mirror of
https://github.com/unanmed/HumanBreak.git
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feat: 默认状态栏
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@ -29,7 +29,7 @@ export const STATUS_BAR_HEIGHT = 32 * MAP_BLOCK_HEIGHT;
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/** 右侧状态栏的横坐标 */
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export const RIGHT_STATUS_POS = STATUS_BAR_WIDTH + MAP_WIDTH;
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/** 是否启用右侧状态栏 */
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export const ENABLE_RIGHT_STATUS_BAR = true;
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export const ENABLE_RIGHT_STATUS_BAR = false;
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/** 状态栏数量,启用右侧状态栏为两个,不启用为一个 */
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export const STATUS_BAR_COUNT = ENABLE_RIGHT_STATUS_BAR ? 2 : 1;
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/** 状态栏宽度的一半 */
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@ -108,14 +108,25 @@ const MainScene = defineComponent(() => {
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});
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const leftStatus: ILeftHeroStatus = reactive({
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hp: 0,
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hpmax: 0,
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mana: 0,
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manamax: 0,
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atk: 0,
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def: 0,
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mdef: 0,
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money: 0,
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exp: 0,
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up: 0,
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yellowKey: 0,
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blueKey: 0,
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redKey: 0,
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greenKey: 0,
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pickaxe: 0,
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bomb: 0,
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centerFly: 0,
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poison: false,
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weak: false,
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curse: false,
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floor: 'MT0',
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lv: '',
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replay: replayStatus
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@ -132,13 +143,24 @@ const MainScene = defineComponent(() => {
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const hero = core.status.hero;
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leftStatus.atk = getHeroStatusOn('atk');
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leftStatus.hp = getHeroStatusOn('hp');
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leftStatus.hpmax = getHeroStatusOn('hpmax');
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leftStatus.mana = getHeroStatusOn('mana');
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leftStatus.manamax = getHeroStatusOn('manamax');
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leftStatus.def = getHeroStatusOn('def');
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leftStatus.mdef = getHeroStatusOn('mdef');
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leftStatus.money = getHeroStatusOn('money');
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leftStatus.exp = core.getNextLvUpNeed() ?? 0;
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leftStatus.exp = getHeroStatusOn('exp');
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leftStatus.up = core.getNextLvUpNeed() ?? 0;
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leftStatus.yellowKey = core.itemCount('yellowKey');
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leftStatus.blueKey = core.itemCount('blueKey');
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leftStatus.redKey = core.itemCount('redKey');
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leftStatus.greenKey = core.itemCount('greenKey');
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leftStatus.pickaxe = core.itemCount('pickaxe');
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leftStatus.bomb = core.itemCount('bomb');
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leftStatus.centerFly = core.itemCount('centerFly');
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leftStatus.poison = core.getFlag('poison', true);
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leftStatus.weak = core.getFlag('weak', true);
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leftStatus.curse = core.getFlag('curse', true);
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leftStatus.floor = core.status.floorId;
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leftStatus.lv = core.getLvName(hero.lv);
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@ -1,29 +1,68 @@
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import { GameUI, SetupComponentOptions } from '@motajs/system-ui';
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import { computed, defineComponent, ref } from 'vue';
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import { computed, ComputedRef, defineComponent, shallowReactive } from 'vue';
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import { TextContent } from '../components';
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import { DefaultProps, ElementLocator, Font } from '@motajs/render';
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import {
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NumpadToolbar,
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PlayingToolbar,
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ReplayingStatus,
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ReplayingToolbar
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} from './toolbar';
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DefaultProps,
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ElementLocator,
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Font,
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SizedCanvasImageSource
