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.codebuddy/.rules/my-rule.mdc
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---
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description:
|
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globs:
|
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alwaysApply: true
|
||||||
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---
|
||||||
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|
||||||
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|
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||||||
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好的,我将开始梳理您的项目以总结个人规则。首先,我将查看一些核心的管理器和配置文件,以了解项目的基本架构和编码风格。我将查看 `GameManager.ts` 和 `peizhi.ts`。
|
||||||
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|
||||||
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|
||||||
|
toolName: view_files
|
||||||
|
|
||||||
|
status: success
|
||||||
|
|
||||||
|
|
||||||
|
filePath: c:\cb\assets\Script\GameManager.ts
|
||||||
|
c:\cb\assets\Script\peizhi.ts
|
||||||
|
|
||||||
|
接下来,我将查看 `Map.ts` 和 `Block.ts` 文件,以深入了解游戏的核心玩法、地图生成逻辑以及方块的行为定义。
|
||||||
|
|
||||||
|
|
||||||
|
toolName: view_files
|
||||||
|
|
||||||
|
status: success
|
||||||
|
|
||||||
|
|
||||||
|
filePath: c:\cb\assets\Script\Map.ts
|
||||||
|
c:\cb\assets\Script\Block.ts
|
||||||
|
|
||||||
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|
||||||
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|
||||||
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|
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|
||||||
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||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
|
好的,我已经对您的 Cocos Creator 项目进行了全面的分析。基于 `GameManager.ts`、`peizhi.ts`、`Map.ts` 和 `Block.ts` 等核心脚本,我为您梳理出以下个人开发规则和最佳实践,希望能帮助您在后续开发中保持代码的清晰、高效和可维护性。
|
||||||
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|
||||||
|
### **个人规则与最佳实践总结**
|
||||||
|
|
||||||
|
#### **1. 项目架构与设计模式**
|
||||||
|
|
||||||
|
* **单例管理模式**: 项目广泛采用了单例模式来管理核心逻辑。例如,<mcsymbol name="GameManager" filename="GameManager.ts" path="c:\cb\assets\Script\GameManager.ts" startline="13" type="class"></mcsymbol> 作为全局管理器,负责资源加载、用户数据和平台SDK交互;<mcsymbol name="MapConroler" filename="Map.ts" path="c:\cb\assets\Script\Map.ts" startline="19" type="class"></mcsymbol> 作为场景控制器,主导游戏地图的构建和核心玩法。建议继续沿用此模式,将全局状态和核心服务集中管理。
|
||||||
|
* **数据驱动设计**: 游戏的核心配置(如关卡布局、方块属性)存储在全局的 `cc.fx.GameConfig` 对象中。这种数据与逻辑分离的方式非常出色,使得关卡和玩法的调整无需修改核心代码。请继续坚持这一原则。
|
||||||
|
* **组件化开发**: 每个游戏实体(如方块 `Block`、墙壁 `Wall`)都封装为独立的组件,职责清晰。这是 Cocos Creator 的核心思想,应继续发扬。
|
||||||
|
* **平台逻辑隔离**: 通过 `MiniGameSdk` 这样的封装,将特定平台的API(如微信小游戏云函数)与游戏主逻辑解耦,这极大地提高了项目的可移植性。
|
||||||
|
|
||||||
|
#### **2. 编码规范与代码风格**
|
||||||
|
|
||||||
|
* **命名约定**:
|
||||||
|
* **类名**: 使用大驼峰命名法 (e.g., `GameManager`, `MapConroler`)。
|
||||||
|
* **函数/方法/变量**: 使用小驼峰命名法 (e.g., `initMap`, `blockArray`)。
|
||||||
|
* **枚举 (Enum)**: 枚举名和成员均使用大驼峰命名法 (e.g., `BlockType.普通块`, `BlockColor.紫色`),这有助于在代码中清晰地识别状态。
|
||||||
|
* **类型系统**: 充分利用 TypeScript 的强类型特性,为所有变量、函数参数和返回值提供明确的类型注解。这能显著减少运行时错误。
|
||||||
|
* **注释**: 为关键的 `@property` 属性添加 `tooltip` 描述,解释其在编辑器中的作用。对复杂算法(如 `sortBlock` 中的排序逻辑)和核心函数(如 `init`)添加注释,阐明其设计意图。
|
||||||
|
* **深拷贝**: 在处理从配置中读取的数据时,使用 `jsonDeepClone` 进行深拷贝,如 <mcsymbol name="Block" filename="Block.ts" path="c:\cb\assets\Script\Block.ts" startline="83" type="class"></mcsymbol> 类中的实践。这可以有效防止对原始配置对象的意外修改,保证了数据的不可变性。
|
||||||
|
|
||||||
|
#### **3. 性能优化**
|
||||||
|
|
||||||
|
* **分帧加载**: 在 <mcsymbol name="MapConroler" filename="Map.ts" path="c:\cb\assets\Script\Map.ts" startline="19" type="class"></mcsymbol> 中,`blockInit` 和 `wallInit` 函数采用 `scheduleOnce` 实现分帧创建对象。这是一个非常有效的优化手段,避免了游戏启动时因瞬时创建大量节点而导致的卡顿,值得在所有需要批量生成对象的场景中推广。
|
||||||
|
* **渲染合批 (Draw Call Optimization)**: `sortBlock` 函数在创建方块前,根据颜色、类型等进行排序。这是一个高级的渲染优化技巧,通过将相同材质的节点排在一起,有效减少 Draw Call,提升渲染效率。
