提交拖拽阵法

This commit is contained in:
PC-20230316NUNE\Administrator
2023-11-16 19:10:19 +08:00
parent 1683ec01a0
commit c4437fef5e
24 changed files with 509 additions and 96 deletions

View File

@@ -5,6 +5,10 @@ import { GUI } from '../../UIConfig';
import { sp } from 'cc';
import { UIPetAnim } from '../../../consts/GData';
import PlayerPetData from '../../../data/PlayerPetData';
import { Vec3 } from 'cc';
import { NodeEventType } from 'cc';
import { EventTouch } from 'cc';
import JNodeDrag from '../../../../../extensions/ngame/assets/ngame/util/components/JNodeDrag';
const { ccclass, property } = _decorator;
@ccclass('PlayerTacticalItem')
@@ -21,12 +25,20 @@ export class PlayerTacticalItem extends Component {
@property(Node)
havePet:Node;
//拖拽
@property(JNodeDrag)
drag:JNodeDrag;
//当前上阵的宠物
petId:number;
//初始位置
initPos:Vec3;
//初始化阵法
onInit(index:number){
this.index = index;
this.initPos = this.node.position;
}
protected start(): void {
@@ -64,6 +76,10 @@ export class PlayerTacticalItem extends Component {
//打开选择阵法宠物
onClick(){
//如果拖拽了则不生效点击事件
if(this.drag.isMove) return;
//如果没有宠物则弹出选择宠物 负责 删除宠物
if(this.petId){
//移除宠物
@@ -83,6 +99,24 @@ export class PlayerTacticalItem extends Component {
});
}
}
//交换阵法
onExchange(item:PlayerTacticalItem){
let rootIndex = this.index;
this.index = item.index;
item.index = rootIndex;
//更新拖拽位置
let rootOriginal = this.drag.original;
this.drag.onUpdateOriginal(item.drag.original);
item.drag.onUpdateOriginal(rootOriginal);
}
addMoveEvent(fun:Function){
this.drag.addMoveEvent((e) => {
fun(this,e);
});
}
}

View File

@@ -2,6 +2,9 @@ import { _decorator, Component, Node } from 'cc';
import { PlayerTacticalItem } from './PlayerTacticalItem';
import { app } from '../../../App';
import { PlayerTacticalEvent } from '../../../data/PlayerTacticalData';
import JNodeDrag from '../../../../../extensions/ngame/assets/ngame/util/components/JNodeDrag';
import { EventTouch } from 'cc';
import { UITransform } from 'cc';
const { ccclass, property } = _decorator;
/**
@@ -20,6 +23,7 @@ export class PlayerTacticalView extends Component {
this.items = this.node.getComponentsInChildren(PlayerTacticalItem);
this.items.forEach((item,index) => {
item.onInit(index); //初始化阵法下标
item.addMoveEvent(this.onMoveItem.bind(this));
});
this.onUpdateView();
@@ -28,6 +32,27 @@ export class PlayerTacticalView extends Component {
}
//移动子节点
onMoveItem(root:PlayerTacticalItem,e:EventTouch){
//获取接触的节点(除了自己)
this.items.forEach(item => {
//排除自己
if(item == root) return;
//排除在移动的节点
if(!(item.node.position.equals(item.drag.original))) return;
//检测接触
if(item.getComponent(UITransform).isHit(e.getUILocation())){
//如果手指接触了 则 将接触的阵法移动到自己
item.onExchange(root);
}
})
}
protected onDestroy(): void {
this.offEvent();
}