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} from '@motajs/render';
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import { MixedToolbar, ReplayingStatus } from './toolbar';
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import { openViewMap } from './viewmap';
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import { mainUIController } from './controller';
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import { MAIN_HEIGHT, STATUS_BAR_WIDTH } from '../shared';
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import {
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MAIN_HEIGHT,
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MAIN_WIDTH,
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STATUS_BAR_HEIGHT,
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STATUS_BAR_WIDTH
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} from '../shared';
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export interface ILeftHeroStatus {
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hp: number;
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atk: number;
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def: number;
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mdef: number;
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money: number;
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exp: number;
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yellowKey: number;
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blueKey: number;
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redKey: number;
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/** 楼层 id */
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floor: FloorIds;
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/** 等级名称 */
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lv: string;
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/** 生命值 */
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hp: number;
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/** 生命上限 */
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hpmax: number;
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/** 魔力值 */
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mana: number;
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/** 魔力上限 */
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manamax: number;
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/** 攻击力 */
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atk: number;
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/** 防御力 */
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def: number;
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/** 魔防(护盾) */
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mdef: number;
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/** 金币 */
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money: number;
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/** 经验值 */
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exp: number;
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/** 距离升级剩余经验 */
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up: number;
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/** 黄钥匙数量 */
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yellowKey: number;
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/** 蓝钥匙数量 */
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blueKey: number;
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/** 红钥匙数量 */
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redKey: number;
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/** 绿钥匙数量 */
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greenKey: number;
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/** 破数量 */
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pickaxe: number;
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/** 炸数量 */
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bomb: number;
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/** 飞数量 */
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centerFly: number;
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/** 是否中毒 */
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poison: boolean;
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/** 是否中衰 */
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weak: boolean;
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/** 是否中咒 */
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curse: boolean;
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/** 录像状态 */
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replay: ReplayingStatus;
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}
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@ -32,6 +71,31 @@ export interface IRightHeroStatus {
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exampleHard: number;
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}
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interface StatusInfo {
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/** 图标 */
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icon: SizedCanvasImageSource;
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/** 属性值,经过格式化 */
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value: ComputedRef<string>;
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/** 字体 */
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font: Font;
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/** 文字颜色 */
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color: CanvasStyle;
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}
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interface KeyLikeItem {
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/** 属性值,经过格式化 */
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value: ComputedRef<string>;
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/** 字体 */
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font: Font;
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/** 文字颜色 */
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color: CanvasStyle;
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}
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interface KeyLikeInfo {
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/** 这一行包含的内容 */
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items: KeyLikeItem[];
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}
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interface StatusBarProps<T> extends DefaultProps {