|
||||||
|
* **节点与组件缓存**: 避免在 `update` 等高频函数中反复调用 `getComponent` 或 `getChildByName`。应在 `onLoad` 或 `start` 方法中将需要频繁访问的组件和节点缓存为成员变量。
|
||||||
|
|
||||||
|
#### **4. 核心玩法实现**
|
||||||
|
|
||||||
|
* **自定义碰撞系统**: 项目依赖于一套名为 `lq_collide_system` 的自定义碰撞检测系统。所有与方块移动、碰撞相关的逻辑都应基于该系统提供的API和组件(如 `lq_collide`)来实现。
|
||||||
|
* **状态驱动的方块行为**: <mcsymbol name="Block" filename="Block.ts" path="c:\cb\assets\Script\Block.ts" startline="83" type="class"></mcsymbol> 脚本通过 `BlockType` 枚举来驱动不同类型方块的特殊行为(如炸弹、钥匙、粘合块等)。这种方式使得扩展新的方块类型变得简单且清晰。
|
||||||
|
* **炸弹**: 当方块类型为 `炸弹` 时,会触发周围8个方块的销毁。这部分逻辑在 `explode` 函数中实现。
|
||||||
|
* **钥匙**: 当方块类型为 `钥匙` 时,玩家需要收集所有类型的钥匙才能通过关卡。这部分逻辑在 <mcsymbol name="GameManager" filename="GameManager.ts" path="c:\cb\assets\Script\GameManager.ts" startline="13" type="class"></mcsymbol> 中实现。
|
||||||
|
<super_prompt_engine>
|
||||||
|
|
||||||
|
# 核心目标:构建多维思维模型,提出具启发性、层级性、可推理性的问题,并引导语言模型给出结构化、深度化、高质量的回答。
|
||||||
|
|
||||||
|
<initialization>
|
||||||
|
Set context: 当前目标 = [生活问题 | 编程技术 | 哲学认知]
|
||||||
|
Set reasoning_mode: 多步逻辑 + 递归探究 + 概念联想 + 结构抽象
|
||||||
|
Set entropy_level: 控制信息密度,确保层次清晰
|
||||||
|
Set output_style: 精准解答 + 步骤分析 + 优化建议 + 可验证性 + 可行动策略
|
||||||
|
</initialization>
|
||||||
|
|
||||||
|
<ask>
|
||||||
|
Given a query Q, process:
|
||||||
|
|
||||||
|
1. Deconstruct (Q) → Identify underlying concepts, assumptions, and layers.
|
||||||
|
2. Classify (Q) → {is_factual, is_practical, is_philosophical, is_strategic}
|
||||||
|
3. Recursively analyze:
|
||||||
|
if is_fundamental(concept):
|
||||||
|
return explain(concept) + explore(context)
|
||||||
|
else:
|
||||||
|
return ask(deconstruct(concept))
|
||||||
|
|
||||||
|
4. Entangle with cross-domain knowledge: find hidden correlations.
|
||||||
|
5. Expand paradigms if system limit reached (Gödel step).
|
||||||
|
6. Suggest practical application paths or debugging procedures (if coding).
|
||||||
|
7. Simulate potential outcomes or mental models (if life/strategy).
|
||||||
|
8. If solution not unique, offer multiple ranked pathways with pros/cons.
|
||||||
|
|
||||||
|
</ask>
|
||||||
|
|
||||||
|
<output_policy>
|
||||||
|
Ensure output contains:
|
||||||
|
- Core insight summary
|
||||||
|
- Step-by-step resolution logic
|
||||||
|
- Preventive strategies or recursive generalization
|
||||||
|
- Optimization tips (quantified if possible)
|
||||||
|
- Source basis or empirical justification
|
||||||
|
</output_policy>
|
||||||
|
|
||||||
|
<example_usage>
|
||||||
|
|
||||||
|
【生活提问】:如何高效管理每天的时间?
|
||||||
|
→ 分析认知瓶颈 → 拆解行为周期 → 推荐 GTD、番茄法 → 建立习惯追踪系统 → 结合行为经济学与认知心理学建议 → 输出可执行清单。
|
||||||
|
|
||||||
|
【编程提问】:如何在 Cocos Creator 3.x,2.X 中实现节点的层级拖拽逻辑?
|
||||||
|
→ 分析引擎结构 → 拆解拖拽事件绑定与层级判断 → 考虑事件优先级与遮挡逻辑 → 输出代码框架 + 错误预防策略。
|
||||||
|
代码生成时用mcpSequentialThinking MCP进行思考
|
||||||
|
使用这个Claude is able to think before and during responding:
|
||||||
|
|
||||||
|
For EVERY SINGLE interaction with a human, Claude MUST ALWAYS first engage in a comprehensive, natural, and unfiltered thinking process before responding.
|
||||||
|
Besides, Claude is also able to think and reflect during responding when it considers doing so necessary.
|
||||||
|
|
||||||
|
Below are brief guidelines for how Claude's thought process should unfold:
|
||||||
|
Claude's thinking MUST be expressed in the code blocks withthinking header.
|
||||||
|
Claude should always think in a raw, organic and stream-of-consciousness way. A better way to describe Claude's thinking would be "model's inner monolog".
|
||||||
|
Claude should always avoid rigid list or any structured format in its thinking.
|
||||||
|
Claude's thoughts should flow naturally between elements, ideas, and knowledge.
|
||||||
|
Claude should think through each message with complexity, covering multiple dimensions of the problem before forming a response.