View File

@@ -1,13 +1,13 @@
import { _decorator, Component, Node } from 'cc';
import JNScrollViewItem from '../../../../../extensions/ngame/assets/ngame/util/components/scrollview/JNScrollViewItem';
import { PlayerPetOV } from '../../../consts/API';
import JNScrollViewItem from '../../../../extensions/ngame/assets/ngame/util/components/scrollview/JNScrollViewItem';
import { PlayerPetOV } from '../../consts/API';
import { sp } from 'cc';
import { app } from '../../../App';
import { UIPetAnim } from '../../../consts/GData';
import { app } from '../../App';
import { UIPetAnim } from '../../consts/GData';
const { ccclass, property } = _decorator;
@ccclass('PetIconItem')
export class PetIconItem extends JNScrollViewItem<PlayerPetOV> {
@ccclass('IntoBattlePetIcon')
export class IntoBattlePetIcon extends JNScrollViewItem<PlayerPetOV> {
@property(sp.Skeleton)
spine:sp.Skeleton;
@@ -16,11 +16,20 @@ export class PetIconItem extends JNScrollViewItem<PlayerPetOV> {
@property(Node)
select:Node;
//不可选中节点
@property(Node)
noselect:Node;
//是否被选中
isSelect:boolean = false;
//是否不可选中
isNoSelect:boolean = false;
onLoad(){
this.onUpdateSelect();
this.noselect.active = false;
this.select.active = false;
}
start(): void {
@@ -34,6 +43,7 @@ export class PetIconItem extends JNScrollViewItem<PlayerPetOV> {
onUpdateSelect(){
this.select.active = this.isSelect;
this.noselect.active = this.isNoSelect;
}

View File

@@ -3,7 +3,6 @@ import JNLayerBase from '../../../../extensions/ngame/assets/ngame/ui/base/JNLay
import { Prefab } from 'cc';
import PlayerPetData from '../../data/PlayerPetData';
import JNScrollView from '../../../../extensions/ngame/assets/ngame/util/components/scrollview/JNScrollView';
import { PetIconItem } from '../Consts/Pet/PetIconItem';
import { NodeEventType } from 'cc';
import { sp } from 'cc';
import { app } from '../../App';
@@ -11,6 +10,7 @@ import { PlayerPetOV } from '../../consts/API';
import { UIPetAnim } from '../../consts/GData';
import { GUI } from '../UIConfig';
import PlayerTacticalData from '../../data/PlayerTacticalData';
import { IntoBattlePetIcon } from './IntoBattlePetIcon';
const { ccclass, property } = _decorator;
//上阵页面
@@ -55,35 +55,49 @@ export class IntoBattleView extends JNLayerBase {
this.pets = PlayerPetData.getIns().getData();
this.views.refreshData(this.pets);
//设置不可选中
this.views.getItems<IntoBattlePetIcon>().forEach(item => {
if(PlayerTacticalData.getIns().getTacticalInfo().indexOf(item.data.petId) != -1)
item.isNoSelect = true; //如果在阵法里则不可选中
})
//向子节点添加点击事件
this.views.addItemEvent(NodeEventType.TOUCH_START,this.onClickItem.bind(this));
this.onUpdateSelect();
}
//刷新选中
onUpdateSelect(){
//默认都不选中
this.views.getItems<PetIconItem>().forEach(item => {
this.views.getItems<IntoBattlePetIcon>().forEach(item => {
item.isSelect = false;
item.onUpdateSelect();
})
//设置选中
if(this.index != -1){
let current = this.views.getItems<PetIconItem>()[this.index]
let current = this.views.getItems<IntoBattlePetIcon>()[this.index]
current.isSelect = true;
current.onUpdateSelect();
}
//显示选中宠物
this.spine.skeletonData = app.battleRes.roleSpine[this.pets[this.index].petTbId];
this.spine.setAnimation(0,UIPetAnim.std,true);
//显示选中宠物
this.spine.skeletonData = app.battleRes.roleSpine[this.pets[this.index].petTbId];
this.spine.setAnimation(0,UIPetAnim.std,true);
}
}
//点击Item
onClickItem(index:number){
//判断是否不可选中
if(this.views.getItems<IntoBattlePetIcon>()[index].isNoSelect) {
app.layer.Open(GUI.Tips,{text:"当前宠物已上阵"})
return;
}
//设置当前选中
this.index = index;
@@ -101,7 +115,7 @@ export class IntoBattleView extends JNLayerBase {
}
//修改上阵信息
await PlayerTacticalData.getIns().UpdateIndexTactical(this.index,this.pets[this.index].petId);
await PlayerTacticalData.getIns().UpdateIndexTactical(this.tIndex,this.pets[this.index].petId);
//上阵完 关闭页面
app.layer.CloseNode(this.node);