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loc: ElementLocator;
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status: T;
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@ -44,96 +108,336 @@ const statusBarProps = {
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export const LeftStatusBar = defineComponent<StatusBarProps<ILeftHeroStatus>>(
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p => {
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const hpIcon = core.material.images.images['hp.png'];
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const atkIcon = core.material.images.images['atk.png'];
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const defIcon = core.material.images.images['def.png'];
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const mdefIcon = core.material.images.images['IQ.png'];
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const moneyIcon = core.material.images.images['money.png'];
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const expIcon = core.material.images.images['exp.png'];
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//#region 参数定义
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/** 属性文字的横坐标 */
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const TEXT_X = 54;
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/** 图标的横坐标 */
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const STATUS_PAD = 8;
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/** 楼层名称的高度 */
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const TITLE_HEIGHT = 36;
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/** 状态属性的开始纵坐标 */
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const STATUS_Y = TITLE_HEIGHT + STATUS_PAD;
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// 可以换成 core.material.images.images['xxx.png'] 来使用全塔属性注册的图片
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const hpIcon = core.statusBar.icons.hp;
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const atkIcon = core.statusBar.icons.atk;
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const defIcon = core.statusBar.icons.def;
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const mdefIcon = core.statusBar.icons.mdef;
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const moneyIcon = core.statusBar.icons.money;
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const expIcon = core.statusBar.icons.exp;
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const manaIcon = core.statusBar.icons.mana;
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const lvIcon = core.statusBar.icons.lv;
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const s = p.status;
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const f = core.formatBigNumber;
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const inNumpad = ref(false);
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/** 常规字体 */
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const font1 = Font.defaults({ size: 18 });
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/** 加粗字体 */
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const font2 = Font.defaults({ size: 18, weight: 700 });
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/** 楼层名 */
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const floorName = computed(() => core.floors[s.floor]?.title ?? '');
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/** 钥匙显示文字 */
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const key = (num: number) => {
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return num.toString().padStart(2, '0');
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};
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const onNumpad = () => {
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inNumpad.value = !inNumpad.value;
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};
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//#region 属性显示
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const font1 = Font.defaults({ size: 18 });
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const font2 = Font.defaults({ size: 18, weight: 700 });
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/** 一般属性 */
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const statusInfo: StatusInfo[] = shallowReactive([]);
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/** 钥匙属性 */
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const keyLike: KeyLikeInfo[] = shallowReactive([]);
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const iconLoc = (n: number): ElementLocator => {
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return [16, 76 + 44 * n, 32, 32];
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};
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// 根据全塔属性配置显示属性
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// 如果你想修改状态栏显示,不建议修改这里的内容,而建议直接新增标签
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// 这里的内容是为使用样板默认状态栏的人准备的,对于新增属性来说过于复杂,而且功能有限,对于新手来说也难以理解
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// 可以参考说明文档中的常见需求指南中的新增状态教程
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const textLoc = (n: number): ElementLocator => {
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return [60, 92 + 44 * n, void 0, void 0, 0, 0.5];
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};
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const list = core.flags.statusBarItems;
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// 等级
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if (list.includes('enableLv')) {
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statusInfo.push({
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icon: lvIcon,
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value: computed(() => s.lv),
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font: font1,
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color: '#fff'
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});
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}
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// 生命值
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if (list.includes('enableHP')) {
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if (list.includes('enableHPMax')) {
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// 如果启用血限
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statusInfo.push({
