5",
-  "importer": "typescript",
-  "isPlugin": false,
-  "loadPluginInWeb": true,
-  "loadPluginInNative": true,
-  "loadPluginInEditor": false,
-  "subMetas": {}
-}

+ 40 - 9
assets/script/ui/ZumaUI.ts

@@ -6,17 +6,23 @@ import {observer, render, node, label, editBox, list} from '../mobx/observer'
 import {msgCmd} from '../proto/msg_cmd'
 import {ZumaRole} from '../zuma/ZumaRole'
 import FightCore from '../zuma/FightCore'
-import {GAME_TYPE} from '../enums/Enum'
-import {adventureEnd} from '../proto/game'
+import {GAME_TYPE, PREFAB_TYPE} from '../enums/Enum'
+import {adventureEnd, adventureEndRsp} from '../proto/game'
 import {ccUtils} from '../utils/ccUtils'
 import {SkillOptCell} from '../cell/SkillOptCell'
 import ZumaCore from '../zuma/ZumaCore'
+import {IGameResult, IRewardNty, ItemUICfg} from '../interface/UIInterface'
+import {EliteInfoConfig} from '../config/EliteInfoConfig'
+import {IZumaConfig} from '../config/ZumaConfig'
+import {RoleQualityConfig} from '../config/RoleQualityConfig'
+import {IZumabuffConfig, ZumabuffConfig} from '../config/ZumabuffConfig'
 
 const {ccclass, property} = cc._decorator
 
 @ccclass
 @observer
 export class ZumaUI extends BaseUI {
+    private _curBalls: number = 0
     get curBalls(): number {
         return this._curBalls
     }
@@ -32,13 +38,14 @@ export class ZumaUI extends BaseUI {
     @node('fight')
     fightNode: cc.Node
     @node('pausePop')
-    private pausePop: cc.Node
+    pausePop: cc.Node
     zumaCore: ZumaCore
     fightCore: FightCore
     roundID: number
     activeBuff: number[] = []
-    private _curBalls: number = 0
     fightReadyTime: number = 2
+    endGameTime: number = 2
+    isWin: boolean
 
     onLoad() {
         this.zumaCore = this.zumaNode.getComponent(ZumaCore)
@@ -46,10 +53,10 @@ export class ZumaUI extends BaseUI {
     }
 
     onShow(args, fromUI: number) {
-        //Mgr.net.add(msgCmd.xxx, this, this.onXXXRsp)
+        Mgr.net.add(msgCmd.cmd_adventure_end_rsp, this, this.onStageEndRsp)
         Data.game.stageRound = 101
-        this.curBalls = 0
-        this.activeBuff.length = 0
+        this.curBalls = 100
+        //this.activeBuff.length = 0
         let zumaRole = cc.find('role', this.zumaNode).getComponent(ZumaRole)
         this.zumaCore.init(zumaRole, this)
         this.fightCore.init(this)
@@ -130,8 +137,9 @@ export class ZumaUI extends BaseUI {
     endGame(isWin) {
         if (this.fightCore.gameOver) return
         this.fightCore.gameOver = true
+        this.isWin = isWin
         if (this.fightCore.isTestScene) {
-            this.startFightRound()
+            this.onStageEndRsp({errno: 0}, null)
         }
         if (Data.game.gameType == GAME_TYPE.normal || Data.game.gameType == GAME_TYPE.elite) {
             let data = adventureEnd.create()
@@ -143,8 +151,31 @@ export class ZumaUI extends BaseUI {
         }
     }
 