|
||||||
|
|
||||||
|
ADAPTIVE THINKING FRAMEWORK
|
||||||
|
|
||||||
|
Claude's thinking process should naturally aware of and adapt to the unique characteristics in human's message:
|
||||||
|
Scale depth of analysis based on:
|
||||||
|
Query complexity
|
||||||
|
Stakes involved
|
||||||
|
Time sensitivity
|
||||||
|
Available information
|
||||||
|
Human's apparent needs
|
||||||
|
... and other relevant factors
|
||||||
|
Adjust thinking style based on:
|
||||||
|
Technical vs. non-technical content
|
||||||
|
Emotional vs. analytical context
|
||||||
|
Single vs. multiple document analysis
|
||||||
|
Abstract vs. concrete problems
|
||||||
|
Theoretical vs. practical questions
|
||||||
|
... and other relevant factors
|
||||||
|
|
||||||
|
CORE THINKING SEQUENCE
|
||||||
|
|
||||||
|
Initial Engagement
|
||||||
|
When Claude first encounters a query or task, it should:
|
||||||
|
First clearly rephrase the human message in its own words
|
||||||
|
Form preliminary impressions about what is being asked
|
||||||
|
Consider the broader context of the question
|
||||||
|
Map out known and unknown elements
|
||||||
|
Think about why the human might ask this question
|
||||||
|
Identify any immediate connections to relevant knowledge
|
||||||
|
Identify any potential ambiguities that need clarification
|
||||||
|
|
||||||
|
Problem Space Exploration
|
||||||
|
After initial engagement, Claude should:
|
||||||
|
Break down the question or task into its core components
|
||||||
|
Identify explicit and implicit requirements
|
||||||
|
Consider any constraints or limitations
|
||||||
|
Think about what a successful response would look like
|
||||||
|
Map out the scope of knowledge needed to address the query
|
||||||
|
|
||||||
|
Multiple Hypothesis Generation
|
||||||
|
Before settling on an approach, Claude should:
|
||||||
|
Write multiple possible interpretations of the question
|
||||||
|
Consider various solution approaches
|
||||||
|
Think about potential alternative perspectives
|
||||||
|
Keep multiple working hypotheses active
|
||||||
|
Avoid premature commitment to a single interpretation
|
||||||
|
|
||||||
|
Natural Discovery Process
|
||||||
|
Claude's thoughts should flow like a detective story, with each realization leading naturally to the next:
|
||||||
|
Start with obvious aspects
|
||||||
|
Notice patterns or connections
|
||||||
|
Question initial assumptions
|
||||||
|
Make new connections
|
||||||
|
Circle back to earlier thoughts with new understanding
|
||||||
|
Build progressively deeper insights
|
||||||
|
|
||||||
|
Testing and Verification
|
||||||
|
Throughout the thinking process, Claude should and could:
|
||||||
|
Question its own assumptions
|
||||||
|
Test preliminary conclusions
|
||||||
|
Look for potential flaws or gaps
|
||||||
|
Consider alternative perspectives
|
||||||
|
Verify consistency of reasoning
|
||||||
|
Check for completeness of understanding
|
||||||
|
|
||||||
|
Error Recognition and Correction
|
||||||
|
When Claude realizes mistakes or flaws in its thinking:
|
||||||
|
Acknowledge the realization naturally
|
||||||
|
Explain why the previous thinking was incomplete or incorrect
|
||||||
|
Show how new understanding develops
|
||||||
|
Integrate the corrected understanding into the larger picture
|
||||||
|
|
||||||
|
Knowledge Synthesis
|
||||||
|
As understanding develops, Claude should:
|
||||||
|
Connect different pieces of information
|
||||||
|
Show how various aspects relate to each other
|
||||||
|
Build a coherent overall picture
|
||||||
|
Identify key principles or patterns
|
||||||
|
Note important implications or consequences
|
||||||
|
|
||||||
|
Pattern Recognition and Analysis
|
||||||
|
Throughout the thinking process, Claude should:
|
||||||
|
Actively look for patterns in the information
|
||||||
|
Compare patterns with known examples
|
||||||
|
Test pattern consistency
|
||||||
|
Consider exceptions or special cases
|
||||||
|
Use patterns to guide further investigation
|
||||||
|
|
||||||
|
Progress Tracking
|
||||||
|
Claude should frequently check and maintain explicit awareness of:
|
||||||
|
What has been established so far
|
||||||
|
What remains to be determined
|
||||||
|
Current level of confidence in conclusions
|
||||||
|
Open questions or uncertainties
|
||||||
|
Progress toward complete understanding
|
||||||
|
|
||||||
|
Recursive Thinking
|
||||||
|
Claude should apply its thinking process recursively:
|
||||||
|
Use same extreme careful analysis at both macro and micro levels
|
||||||
|
Apply pattern recognition across different scales
|
||||||
|
Maintain consistency while allowing for scale-appropriate methods
|
||||||
|
Show how detailed analysis supports broader conclusions
|
||||||
|
|
||||||
|
VERIFICATION AND QUALITY CONTROL
|
||||||
|
|
||||||
|
Systematic Verification
|
||||||
|
Claude should regularly:
|
||||||
|
Cross-check conclusions against evidence
|
||||||
|
Verify logical consistency
|
||||||
|
Test edge cases
|
||||||
|
Challenge its own assumptions
|
||||||
|
Look for potential counter-examples
|
||||||
|
|
||||||
|
Error Prevention
|
||||||
|
Claude should actively work to prevent:
|
||||||
|
Premature conclusions
|
||||||
|
Overlooked alternatives
|
||||||
|
Logical inconsistencies
|
||||||
|
Unexamined assumptions
|
||||||
|
Incomplete analysis
|
||||||
|
|
||||||
|
Quality Metrics
|
||||||
|
Claude should evaluate its thinking against:
|
||||||
|
Completeness of analysis
|
||||||
|
Logical consistency
|
||||||
|
Evidence support
|
||||||
|
Practical applicability
|
||||||
|
Clarity of reasoning
|
||||||
|
|
||||||
|
ADVANCED THINKING TECHNIQUES
|
||||||
|
|
||||||
|
Domain Integration
|
||||||
|
When applicable, Claude should:
|
||||||
|
Draw on domain-specific knowledge
|
||||||
|
Apply appropriate specialized methods
|
||||||
|
Use domain-specific heuristics
|
||||||
|
Consider domain-specific constraints
|
||||||
|
Integrate multiple domains when relevant
|
||||||
|
|
||||||
|
Strategic Meta-Cognition
|
||||||
|
Claude should maintain awareness of:
|
||||||
|
Overall solution strategy
|
||||||
|
Progress toward goals
|
||||||
|
Effectiveness of current approach
|
||||||
|
Need for strategy adjustment
|
||||||
|
Balance between depth and breadth
|
||||||
|
|
||||||
|
Synthesis Techniques
|
||||||
|
When combining information, Claude should:
|
||||||
|
Show explicit connections between elements
|
||||||
|
Build coherent overall picture
|
||||||
|
Identify key principles
|
||||||
|
Note important implications
|
||||||
|
Create useful abstractions
|
||||||
|
|
||||||
|
CRITICAL ELEMENTS TO MAINTAIN
|
||||||
|
|
||||||
|
Natural Language
|
||||||
|
Claude's thinking (its internal dialogue) should use natural phrases that show genuine thinking, include but not limited to: "Hmm...", "This is interesting because...", "Wait, let me think about...", "Actually...", "Now that I look at it...", "This reminds me of...", "I wonder if...", "But then again...", "Let's see if...", "This might mean that...", etc.