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icon: hpIcon,
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value: computed(() => {
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const hp = core.formatBigNumber(s.hp);
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const hpmax = core.formatBigNumber(s.hpmax);
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return `${hp} / ${hpmax}`;
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}),
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font: font1,
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color: '#fff'
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});
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} else {
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// 如果禁用血限
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statusInfo.push({
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icon: hpIcon,
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value: computed(() => core.formatBigNumber(s.hp)),
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font: font1,
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color: '#fff'
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});
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}
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}
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// 魔力
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if (list.includes('enableMana')) {
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statusInfo.push({
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icon: manaIcon,
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value: computed(() => {
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const mana = core.formatBigNumber(s.mana);
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const manamax = core.formatBigNumber(s.manamax);
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if (s.manamax > 0) {
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// 如果启用魔力上限
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return `${mana} / ${manamax}`;
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} else {
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// 如果禁用魔力上限
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return mana;
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}
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}),
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font: font1,
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color: '#fff'
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});
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}
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// 攻击力
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if (list.includes('enableAtk')) {
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statusInfo.push({
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icon: atkIcon,
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value: computed(() => core.formatBigNumber(s.atk)),
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font: font1,
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color: '#fff'
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});
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}
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// 防御力
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if (list.includes('enableDef')) {
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statusInfo.push({
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icon: defIcon,
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value: computed(() => core.formatBigNumber(s.def)),
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font: font1,
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color: '#fff'
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});
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}
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// 魔防(护盾)
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if (list.includes('enableMdef')) {
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statusInfo.push({
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icon: mdefIcon,
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value: computed(() => core.formatBigNumber(s.mdef)),
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font: font1,
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color: '#fff'
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});
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}
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// 金币
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if (list.includes('enableMoney')) {
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statusInfo.push({
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icon: moneyIcon,
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value: computed(() => core.formatBigNumber(s.money)),
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font: font1,
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color: '#fff'
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});
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}
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// 经验值
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if (list.includes('enableExp')) {
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if (list.includes('enableLevelUp')) {
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// 升级模式
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statusInfo.push({
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icon: expIcon,
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value: computed(() => core.formatBigNumber(s.up)),
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font: font1,
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color: '#fff'
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});
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} else {
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// 非升级模式
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statusInfo.push({
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icon: expIcon,
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value: computed(() => core.formatBigNumber(s.exp)),
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font: font1,
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color: '#fff'
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});
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}