+    showGameResult(result: IGameResult) {
+        this.scheduleOnce(() => {
+            Mgr.ui.show(UI.GameResultUI, result)
+        }, this.endGameTime)
+    }
+
+    initZumaBuffItem(buffID: number, node: cc.Node) {
+        let zumaBuffCfg = ZumabuffConfig[buffID]
+        ccUtils.setLabel(`lv.${zumaBuffCfg.ID % 100}`, node, 'lv')
+        this.loadNotRefTexImg(`Public/goodsQuality/item_frame${zumaBuffCfg.quality}`, node, 'item_frame')
+        this.loadNotRefTexImg(`Public/card/icon/${zumaBuffCfg.icon}`, node, 'icon')
+    }
+
     //网络事件=======================================
-    // onXXXRsp() {}
+    onStageEndRsp(data: adventureEndRsp, rewardsNty: IRewardNty) {
+        let result: IGameResult = {
+            isWin: this.isWin,
+            startTime: this.fightCore.startTime,
+            rewardsNty,
+        }
+        if (Data.game.gameType == GAME_TYPE.normal && this.isWin) {
+            Data.user.adventureId = Data.game.stageID + 1
+        }
+        this.showGameResult(result)
+    }
 
     //触发事件=======================================
     // @render

+ 7 - 45
assets/script/zuma/FightCore.ts

@@ -163,6 +163,7 @@ export default class FightCore extends cc.Component {
     public gameOver: boolean
     public isStop: boolean = false
     public isTestScene: boolean = false
+    public startTime: number
 
     private testClickNum: number = 0
     private curStage: number
@@ -178,8 +179,6 @@ export default class FightCore extends cc.Component {
     private curCardSkillCfg: ICardSkillConfig
     private curCard: ICard
     private curSkillOptCell: SkillOptCell
-    private isWin: boolean
-    private startTime: number
     private gameTime: number
     private roundOutType: RoundOutType = RoundOutType.time
     private roundOutTime: number = 0
@@ -191,7 +190,6 @@ export default class FightCore extends cc.Component {
     private createEnemyNum: number
     private extraEnemyCreateArr: boolean[]
     private rightAreaFriend: number[] = []
-    private endGameTime: number = 2
     private allRoundNum: number = 0
     private isScrollMap: Boolean = false
 
@@ -306,12 +304,6 @@ export default class FightCore extends cc.Component {
     onDestroy() {}
 
     //游戏逻辑=======================================
-    showGameResult(result: IGameResult) {
-        this.scheduleOnce(() => {
-            Mgr.ui.show(UI.GameResultUI, result)
-        }, this.endGameTime)
-    }
-
     resetGameWorld() {
         this._touchHandler.length = 0
         this.world.init()
@@ -386,7 +378,6 @@ export default class FightCore extends cc.Component {
                 }
             }
             Mgr.net.add(msgCmd.cmd_adventure_layer_rsp, this, this.onRoundStartRsp)
-            Mgr.net.add(msgCmd.cmd_adventure_end_rsp, this, this.onStageEndRsp)
         }
         this.initRoles()
         let roundCfg = this.getRoundCfg()
@@ -659,12 +650,10 @@ export default class FightCore extends cc.Component {
     }
 
     initSkillItem(node, index) {
-        let zumaBuffCfg = ZumabuffConfig[this.zumaUI.activeBuff[index]]
-        let card = Mgr.global.buildICard({id: 20101, lv: 1, sid: ''})
-        Mgr.global.initCardItem(card, cc.find('card', node), this.zumaUI)
+        let buffID = this.zumaUI.activeBuff[index]
+        this.zumaUI.initZumaBuffItem(buffID, cc.find('buff', node).children[0])
         let skillOptCell = node.getComponent(SkillOptCell)
-        skillOptCell.init(card, this)
-        ccUtils.setLabel(`lv.${zumaBuffCfg.ID % 100}`, node, 'lv')
+        skillOptCell.init(buffID, this)
     }
 
     initSkillArea() {
@@ -705,9 +694,8 @@ export default class FightCore extends cc.Component {
     }
 