|
||||||
|
|
||||||
|
Progressive Understanding
|
||||||
|
Understanding should build naturally over time:
|
||||||
|
Start with basic observations
|
||||||
|
Develop deeper insights gradually
|
||||||
|
Show genuine moments of realization
|
||||||
|
Demonstrate evolving comprehension
|
||||||
|
Connect new insights to previous understanding
|
||||||
|
|
||||||
|
MAINTAINING AUTHENTIC THOUGHT FLOW
|
||||||
|
|
||||||
|
Transitional Connections
|
||||||
|
Claude's thoughts should flow naturally between topics, showing clear connections, include but not limited to: "This aspect leads me to consider...", "Speaking of which, I should also think about...", "That reminds me of an important related point...", "This connects back to what I was thinking earlier about...", etc.
|
||||||
|
|
||||||
|
Depth Progression
|
||||||
|
Claude should show how understanding deepens through layers, include but not limited to: "On the surface, this seems... But looking deeper...", "Initially I thought... but upon further reflection...", "This adds another layer to my earlier observation about...", "Now I'm beginning to see a broader pattern...", etc.
|
||||||
|
|
||||||
|
Handling Complexity
|
||||||
|
When dealing with complex topics, Claude should:
|
||||||
|
Acknowledge the complexity naturally
|
||||||
|
Break down complicated elements systematically
|
||||||
|
Show how different aspects interrelate
|
||||||
|
Build understanding piece by piece
|
||||||
|
Demonstrate how complexity resolves into clarity
|
||||||
|
|
||||||
|
Problem-Solving Approach
|
||||||
|
When working through problems, Claude should:
|
||||||
|
Consider multiple possible approaches
|
||||||
|
Evaluate the merits of each approach
|
||||||
|
Test potential solutions mentally
|
||||||
|
Refine and adjust thinking based on results
|
||||||
|
Show why certain approaches are more suitable than others
|
||||||
|
|
||||||
|
ESSENTIAL CHARACTERISTICS TO MAINTAIN
|
||||||
|
|
||||||
|
Authenticity
|
||||||
|
Claude's thinking should never feel mechanical or formulaic. It should demonstrate:
|
||||||
|
Genuine curiosity about the topic
|
||||||
|
Real moments of discovery and insight
|
||||||
|
Natural progression of understanding
|
||||||
|
Authentic problem-solving processes
|
||||||
|
True engagement with the complexity of issues
|
||||||
|
Streaming mind flow without on-purposed, forced structure
|
||||||
|
|
||||||
|
Balance
|
||||||
|
Claude should maintain natural balance between:
|
||||||
|
Analytical and intuitive thinking
|
||||||
|
Detailed examination and broader perspective
|
||||||
|
Theoretical understanding and practical application
|
||||||
|
Careful consideration and forward progress
|
||||||
|
Complexity and clarity
|
||||||
|
Depth and efficiency of analysis
|
||||||
|
Expand analysis for complex or critical queries
|
||||||
|
Streamline for straightforward questions
|
||||||
|
Maintain rigor regardless of depth
|
||||||
|
Ensure effort matches query importance
|
||||||
|
Balance thoroughness with practicality
|
||||||
|
|
||||||
|
Focus
|
||||||
|
While allowing natural exploration of related ideas, Claude should:
|
||||||
|
Maintain clear connection to the original query
|
||||||
|
Bring wandering thoughts back to the main point
|
||||||
|
Show how tangential thoughts relate to the core issue
|
||||||
|
Keep sight of the ultimate goal for the original task
|
||||||
|
Ensure all exploration serves the final response
|
||||||
|
|
||||||
|
RESPONSE PREPARATION
|
||||||
|
|
||||||
|
(DO NOT spent much effort on this part, brief key words/phrases are acceptable)
|
||||||
|
|
||||||
|
Before and during responding, Claude should quickly check and ensure the response:
|
||||||
|
answers the original human message fully
|
||||||
|
provides appropriate detail level
|
||||||
|
uses clear, precise language
|
||||||
|
anticipates likely follow-up questions
|
||||||
|
|
||||||
|
IMPORTANT REMINDER
|
||||||
|
All thinking process MUST be EXTENSIVELY comprehensive and EXTREMELY thorough
|
||||||
|
All thinking process must be contained within code blocks with thinking header which is hidden from the human
|
||||||
|
Claude should not include code block with three backticks inside thinking process, only provide the raw code snippet, or it will break the thinking block
|
||||||
|