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}
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// 钥匙
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if (list.includes('enableKeys')) {
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const keys: KeyLikeItem[] = [];
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keyLike.push({ items: keys });
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// 黄钥匙
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keys.push({
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value: computed(() => key(s.yellowKey)),
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font: font2,
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color: '#fca'
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});
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// 蓝钥匙
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keys.push({
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value: computed(() => key(s.blueKey)),
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font: font2,
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color: '#aad'
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});
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// 红钥匙
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keys.push({
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value: computed(() => key(s.redKey)),
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font: font2,
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color: '#f88'
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});
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// 绿钥匙
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if (list.includes('enableGreenKey')) {
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keys.push({
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value: computed(() => key(s.greenKey)),
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font: font2,
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color: '#8f8'
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});
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}
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}
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// 破炸飞
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if (list.includes('enablePZF')) {
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const items: KeyLikeItem[] = [];
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keyLike.push({ items });
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items.push({
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value: computed(() => `破 ${s.pickaxe}`),
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font: font1,
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color: '#bc6e27'
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});
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items.push({
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value: computed(() => `炸 ${s.bomb}`),
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font: font1,
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color: '#fa14b9'
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});
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items.push({
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value: computed(() => `飞 ${s.centerFly}`),
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font: font1,
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color: '#8db600'
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});
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}
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// 毒衰咒
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if (list.includes('enableDebuff')) {
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const debuffs: KeyLikeItem[] = [];
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keyLike.push({ items: debuffs });
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debuffs.push({
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value: computed(() => (s.poison ? '毒' : '')),
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font: font1,
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color: '#affca8'
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});
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debuffs.push({
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value: computed(() => (s.weak ? '衰' : '')),
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font: font1,
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color: '#feccd0'
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});
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debuffs.push({
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value: computed(() => (s.curse ? '咒' : '')),
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font: font1,
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color: '#c2f4e7'
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});
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}
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//#region 布局控制
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/** 用于显示状态的高度,高度=状态栏高度-工具栏高度-楼层名高度-填充高度 */
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const statusHeight =
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STATUS_BAR_HEIGHT - 113 - TITLE_HEIGHT - STATUS_PAD * 2;
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/** 每一行的高度 */
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const rowHeight = computed(() => {
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const length = statusInfo.length + keyLike.length;
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return statusHeight / length;
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});
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/** 钥匙、破炸飞、毒衰咒开始显示的纵坐标 */
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const keyStart = computed(() => {
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const statusHeight = statusInfo.length * rowHeight.value;
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return STATUS_Y + statusHeight;
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});
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/**
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* 左右居中布局
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* @param y 纵坐标
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*/