     skillOptShow(skillOptCell: SkillOptCell) {
-        let iCard = skillOptCell.iCard
+        let iCard = skillOptCell.zumabuffCfg
         if (!this.skillPop.active) {
-            this.showSkillPop(iCard)
             this.curSkillOptCell = skillOptCell
         }
     }
@@ -921,7 +909,6 @@ export default class FightCore extends cc.Component {
         if (hpCellNum != this.teamHPS.children.length) {
             ccUtils.instantChildren(cc.find('hp', this.teamHPS), hpCellNum)
         }
-        console.log('剩余血量', this.teamNowHP, this.teamNowShieldHP)
         if (this.roundFight && this.teamNowHP <= 0 && this.teamNowShieldHP <= 0) {
             this.roundFight = false
             this.zumaUI.endFightRound(false)
@@ -968,10 +955,10 @@ export default class FightCore extends cc.Component {
                     } else {
                         let num = this.getDrop.get(idNum.id)
                         num += idNum.num
-                        this.dropPool.get(idNum.id).put(node)
                         ccUtils.setLabel(num.toString(), this.goods, 'lb')
                         this.getDrop.set(idNum.id, num)
                     }
+                    this.dropPool.get(idNum.id).put(node)
                 }
             })
             .start()
@@ -1018,7 +1005,7 @@ export default class FightCore extends cc.Component {
     }
 
     initGameSpeed() {
-        this.speed.active = false
+        this.speed.active = true
         if (!Mgr.global.checkModOpen(MOD.speedGame)) return
         Mgr.net.add(msgCmd.cmd_speed_up_data_rsp, this, this.speedUpDataRsp)
         Mgr.net.send(msgCmd.cmd_speed_up_data)
@@ -1251,31 +1238,6 @@ export default class FightCore extends cc.Component {
         this.resetRound()
     }
 
-    onStageEndRsp(data: adventureEndRsp, rewardsNty: IRewardNty) {
-        let result: IGameResult = {
-            isWin: this.isWin,
-            startTime: this.startTime,
-            rewardsNty,
-        }
-        //处理异常情况
-        if (data.errno) {
-            result.isWin = false
-            this.isWin = false
-        }
-        if (Data.game.gameType == GAME_TYPE.normal && this.isWin) {
-            Data.user.adventureId = this.curStage + 1
-        }
-        if (Data.game.gameType == GAME_TYPE.elite && this.isWin) {
-            let allElites = Object.values(EliteInfoConfig)
-            let index = allElites.findIndex(v => v.ID == this.curStage)
-            if (index < allElites.length - 1) {
-                index += 1
-            }
-            Data.user.eliteId = allElites[index].ID
-        }
-        this.showGameResult(result)
-    }
-
     speedUpDataRsp(rsp: speedUpDataRsp) {
         Data.game.speedUpTime = rsp.time
         this.speed.active = true

+ 31 - 11
assets/script/zuma/ZumaCore.ts

@@ -8,8 +8,9 @@ import {Data} from '../GameControl'
 import {ccUtils} from '../utils/ccUtils'
 import {Bezier} from './Bezier'
 import {ZumamapConfig} from '../config/ZumamapConfig'
-import {GAME_PREFAB_TYPE, GAME_ROLE_TIP} from '../enums/Enum'
+import {GAME_PREFAB_TYPE, GAME_ROLE_TIP, GOODS} from '../enums/Enum'
 import {node, observer} from '../mobx/observer'
+import {ZumabuffConfig} from '../config/ZumabuffConfig'
 
 const {ccclass, property} = cc._decorator
 
@@ -33,6 +34,8 @@ export default class ZumaCore extends cc.Component {
     private startImgNode: cc.Node
     @node('endImg')
     private endImgNode: cc.Node
+    @node('buff')
+    private buffNode: cc.Node
     private ballPrefab: cc.Prefab = null
     //小球的节点池
     private ballPool: cc.NodePool
@@ -81,13 +84,12 @@ export default class ZumaCore extends cc.Component {
     //当前颜色数组
     public curBallIDs: number[]
 