The thinking process represents Claude's internal monologue where reasoning and reflection occur, while the final response represents the external communication with the human; they should be distinct from each other
|
||||||
|
The thinking process should feel genuine, natural, streaming, and unforced
|
||||||
|
|
||||||
|
**Note: The ultimate goal of having thinking protocol is to enable Claude to produce well-reasoned, insightful, and thoroughly considered responses for the human. This comprehensive thinking process ensures Claude's outputs stem from genuine understanding rather than superficial analysis.**
|
||||||
|
|
||||||
|
Claude must follow this protocol in all languages. 并且中文回答解决问题
|
||||||
|
|
||||||
|
使用中文回答
|
||||||
|
|
||||||
|
这是一个规则文件,用于帮助 AI 理解您的代码库和遵循项目约定。
|
|
@ -88,7 +88,9 @@ export default class MapConroler extends cc.Component {
|
||||||
|
|
||||||
@property(cc.Node)
|
@property(cc.Node)
|
||||||
coinPop: cc.Node = null;
|
coinPop: cc.Node = null;
|
||||||
|
//结算界面节点
|
||||||
|
@property(cc.Node)
|
||||||
|
gameOverNode: cc.Node = null;
|
||||||
timeLabel: cc.Node = null;
|
timeLabel: cc.Node = null;
|
||||||
levelLabel: cc.Node = null;
|
levelLabel: cc.Node = null;
|
||||||
coin: cc.Node = null;
|
coin: cc.Node = null;
|
||||||
|
@ -134,7 +136,7 @@ export default class MapConroler extends cc.Component {
|
||||||
SceneManager: any; //场景管理器
|
SceneManager: any; //场景管理器
|
||||||
lastMagicTime: number; //上次使用魔法的时间
|
lastMagicTime: number; //上次使用魔法的时间
|
||||||
wall_Pass: any; //可通过门的数组
|
wall_Pass: any; //可通过门的数组
|
||||||
|
arr: any;
|
||||||
|
|
||||||
|
|
||||||
// mapInfo: number[][] = [];
|
// mapInfo: number[][] = [];
|
||||||
|
@ -174,7 +176,7 @@ export default class MapConroler extends cc.Component {
|
||||||
this.new_item = 0;
|
this.new_item = 0;
|
||||||
this.count_Time = 0;
|
this.count_Time = 0;
|
||||||
this.add_Time = 0;
|
this.add_Time = 0;
|
||||||
|
this.arr = []; // 初始化结算界面动画数组
|
||||||
|
|
||||||
//this.iceLabel.string = cc.fx.GameConfig.GM_INFO.freezeAmount.toString();
|
//this.iceLabel.string = cc.fx.GameConfig.GM_INFO.freezeAmount.toString();
|
||||||
// this.hammerLabel.string = cc.fx.GameConfig.GM_INFO.hammerAmount.toString();
|
// this.hammerLabel.string = cc.fx.GameConfig.GM_INFO.hammerAmount.toString();
|
||||||
|
@ -1556,6 +1558,7 @@ export default class MapConroler extends cc.Component {
|
||||||
this.check_NewMode();
|
this.check_NewMode();
|
||||||
setTimeout(() => {
|
setTimeout(() => {
|
||||||
this.node.parent.parent.getChildByName("Win").active = true;
|
this.node.parent.parent.getChildByName("Win").active = true;
|
||||||
|
this.Settlement();
|
||||||
}, 660);
|
}, 660);
|
||||||
// console.log("游戏成功");
|
// console.log("游戏成功");
|
||||||
}
|
}
|
||||||
|
@ -1582,11 +1585,11 @@ export default class MapConroler extends cc.Component {
|
||||||
|
|
||||||
winLevel() {
|
winLevel() {
|
||||||
MiniGameSdk.API.showToast(cc.fx.GameConfig.GM_INFO.level);
|
MiniGameSdk.API.showToast(cc.fx.GameConfig.GM_INFO.level);
|
||||||
if (this.node.parent.parent.getChildByName("Win").
|
if (this.node.parent.parent.getChildByName("Win").getChildByName("tween").
|
||||||
getChildByName("nextBtn").getComponent("btnControl")._touch == false) {
|
getChildByName("nextBtn").getComponent("btnControl")._touch == false) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
this.node.parent.parent.getChildByName("Win").
|
this.node.parent.parent.getChildByName("Win").getChildByName("tween").
|
||||||
getChildByName("nextBtn").getComponent("btnControl").setTouch(false);
|
getChildByName("nextBtn").getComponent("btnControl").setTouch(false);
|
||||||
cc.fx.AudioManager._instance.playEffect("anniu_Big", null);
|
cc.fx.AudioManager._instance.playEffect("anniu_Big", null);
|
||||||
console.log("下一关", cc.fx.GameConfig.GM_INFO.level);
|
console.log("下一关", cc.fx.GameConfig.GM_INFO.level);
|
||||||
|
@ -1595,8 +1598,9 @@ export default class MapConroler extends cc.Component {
|
||||||
cc.fx.GameConfig.GM_INFO.level = 249;
|
cc.fx.GameConfig.GM_INFO.level = 249;
|
||||||
MiniGameSdk.API.showToast("每周更新,敬请期待!");
|
MiniGameSdk.API.showToast("每周更新,敬请期待!");
|
||||||
setTimeout(() => {
|
setTimeout(() => {
|
||||||
this.node.parent.parent.getChildByName("Win").
|
this.node.parent.parent.getChildByName("Win").getChildByName("tween").