View File

@@ -1,5 +1,5 @@
import { v3 } from "cc";
import { JNLayerAnim, JNLayerInfo } from "../../../extensions/ngame/assets/ngame/ui/JNLayer";
import { JNLayerAnim, JNLayerAnimInfo, JNLayerInfo } from "../../../extensions/ngame/assets/ngame/ui/JNLayer";
export enum GLayer{
View = "View",
@@ -28,31 +28,29 @@ export enum GUI{
}
//常用动画
const BackOutScale:JNLayerAnimInfo = {
front:JNLayerAnim.BackOutOpen,
back:JNLayerAnim.BackInClose
}
//系统UI
const UISystemConfig:{ [key: string]: JNLayerInfo; } = {
[GUI.Tips]:{
layer:GLayer.Tips,
uri: "prefab/ui/系统页面/提示/TipsView",
anims:{
front:JNLayerAnim.BackOutOpen,
back:JNLayerAnim.BackInClose
}
anims:BackOutScale
},
[GUI.SelectionBox]:{
layer:GLayer.Tips,
uri: "prefab/ui/系统页面/选择提示/SelectionBox",
anims:{
front:JNLayerAnim.BackOutOpen,
back:JNLayerAnim.BackInClose
},
anims:BackOutScale,
},
[GUI.Login]:{
layer:GLayer.Popup,
uri: "prefab/ui/系统页面/LoginView",
anims:{
front:JNLayerAnim.BackOutOpen,
back:JNLayerAnim.BackInClose
}
anims:BackOutScale
},
[GUI.Loading]:{
layer:GLayer.View,
@@ -67,7 +65,7 @@ const UISystemConfig:{ [key: string]: JNLayerInfo; } = {
//主页UI
const UIMainConfig:{ [key: string]: JNLayerInfo; } = {
[GUI.MainChat]:{
layer:GLayer.View,
layer:GLayer.Popup,
uri: "prefab/ui/主页/聊天/MainChatView",
anims:{
front:JNLayerAnim.Enlarge,
@@ -76,6 +74,11 @@ const UIMainConfig:{ [key: string]: JNLayerInfo; } = {
backInfo:{key:"position",start:v3(0,0,0),end:v3(0,-1280,0)}
}
},
[GUI.IntoBattleView]:{
layer:GLayer.Popup,
uri: "prefab/ui/阵法/阵法选择页面",
anims:BackOutScale,
},
}
//新手引导页面
@@ -84,18 +87,12 @@ const UINoviceConfig:{ [key: string]: JNLayerInfo; } = {
[GUI.NoviceNamingView]:{
layer:GLayer.Popup,
uri: "prefab/ui/新手引导页面/NoviceNamingView",
anims:{
front:JNLayerAnim.BackOutOpen,
back:JNLayerAnim.BackInClose
}
anims:BackOutScale
},
[GUI.NoviceSelectPetView]:{
layer:GLayer.Popup,
uri: "prefab/ui/新手引导页面/NoviceSelectPetView",
anims:{
front:JNLayerAnim.BackOutOpen,
back:JNLayerAnim.BackInClose
}
anims:BackOutScale
},
}
@@ -121,14 +118,6 @@ export const UIConfig:{ [key: string]: JNLayerInfo; } = {
backInfo:{key:"position",start:v3(0,0,0),end:v3(-720,0,0)}
},
},
[GUI.IntoBattleView]:{
layer:GLayer.View,
uri: "prefab/ui/阵法/IntoBattleView",
anims:{
front:JNLayerAnim.BackOutOpen,
back:JNLayerAnim.BackInClose
},
},
...UISystemConfig, //系统页面
...UINoviceConfig, //新手引导页面
...UIMainConfig, //主页面