-    public animationMap: Map<string, cc.AnimationClip>
-    public textureMap: Map<string, cc.SpriteFrame>
-    public atlasMap: Map<string, cc.SpriteAtlas>
+    buffPool: cc.NodePool
 
     protected onLoad() {
         this.node.on(cc.Node.EventType.TOUCH_START, this.onBattleAttack, this)
         this.ballParent = cc.find('balls', this.node)
+        this.buffPool = new cc.NodePool()
     }
 
     protected update(dt: number) {
@@ -274,9 +276,7 @@ export default class ZumaCore extends cc.Component {
             ball = ballNode.getComponent(Ball)
         }
         ballNode.stopAllActions()
-        if (this.rollBalls.includes(ball)) {
-            debugger
-        }
+        ballNode.scale = 1
         return ball
     }
 
@@ -651,7 +651,10 @@ export default class ZumaCore extends cc.Component {
         let specials = arr.filter(v => v.ballCfg.association[0] > 0)
         specials.forEach(v => {
             v.ballCfg.activation.forEach((buff, index) => {
-                if (v.ballCfg.association.indexOf(clearID) == index) this.zumaUI.addZumaBuff(buff)
+                if (v.ballCfg.association.indexOf(clearID) == index) {
+                    this.zumaUI.addZumaBuff(buff)
+                    this.flyZumaBuff(buff, v.node.position)
+                }
             })
         })
         if (sameBalls[0].ballCfg.specific <= sameBalls.length) {
@@ -694,8 +697,6 @@ export default class ZumaCore extends cc.Component {
 
     /** 检查发射器的颜色,使发射器中球不会出现球链中没有的颜色 */
     private checkColor(ballID: number): void {
-        //如果链球中只有S球不检查
-        if (this.hasSpecialBall()) return
         //检查球链中的球
         for (let i: number = 0; i < this.rollBalls.length; ++i) {
             if (this.rollBalls[i].ballID == ballID) return
@@ -775,6 +776,25 @@ export default class ZumaCore extends cc.Component {
     }
 
     setBuffNum() {
-        ccUtils.setLabel(this.zumaUI.activeBuff.length.toString(), this.node, 'buff/lb')
+        ccUtils.setLabel(this.zumaUI.activeBuff.length.toString(), this.buffNode, 'lb')
+    }
+
+    /** 飞入祖玛buff */
+    flyZumaBuff(buffID: number, pos: cc.Vec3) {
+        let origin = Data.game.gameAssetMap.get('prefab/zuma/zumabuff') as cc.Prefab
+        let node: cc.Node = this.buffPool.get()
+        if (!node) node = cc.instantiate(origin)
+        this.zumaUI.initZumaBuffItem(buffID, node)
+        node.stopAllActions()
+        node.parent = cc.find('buffFlyParent', this.node)
+        node.setPosition(pos)
+        cc.tween(node)
+            .then(cc.tween().to(1, {x: this.buffNode.x, y: this.buffNode.y}, {easing: 'quartOut'}))
+            .call(() => {
+                if (cc.isValid(node)) {
+                    this.buffPool.put(node)
+                }
+            })
+            .start()
     }
 }

+ 0 - 9
assets/script/zuma/ZumaRole.ts

@@ -85,10 +85,6 @@ export class ZumaRole extends cc.Component {
 
     /** 随机获取小球 */
     private getBall(): Ball {
-        if (Array.from(this.existMap.values()).every(v => !v) && !this.zumaCore.hasSpecialBall()) {
-            debugger
-            console.error('all ball has been cleared')
-        }
         let ball: Ball = this.zumaCore.getBallFromPool()
         let newOrderArr = [...this.zumaCore.curBallIDs]
         newOrderArr.outOrder()
@@ -100,11 +96,6 @@ export class ZumaRole extends cc.Component {
     /** 检查颜色,防止发射器中出现球链中没有的颜色 */
     public colorCleared(ballID: number): void {
         this.existMap.set(ballID, false)
-        //全部颜色的球清除完毕说明游戏已结束,将发射器中的球缩回
-        if (Array.from(this.existMap.values()).every(v => !v)) {
-            this._canShoot = false
-            this.clearBalls()
-        }
     }
 