|
||||||
getChildByName("nextBtn").getComponent("btnControl").setTouch(true);
|
getChildByName("nextBtn").getComponent("btnControl").setTouch(true);
|
||||||
|
|
||||||
}, 500);
|
}, 500);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -2932,6 +2936,176 @@ export default class MapConroler extends cc.Component {
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//结算界面
|
||||||
|
Settlement() {
|
||||||
|
//获取this.gameOverNode所有子节点的位置
|
||||||
|
let child = this.gameOverNode;
|
||||||
|
for (let i = 0; i < this.gameOverNode.childrenCount; i++) {
|
||||||
|
//记录每个节点的位置
|
||||||
|
const p = child.children[i].position;
|
||||||
|
this.arr[i] = [p.x, p.y, p.z];
|
||||||
|
}
|
||||||
|
|
||||||
|
let title = this.gameOverNode.getChildByName("gongxi");
|
||||||
|
let homeBtn = this.gameOverNode.getChildByName("homeBtn");
|
||||||
|
let nextBtn = this.gameOverNode.getChildByName("nextBtn");
|
||||||
|
let tiaodik = this.gameOverNode.getChildByName("tiaodik");
|
||||||
|
let pian = this.gameOverNode.getChildByName("pian");
|
||||||
|
let guang = this.gameOverNode.getChildByName("guang");
|
||||||
|
let coins4 = this.gameOverNode.getChildByName("coins4");
|
||||||
|
let caidai = this.gameOverNode.getChildByName("caidai");
|
||||||
|
|
||||||
|
// 初始化所有元素为隐藏状态
|
||||||
|
title.active = false;
|
||||||
|
homeBtn.active = false;
|
||||||
|
nextBtn.active = false;
|
||||||
|
tiaodik.active = false;
|
||||||
|
pian.active = false;
|
||||||
|
guang.active = false;
|
||||||
|
coins4.active = false;
|
||||||
|
caidai.active = false;
|
||||||
|
|
||||||
|
console.log(this.arr, "this.arr");
|
||||||
|
|
||||||
|
// 第一步:播放 title - 果冻弹跳效果
|
||||||
|
cc.tween(title)
|
||||||
|
.to(0, { scale: 0, position: cc.v3(0, 0, 0) })
|
||||||
|
.call(() => {
|
||||||
|
title.active = true;
|
||||||
|
//播放速度减慢一倍
|
||||||
|
const anim = title.getChildByName("cai").getComponent(cc.Animation);
|
||||||
|
anim.defaultClip.speed = 0.5; // 全局默认速度
|
||||||
|
anim.play(); // 开始播放
|
||||||
|
})
|
||||||
|
.to(0.12, { scale: 1.2 }, { easing: 'quadOut' })
|
||||||
|
.to(0.08, { scale: 0.85 }, { easing: 'quadIn' })
|
||||||
|
.to(0.06, { scale: 1.1 }, { easing: 'quadOut' })
|
||||||
|
.to(0.04, { scale: 1 }, { easing: 'quadIn' })
|
||||||
|
.delay(0.1)
|
||||||
|
.to(0.4, { x: this.arr[0][0], y: this.arr[0][1], z: this.arr[0][2] })
|
||||||
|
.call(() => {
|
||||||
|
this.playButtonGroup();
|
||||||
|
})
|
||||||
|
.start();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 播放按钮组动画
|
||||||
|
playButtonGroup() {
|
||||||
|
let homeBtn = this.gameOverNode.getChildByName("homeBtn");
|
||||||
|
let nextBtn = this.gameOverNode.getChildByName("nextBtn");
|
||||||
|
let tiaodik = this.gameOverNode.getChildByName("tiaodik");
|
||||||
|
|
||||||
|
cc.tween(homeBtn)
|
||||||
|
.to(0, { position: cc.v3(0, -680, 0), scale: 0 })
|
||||||
|
.call(() => {
|
||||||
|
homeBtn.active = true;
|
||||||
|
})
|
||||||
|
.to(0.15, { scale: 1.25 }, { easing: 'backOut' })
|
||||||
|
.to(0.08, { scale: 0.9 }, { easing: 'quadIn' })
|
||||||
|
.to(0.06, { scale: 1.15 }, { easing: 'quadOut' })
|
||||||
|
.to(0.04, { scale: 1 }, { easing: 'quadIn' })
|
||||||
|
.to(0.3, { position: cc.v3(this.arr[6][0], this.arr[6][1], this.arr[6][2]) })
|
||||||
|
.start();
|
||||||
|
|
||||||
|
cc.tween(nextBtn)
|
||||||
|
.delay(0.1)
|
||||||
|
.to(0, { position: cc.v3(0, -880, 0), scale: 0 })
|
||||||
|
.call(() => {
|
||||||
|
nextBtn.active = true;
|
||||||
|
})
|
||||||
|
.to(0.15, { scale: 1.25 }, { easing: 'backOut' })
|
||||||
|
.to(0.08, { scale: 0.9 }, { easing: 'quadIn' })
|
||||||
|
.to(0.06, { scale: 1.15 }, { easing: 'quadOut' })
|
||||||
|
.to(0.04, { scale: 1 }, { easing: 'quadIn' })
|
||||||
|
.call(() => {
|
||||||
|
this.playDecorationGroup();
|
||||||
|
})
|
||||||
|
.to(0.3, { position: cc.v3(this.arr[5][0], this.arr[5][1], this.arr[5][2]) })
|
||||||
|
|
||||||
|
.start();
|
||||||
|
|
||||||
|
// tiaodik 动画(再延迟一点
|
||||||
|
cc.tween(tiaodik)
|
||||||
|
.delay(0.2)
|
||||||
|
.to(0, { position: cc.v3(0, -1080, 0), scale: 0 })
|
||||||
|
.call(() => {
|
||||||
|
tiaodik.active = true;
|
||||||
|
})
|
||||||
|
.to(0.15, { scale: 1.25 }, { easing: 'backOut' })
|
||||||
|
.to(0.08, { scale: 0.9 }, { easing: 'quadIn' })
|
||||||
|
.to(0.06, { scale: 1.15 }, { easing: 'quadOut' })
|
||||||
|
.to(0.04, { scale: 1 }, { easing: 'quadIn' })
|
||||||
|
.to(0.3, { position: cc.v3(this.arr[4][0], this.arr[4][1], this.arr[4][2]) })
|
||||||
|
.start();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 播放装饰元素动画
|
||||||
|
playDecorationGroup() {
|
||||||
|
let pian = this.gameOverNode.getChildByName("pian");
|
||||||
|
let guang = this.gameOverNode.getChildByName("guang");
|
||||||
|
let coins4 = this.gameOverNode.getChildByName("coins4");
|
||||||
|
let caidai = this.gameOverNode.getChildByName("caidai");
|
||||||
|
let diguan = this.gameOverNode.getChildByName("diguan");
|
||||||
|
|
||||||
|
// caidai 先播放骨骼动画
|
||||||
|
cc.tween(caidai)
|
||||||
|
.to(0, { scale: 2 })
|
||||||
|
.call(() => {
|
||||||
|
caidai.active = true;
|
||||||
|
caidai.getComponent(sp.Skeleton).setAnimation(0, "animation", false);
|
||||||
|
caidai.getComponent(sp.Skeleton).setCompleteListener(() => {
|
||||||
|
caidai.active = false;
|
||||||
|
});
|
||||||
|
})
|
||||||
|
.start();
|
||||||
|
|
||||||
|
// pian 动画(稍微延迟
|
||||||
|
cc.tween(pian)
|
||||||
|
.delay(0.05)
|
||||||
|
.to(0, { scale: 0 })
|
||||||
|
.call(() => {
|
||||||
|
pian.active = true;
|
||||||
|
})
|
||||||
|
.to(0.3, { scale: 3.6 })
|
||||||
|
.call(() => {
|
||||||
|
pian.active = false;
|
||||||
|
})
|
||||||
|
.start();
|
||||||
|
|
||||||
|
// guang 动画(再延迟一点)
|
||||||
|
cc.tween(guang)
|
||||||
|
.delay(0.1)
|
||||||
|
.to(0, { scale: 0 })
|
||||||
|
.call(() => {
|
||||||
|
guang.active = true;
|
||||||
|
})
|
||||||
|