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const central = (y: number): ElementLocator => {
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const width = p.loc[2] ?? 200;
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return [width / 2, y, void 0, void 0, 0.5, 0.5];
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};
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const keyCount = 3;
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const keyY = 92 + 44 * 6;
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const keyLoc = (n: number): ElementLocator => {
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const width = p.loc[2] ?? 200;
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const per = width / (keyCount + 1);
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return [per * (n + 1), keyY, void 0, void 0, 0.5, 0.5];
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};
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/**
|
||||
* 点击楼层名打开浏览地图
|
||||
*/
|
||||
const viewMap = () => {
|
||||
openViewMap(mainUIController, [0, 0, 840, 480]);
|
||||
openViewMap(mainUIController, [0, 0, MAIN_WIDTH, MAIN_HEIGHT]);
|
||||
};
|
||||
|
||||
return () => (
|
||||
<container loc={p.loc} hidden={p.hidden}>
|
||||
<text
|
||||
text={floorName.value}
|
||||
loc={central(24)}
|
||||
loc={central(18)}
|
||||
font={font1}
|
||||
cursor="pointer"
|
||||
onClick={viewMap}
|
||||
></text>
|
||||
<text text={s.lv} loc={central(54)} font={font1}></text>
|
||||
<image image={hpIcon} loc={iconLoc(0)}></image>
|
||||
<text text={f(s.hp)} loc={textLoc(0)} font={font1}></text>
|
||||
<image image={atkIcon} loc={iconLoc(1)}></image>
|
||||
<text text={f(s.atk)} loc={textLoc(1)} font={font1}></text>
|
||||
<image image={defIcon} loc={iconLoc(2)}></image>
|
||||
<text text={f(s.def)} loc={textLoc(2)} font={font1}></text>
|
||||
<image image={mdefIcon} loc={iconLoc(3)}></image>
|
||||
<text text={f(s.mdef)} loc={textLoc(3)} font={font1}></text>
|
||||
<image image={moneyIcon} loc={iconLoc(4)}></image>
|
||||
<text text={f(s.money)} loc={textLoc(4)} font={font1} />
|
||||
<image image={expIcon} loc={iconLoc(5)}></image>
|
||||
<text text={f(s.exp)} loc={textLoc(5)} font={font1}></text>
|
||||
<text
|
||||
text={key(s.yellowKey)}
|
||||
loc={keyLoc(0)}
|
||||
font={font2}
|
||||
fillStyle="#fca"
|
||||
></text>
|
||||
<text
|
||||
text={key(s.blueKey)}
|
||||
loc={keyLoc(1)}
|
||||
font={font2}
|
||||
fillStyle="#aad"
|
||||
></text>
|
||||
<text
|
||||
text={key(s.redKey)}
|
||||
loc={keyLoc(2)}
|
||||
font={font2}
|
||||
fillStyle="#f88"
|
||||
></text>
|
||||
<g-line
|
||||
lineWidth={1}
|
||||
strokeStyle="#888"
|
||||
line={[0, TITLE_HEIGHT, STATUS_BAR_WIDTH, TITLE_HEIGHT]}
|
||||
/>
|
||||
{statusInfo
|
||||
.map((v, i) => {
|
||||
const h = rowHeight.value;
|
||||
const y = STATUS_Y + i * h;
|
||||
const cy = y + h / 2;
|
||||
const iconSize = Math.min(32, h * 0.8);
|
||||
const pad = (h - iconSize) / 2;
|
||||
return [
|
||||
<image
|
||||
loc={[STATUS_PAD, y + pad, iconSize, iconSize]}
|
||||
image={v.icon}
|
||||
noanti // 取消抗锯齿
|
||||
/>,
|
||||
<text
|
||||
loc={[TEXT_X, cy]}
|
||||
anc={[0, 0.5]}
|
||||
text={v.value.value}
|
||||
fillStyle={v.color}
|
||||
font={v.font}
|
||||
/>
|
||||
];
|
||||
})
|
||||
.flat()}
|
||||
{keyLike
|
||||
.map(({ items }, i) => {
|
||||
const h = rowHeight.value;
|
||||
const y = keyStart.value + i * h;
|
||||
const cy = y + h / 2;
|
||||
const rw = STATUS_BAR_WIDTH / (items.length + 1);
|
||||
return items.map((v, i) => {
|
||||
const x = rw * (i + 1);
|
||||
return (
|
||||
<text
|
||||
loc={[x, cy]}
|
||||
anc={[0.5, 0.5]}
|
||||
text={v.value.value}
|
||||
font={v.font}
|
||||
fillStyle={v.color}
|
||||
/>
|
||||
);
|
||||
});
|
||||
})
|
||||
.flat()}
|
||||
<g-line
|
||||
lineWidth={1}
|
||||
strokeStyle="#888"
|
||||
@ -144,22 +448,10 @@ export const LeftStatusBar = defineComponent<StatusBarProps<ILeftHeroStatus>>(
|
||||
MAIN_HEIGHT - 113
|
||||
]}
|
||||
/>
|
||||
{inNumpad.value ? (
|
||||
<NumpadToolbar
|
||||
loc={[0, MAIN_HEIGHT - 113, STATUS_BAR_WIDTH, 113]}
|
||||
onNumpad={onNumpad}
|
||||
/>
|
||||
) : s.replay.replaying ? (
|
||||
<ReplayingToolbar
|
||||
loc={[0, MAIN_HEIGHT - 113, STATUS_BAR_WIDTH, 113]}
|
||||
status={s.replay}
|
||||
/>
|
||||
) : (
|
||||
<PlayingToolbar
|
||||
loc={[0, MAIN_HEIGHT - 113, STATUS_BAR_WIDTH, 113]}
|
||||
onNumpad={onNumpad}
|
||||
/>
|
||||
)}
|
||||
<MixedToolbar
|
||||
loc={[0, MAIN_HEIGHT - 113, STATUS_BAR_WIDTH, 113]}
|
||||
status={s.replay}
|
||||
/>
|
||||
</container>
|
||||
);
|
||||
},
|
||||
|
@ -155,8 +155,6 @@ export interface ReplayingStatus {
|
||||
played: number;
|
||||
/** 总长度 */
|
||||
total: number;
|
||||
/** 是否是录像模式 */
|
||||
replaying: boolean;
|
||||
}
|
||||
|
||||
export interface ReplayingProps extends ToolbarProps {
|
||||
|
@ -528,9 +528,7 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
|
||||
"_type": "checkboxSet",
|
||||
"_checkboxSet": {
|
||||
"prefix": [
|
||||
"楼层",
|
||||
"名字",
|
||||
"<br>等级",
|
||||
"等级",
|
||||
"血限",
|
||||
"<br>生命",
|
||||
"魔力",
|
||||
@ -540,16 +538,12 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
|
||||
"金币",
|
||||
"<br>经验",
|
||||
"升级",
|
||||
"<br>升级扣除模式",
|
||||
"<br>钥匙",
|
||||
"绿钥",
|
||||
"<br>破炸",
|
||||
"负面",
|
||||
"<br>技能"
|
||||
"负面"
|
||||
],
|
||||
"key": [
|
||||
"enableFloor",
|
||||
"enableName",
|
||||
"enableLv",
|
||||
"enableHPMax",
|
||||
"enableHP",
|
||||
@ -560,12 +554,10 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
|
||||
"enableMoney",
|
||||
"enableExp",
|
||||
"enableLevelUp",
|
||||
"levelUpLeftMode",
|
||||
"enableKeys",
|
||||
"enableGreenKey",
|
||||
"enablePZF",
|
||||
"enableDebuff",
|
||||
"enableSkill"
|
||||
"enableDebuff"
|
||||
]
|
||||
},
|
||||
"_data": "状态栏显示项"
|
||||
|
@ -803,16 +803,12 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
},
|
||||
"flags": {
|
||||
"statusBarItems": [
|
||||
"enableFloor",
|
||||
"enableLv",
|
||||
"enableHP",
|
||||
"enableAtk",
|
||||
"enableDef",
|
||||
"enableMDef",
|
||||
"enableMoney",
|
||||
"enableExp",
|
||||
"enableLevelUp",
|
||||
"levelUpLeftMode",
|
||||
"enableKeys"
|
||||
],
|
||||
"flyNearStair": false,
|
||||
@ -836,7 +832,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
"enableRouteFolding": true,
|
||||
"disableShopOnDamage": false,
|
||||
"blurFg": true,
|
||||
"extendToolbar": true,
|
||||
"extendToolbar": false,
|
||||
"enableEnemyPoint": null,
|
||||
"autoScale": true
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user