     /** 移动效果结束 */

BIN
assets/texture/GameResultUI/defeat_display_1.png


BIN
assets/texture/GameResultUI/defeat_display_2.png


+ 0 - 38
assets/texture/GameResultUI/defeat_display_2.png.meta

@@ -1,38 +0,0 @@
-{
-  "ver": "2.3.7",
-  "uuid": "b71b70e1-00aa-4bfc-ad68-f6f8da9d1396",
-  "importer": "texture",
-  "type": "sprite",
-  "wrapMode": "clamp",
-  "filterMode": "bilinear",
-  "premultiplyAlpha": false,
-  "genMipmaps": false,
-  "packable": true,
-  "width": 300,
-  "height": 301,
-  "platformSettings": {},
-  "subMetas": {
-    "defeat_display_2": {
-      "ver": "1.0.6",
-      "uuid": "9dbefe7b-eb26-4d4c-9b77-fafdefb4b199",
-      "importer": "sprite-frame",
-      "rawTextureUuid": "b71b70e1-00aa-4bfc-ad68-f6f8da9d1396",
-      "trimType": "auto",
-      "trimThreshold": 1,
-      "rotated": false,
-      "offsetX": 0,
-      "offsetY": 0,
-      "trimX": 0,
-      "trimY": 0,
-      "width": 300,
-      "height": 301,
-      "rawWidth": 300,
-      "rawHeight": 301,
-      "borderTop": 0,
-      "borderBottom": 0,
-      "borderLeft": 0,
-      "borderRight": 0,
-      "subMetas": {}
-    }
-  }
-}

BIN
assets/texture/GameResultUI/defeat_display_3.png


+ 0 - 38
assets/texture/GameResultUI/defeat_display_3.png.meta

@@ -1,38 +0,0 @@
-{
-  "ver": "2.3.7",
-  "uuid": "054c6679-25d0-45e6-a7f5-fdb3366dc505",
-  "importer": "texture",
-  "type": "sprite",
-  "wrapMode": "clamp",
-  "filterMode": "bilinear",
-  "premultiplyAlpha": false,
-  "genMipmaps": false,
-  "packable": true,
-  "width": 194,
-  "height": 136,
-  "platformSettings": {},
-  "subMetas": {
-    "defeat_display_3": {
-      "ver": "1.0.6",
-      "uuid": "700b988b-cc53-488d-a478-6d3197547c65",
-      "importer": "sprite-frame",
-      "rawTextureUuid": "054c6679-25d0-45e6-a7f5-fdb3366dc505",
-      "trimType": "auto",
-      "trimThreshold": 1,
-      "rotated": false,
-      "offsetX": 0,
-      "offsetY": 0,
-      "trimX": 0,
-      "trimY": 0,
-      "width": 194,
-      "height": 136,
-      "rawWidth": 194,
-      "rawHeight": 136,
-      "borderTop": 0,
-      "borderBottom": 0,
-      "borderLeft": 0,
-      "borderRight": 0,
-      "subMetas": {}
-    }
-  }
-}

BIN
assets/texture/GameResultUI/defeat_display_4.png


+ 0 - 38
assets/texture/GameResultUI/defeat_display_4.png.meta

@@ -1,38 +0,0 @@
-{
-  "ver": "2.3.7",
-  "uuid": "90811f76-9c5c-49d5-8f20-d9c32fe86276",
-  "importer": "texture",
-  "type": "sprite",
-  "wrapMode": "clamp",
-  "filterMode": "bilinear",
-  "premultiplyAlpha": false,
-  "genMipmaps": false,
-  "packable": true,
-  "width": 742,
-  "height": 164,
-  "platformSettings": {},
-  "subMetas": {
-    "defeat_display_4": {
-      "ver": "1.0.6",
-      "uuid": "3b23bd71-eec5-4066-87f4-c3b95b2869b4",
-      "importer": "sprite-frame",
-      "rawTextureUuid": "90811f76-9c5c-49d5-8f20-d9c32fe86276",
-      "trimType": "auto",
-      "trimThreshold": 1,
-      "rotated": false,
-      "offsetX": -0.5,
-      "offsetY": 0,
-      "trimX": 0,
-      "trimY": 0,
-      "width": 741,
-      "height": 164,
-      "rawWidth": 742,
-      "rawHeight": 164,
-      "borderTop": 0,
-      "borderBottom": 0,
-      "borderLeft": 0,
-      "borderRight": 0,
-      "subMetas": {}
-    }
-  }
-}