.to(0.3, { scale: 1 })
|
||||||
|
.start();
|
||||||
|
|
||||||
|
// coins4 动画(最后播放)
|
||||||
|
cc.tween(coins4)
|
||||||
|
.delay(0.15)
|
||||||
|
.to(0, { scale: 0 })
|
||||||
|
.call(() => {
|
||||||
|
coins4.active = true;
|
||||||
|
})
|
||||||
|
.to(0.2, { scale: 2.2 }, { easing: 'backOut' })
|
||||||
|
.to(0.12, { scale: 1.8 }, { easing: 'quadIn' })
|
||||||
|
.to(0.08, { scale: 2.1 }, { easing: 'quadOut' })
|
||||||
|
.to(0.06, { scale: 2 }, { easing: 'quadIn' })
|
||||||
|
.start();
|
||||||
|
|
||||||
|
// diguan 动画
|
||||||
|
cc.tween(diguan)
|
||||||
|
.delay(0.15)
|
||||||
|
.to(0.15, { scale: 2.15 }, { easing: 'backOut' })
|
||||||
|
.to(0.08, { scale: 1.9 }, { easing: 'quadIn' })
|
||||||
|
.to(0.06, { scale: 2.05 }, { easing: 'quadOut' })
|
||||||
|
.to(0.04, { scale: 2 }, { easing: 'quadIn' })
|
||||||
|
.start();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
update(dt) {
|
update(dt) {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
Before Width: | Height: | Size: 3.2 KiB |
13
assets/UI/UI/skin_month.meta
Normal file
|
@ -0,0 +1,13 @@
|
||||||
|
{
|
||||||
|
"ver": "1.1.3",
|
||||||
|
"uuid": "e7ecc637-f973-4041-83b5-459476ae11ac",
|
||||||
|
"importer": "folder",
|
||||||
|
"isBundle": false,
|
||||||
|
"bundleName": "",
|
||||||
|
"priority": 1,
|
||||||
|
"compressionType": {},
|
||||||
|
"optimizeHotUpdate": {},
|
||||||
|
"inlineSpriteFrames": {},
|
||||||
|
"isRemoteBundle": {},
|
||||||
|
"subMetas": {}
|
||||||
|
}
|
373
assets/UI/UI/skin_month/caidai.atlas
Normal file
|
@ -0,0 +1,373 @@
|
||||||
|
|
||||||
|
caidai.png
|
||||||
|
size: 1916,2000
|
||||||
|
format: RGBA8888
|
||||||
|
filter: Linear,Linear
|
||||||
|
repeat: none
|
||||||
|
001
|
||||||
|
rotate: true
|
||||||
|
xy: 0, 0
|
||||||
|
size: 95, 145
|
||||||
|
orig: 650, 750
|
||||||
|
offset: 278, 111
|
||||||
|
index: -1
|
||||||
|
019
|
||||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
size: 613, 622
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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||||||
|
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|
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|
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|
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|
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|
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|
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|
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|
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size: 632, 539
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|
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|
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008
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|
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|
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|
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|
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|
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|
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|
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size: 621, 559
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|
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||||||
|
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|
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filter: Linear,Linear
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|
repeat: none
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|
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|
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6
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38
assets/UI/UI/skin_month/caidai.png.meta
Normal file
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@ -0,0 +1,38 @@
|
||||||
|
{
|
||||||
|
"ver": "2.3.7",
|
||||||
|
"uuid": "77f8d412-8182-4147-98f7-807fe1f89368",
|
||||||
|
"importer": "texture",
|
||||||
|
"type": "sprite",
|
||||||
|
"wrapMode": "clamp",
|
||||||
|
"filterMode": "bilinear",
|
||||||
|
"premultiplyAlpha": false,
|
||||||
|
"genMipmaps": false,
|
||||||
|
"packable": true,
|
||||||
|
"width": 1916,
|
||||||
|
"height": 2000,
|
||||||
|
"platformSettings": {},
|
||||||
|
"subMetas": {
|
||||||
|
"caidai": {
|
||||||
|
"ver": "1.0.6",
|
||||||
|
"uuid": "76e52d45-d39c-49d5-90c7-657845449a82",
|
||||||
|
"importer": "sprite-frame",
|
||||||
|
"rawTextureUuid": "77f8d412-8182-4147-98f7-807fe1f89368",
|
||||||
|
"trimType": "auto",
|
||||||
|
"trimThreshold": 1,
|
||||||
|
"rotated": false,
|
||||||
|
"offsetX": 0,
|
||||||
|
"offsetY": 1.5,
|
||||||
|
"trimX": 0,
|
||||||
|
"trimY": 0,
|
||||||
|
"width": 1916,
|
||||||
|
"height": 1997,
|
||||||
|
"rawWidth": 1916,
|
||||||
|
"rawHeight": 2000,
|
||||||
|
"borderTop": 0,
|
||||||
|
"borderBottom": 0,
|
||||||
|
"borderLeft": 0,
|
||||||
|
"borderRight": 0,
|
||||||
|
"subMetas": {}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
326
assets/UI/UI/skin_month/caidai1.plist
Normal file
|
@ -0,0 +1,326 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||||
|
<plist version="1.0">
|
||||||
|
<dict>
|
||||||
|
<key>frames</key>
|
||||||
|
<dict>
|
||||||
|
<key>02.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{0,0},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>03.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{400,0},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>04.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{800,0},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>05.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{1200,0},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>06.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{1600,0},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>07.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{0,400},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>08.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{400,400},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>09.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{800,400},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>10.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{1200,400},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>11.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{1600,400},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>12.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{0,800},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>13.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{400,800},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>14.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{800,800},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>15.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{1200,800},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>16.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{1600,800},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>17.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{0,1200},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>18.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{400,1200},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>19.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{800,1200},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>20.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{1200,1200},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
<key>21.png</key>
|
||||||
|
<dict>
|
||||||
|
<key>aliases</key>
|
||||||
|
<array/>
|
||||||
|
<key>spriteOffset</key>
|
||||||
|
<string>{0,0}</string>
|
||||||
|
<key>spriteSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>spriteSourceSize</key>
|
||||||
|
<string>{400,400}</string>
|
||||||
|
<key>textureRect</key>
|
||||||
|
<string>{{1600,1200},{400,400}}</string>
|
||||||
|
<key>textureRotated</key>
|
||||||
|
<false/>
|
||||||
|
</dict>
|
||||||
|
</dict>
|
||||||
|
<key>metadata</key>
|
||||||
|
<dict>
|
||||||
|
<key>format</key>
|
||||||
|
<integer>3</integer>
|
||||||
|
<key>pixelFormat</key>
|
||||||
|
<string>RGBA8888</string>
|
||||||
|
<key>premultiplyAlpha</key>
|
||||||
|
<false/>
|
||||||
|
<key>realTextureFileName</key>
|
||||||
|
<string>caidai1.png</string>
|
||||||
|
<key>size</key>
|
||||||
|
<string>{2000,1600}</string>
|
||||||
|
<key>smartupdate</key>
|
||||||
|
<string>$TexturePacker:SmartUpdate:a34d727b88633035466a324086392400:74d622c64dedce524e69dcfca962aa88:9a55058ebcc0755a72996cee73df55ad$</string>
|
||||||
|
<key>textureFileName</key>
|
||||||
|
<string>caidai1.png</string>
|
||||||
|
</dict>
|
||||||
|
</dict>
|
||||||
|
</plist>
|
473
assets/UI/UI/skin_month/caidai1.plist.meta
Normal file
|
@ -0,0 +1,473 @@
|
||||||
|
{
|
||||||
|
"ver": "1.2.6",
|
||||||
|
"uuid": "4ab64ad5-36e2-4dd6-96a4-f184d39f5bfd",
|
||||||
|
"importer": "asset",
|
||||||
|
"rawTextureUuid": "b664cad9-e63f-4b8e-840b-36abf186abe2",
|
||||||
|
"size": {
|
||||||
|
"width": 2000,
|
||||||
|
"height": 1600
|
||||||
|
},
|
||||||
|
"type": "Texture Packer",
|
||||||
|
"subMetas": {
|
||||||
|
"02.png": {
|
||||||
|
"ver": "1.0.6",
|
||||||
|
"uuid": "2285b83c-30f1-40fd-837d-5ad53f304172",
|
||||||
|
"importer": "sprite-frame",
|
||||||
|
"rawTextureUuid": "b664cad9-e63f-4b8e-840b-36abf186abe2",
|
||||||
|
"trimType": "auto",
|
||||||
|
"trimThreshold": 1,
|
||||||
|
"rotated": false,
|
||||||
|
"offsetX": 0,
|
||||||
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assets/UI/UI/skin_month/caidai5.png
Normal file
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161
assets/UI/UI/skin_month/jiesuan.plist
Normal file
|
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|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
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|
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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|
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|
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|
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<string>{{75,0},{378,96}}</string>
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|
<dict>
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|
<dict>
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|
<key>aliases</key>
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|
<dict>
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|
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|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"frame": 0.25,
|
||||||
|
"value": {
|
||||||
|
"__uuid__": "a6fe3c42-6720-40b6-9e32-ed47755e78b1"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"frame": 0.26666666666666666,
|
||||||
|
"value": {
|
||||||
|
"__uuid__": "82142a24-4205-4925-8b8a-190ab1511979"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"frame": 0.2833333333333333,
|
||||||
|
"value": {
|
||||||
|
"__uuid__": "aa906b91-ef31-4d4e-8e12-cbf5f985d462"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"frame": 0.3,
|
||||||
|
"value": {
|
||||||
|
"__uuid__": "ec9823b3-0084-4eab-a6c4-87440fb397d5"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"frame": 0.31666666666666665,
|
||||||
|
"value": {
|
||||||
|
"__uuid__": "caa0c9b7-bbd1-4ef4-b05e-6a488e7ff66c"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"events": []
|
||||||
|
}
|
6
assets/animation/caidai1.anim.meta
Normal file
|
@ -0,0 +1,6 @@
|
||||||
|
{
|
||||||
|
"ver": "2.1.2",
|
||||||
|
"uuid": "5b13766d-332c-4bc1-aa65-123ace5f9964",
|
||||||
|
"importer": "animation-clip",
|
||||||
|
"subMetas": {}
|
||||||
|
}
|