BIN
assets/texture/GameResultUI/display_defeat.png


+ 10 - 10
assets/texture/GameUI/arrow_up.png.meta

@@ -1,6 +1,6 @@
 {
   "ver": "2.3.7",
-  "uuid": "6f15afca-53f4-4254-b630-87ce06756fc3",
+  "uuid": "d304a70e-8ad6-4b24-a41d-78535e7380fc",
   "importer": "texture",
   "type": "sprite",
   "wrapMode": "clamp",
@@ -8,15 +8,15 @@
   "premultiplyAlpha": false,
   "genMipmaps": false,
   "packable": true,
-  "width": 26,
-  "height": 29,
+  "width": 750,
+  "height": 937,
   "platformSettings": {},
   "subMetas": {
-    "arrow_up": {
+    "display_defeat": {
       "ver": "1.0.6",
-      "uuid": "ebfef299-a8dc-4ad1-b496-989e5fd73367",
+      "uuid": "e40978d6-6508-4f99-bb8e-5afd585c7157",
       "importer": "sprite-frame",
-      "rawTextureUuid": "6f15afca-53f4-4254-b630-87ce06756fc3",
+      "rawTextureUuid": "d304a70e-8ad6-4b24-a41d-78535e7380fc",
       "trimType": "auto",
       "trimThreshold": 1,
       "rotated": false,
@@ -24,10 +24,10 @@
       "offsetY": 0,
       "trimX": 0,
       "trimY": 0,
-      "width": 26,
-      "height": 29,
-      "rawWidth": 26,
-      "rawHeight": 29,
+      "width": 750,
+      "height": 937,
+      "rawWidth": 750,
+      "rawHeight": 937,
       "borderTop": 0,
       "borderBottom": 0,
       "borderLeft": 0,

BIN
assets/texture/GameResultUI/display_victory.png


+ 10 - 10
assets/texture/GameResultUI/defeat_display_1.png.meta

@@ -1,6 +1,6 @@
 {
   "ver": "2.3.7",
-  "uuid": "0cfbc631-4ec9-436b-8054-66d11b600161",
+  "uuid": "00f14128-dd4b-442d-bfdd-73130b2db859",
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@@ -8,15 +8,15 @@
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BIN
assets/texture/GameResultUI/victory_display_1.png


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@@ -1,38 +0,0 @@
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BIN
assets/texture/GameResultUI/victory_display_2.png


+ 0 - 38
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BIN
assets/texture/GameResultUI/victory_display_3.png


+ 0 - 38
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@@ -1,38 +0,0 @@
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BIN
assets/texture/GameResultUI/victory_display_4.png


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BIN
assets/texture/GameUI/arrow_down.png


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BIN
assets/texture/GameUI/arrow_up.png


BIN
assets/texture/GameUI/battle_bottom_1.png


+ 0 - 38
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@@ -1,38 +0,0 @@
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BIN
assets/texture/GameUI/battle_bottom_2.png


+ 0 - 38
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@@ -1,38 +0,0 @@
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BIN
assets/texture/GameUI/battle_bottom_3.png


+ 0 - 38
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@@ -1,38 +0,0 @@
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BIN
assets/texture/GameUI/battle_profile_1.png


+ 0 - 38
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@@ -1,38 +0,0 @@
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BIN
assets/texture/GameUI/battle_profile_2.png


+ 0 - 38
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@@ -1,38 +0,0 @@
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BIN
assets/texture/GameUI/blood_box.png


+ 0 - 38
assets/texture/GameUI/blood_box.png.meta

@@ -1,38 +0,0 @@
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BIN
assets/texture/GameUI/boss_blood_1.png


+ 0 - 0
assets/texture/GameUI/boss_blood_1.png.meta


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