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BBeretta
Neos
Commits
bc9d35df
Commit
bc9d35df
authored
Sep 17, 2023
by
Chunchi Che
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Plain Diff
Merge branch 'fix/menu' into 'main'
(尝试)修复偶现的无法结束阶段或进入战斗阶段的问题和修复攻击力展示不正确的问题 See merge request
mycard/Neos!319
parents
9a562f46
3a9d7b14
Changes
2
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2 changed files
with
82 additions
and
57 deletions
+82
-57
src/service/duel/chaining.ts
src/service/duel/chaining.ts
+3
-1
src/ui/Duel/PlayMat/Menu/index.tsx
src/ui/Duel/PlayMat/Menu/index.tsx
+79
-56
No files found.
src/service/duel/chaining.ts
View file @
bc9d35df
...
...
@@ -29,7 +29,9 @@ export default async (chaining: ygopro.StocGameMessage.MsgChaining) => {
// target.code = meta.id;
// 设置`Meta`信息,让对手发动效果的卡也能展示正面卡图
target
.
meta
=
meta
;
if
(
target
.
code
===
0
)
{
target
.
meta
=
meta
;
}
// 发动效果动画
await
callCardFocus
(
target
.
uuid
);
...
...
src/ui/Duel/PlayMat/Menu/index.tsx
View file @
bc9d35df
...
...
@@ -15,7 +15,7 @@ import {
theme
,
Tooltip
,
}
from
"
antd
"
;
import
{
cloneElement
}
from
"
react
"
;
import
{
cloneElement
,
useEffect
,
useState
}
from
"
react
"
;
import
{
useSnapshot
}
from
"
valtio
"
;
import
{
...
...
@@ -32,66 +32,89 @@ import PhaseType = ygopro.StocGameMessage.MsgNewPhase.PhaseType;
const
{
phase
:
store
}
=
matStore
;
const
{
useToken
}
=
theme
;
const
clearAllIdleInteractivities
=
()
=>
{
for
(
const
card
of
cardStore
.
inner
)
{
card
.
idleInteractivities
=
[];
}
};
// PhaseType, 中文, response, 是否显示,是否禁用
const
initialPhaseBind
:
[
phase
:
PhaseType
,
label
:
string
,
response
:
number
,
show
:
boolean
,
disabled
:
boolean
,
][]
=
[
[
PhaseType
.
DRAW
,
"
抽卡阶段
"
,
-
1
,
true
,
true
],
[
PhaseType
.
STANDBY
,
"
准备阶段
"
,
-
1
,
true
,
true
],
[
PhaseType
.
MAIN1
,
"
主要阶段 1
"
,
-
1
,
true
,
true
],
[
PhaseType
.
BATTLE
,
"
战斗阶段
"
,
6
,
true
,
true
],
[
PhaseType
.
BATTLE_START
,
"
战斗开始
"
,
3
,
false
,
true
],
[
PhaseType
.
BATTLE_STEP
,
"
战斗步骤
"
,
3
,
false
,
true
],
[
PhaseType
.
DAMAGE
,
"
伤害步骤
"
,
3
,
false
,
true
],
[
PhaseType
.
DAMAGE_GAL
,
"
伤害步骤(伤害计算)
"
,
3
,
false
,
true
],
[
PhaseType
.
MAIN2
,
"
主要阶段 2
"
,
2
,
true
,
true
],
[
PhaseType
.
END
,
"
结束阶段
"
,
7
,
true
,
true
],
[
PhaseType
.
UNKNOWN
,
"
未知阶段
"
,
-
1
,
false
,
true
],
];
export
const
Menu
=
()
=>
{
const
{
enableBp
,
enableM2
,
enableEp
,
currentPhase
}
=
useSnapshot
(
store
);
const
{
currentPlayer
,
chainSetting
}
=
useSnapshot
(
matStore
);
const
[
phaseBind
,
setPhaseBind
]
=
useState
(
initialPhaseBind
);
const
[
phaseSwitchItems
,
setPhaseSwitchItems
]
=
useState
<
MenuProps
[
"
items
"
]
>
(
[],
);
const
clearAllIdleInteractivities
=
()
=>
{
for
(
const
card
of
cardStore
.
inner
)
{
card
.
idleInteractivities
=
[];
}
};
useEffect
(()
=>
{
const
endResponse
=
[
PhaseType
.
BATTLE_START
,
PhaseType
.
BATTLE_STEP
,
PhaseType
.
DAMAGE
,
PhaseType
.
DAMAGE_GAL
,
PhaseType
.
BATTLE
,
].
includes
(
currentPhase
)
?
3
:
7
;
const
endResponse
=
[
PhaseType
.
BATTLE_START
,
PhaseType
.
BATTLE_STEP
,
PhaseType
.
DAMAGE
,
PhaseType
.
DAMAGE_GAL
,
PhaseType
.
BATTLE
,
].
includes
(
currentPhase
)
?
3
:
7
;
// PhaseType, 中文, response, 是否显示,是否禁用
const
phaseBind
:
[
phase
:
PhaseType
,
label
:
string
,
response
:
number
,
show
:
boolean
,
disabled
:
boolean
,
][]
=
[
[
PhaseType
.
DRAW
,
"
抽卡阶段
"
,
-
1
,
true
,
true
],
[
PhaseType
.
STANDBY
,
"
准备阶段
"
,
-
1
,
true
,
true
],
[
PhaseType
.
MAIN1
,
"
主要阶段 1
"
,
-
1
,
true
,
true
],
[
PhaseType
.
BATTLE
,
"
战斗阶段
"
,
6
,
true
,
!
enableBp
],
[
PhaseType
.
BATTLE_START
,
"
战斗开始
"
,
3
,
false
,
true
],
[
PhaseType
.
BATTLE_STEP
,
"
战斗步骤
"
,
3
,
false
,
true
],
[
PhaseType
.
DAMAGE
,
"
伤害步骤
"
,
3
,
false
,
true
],
[
PhaseType
.
DAMAGE_GAL
,
"
伤害步骤(伤害计算)
"
,
3
,
false
,
true
],
[
PhaseType
.
MAIN2
,
"
主要阶段 2
"
,
2
,
true
,
!
enableM2
],
[
PhaseType
.
END
,
"
结束阶段
"
,
endResponse
,
true
,
!
enableEp
],
[
PhaseType
.
UNKNOWN
,
"
未知阶段
"
,
-
1
,
false
,
true
],
];
const
phaseSwitchItems
:
MenuProps
[
"
items
"
]
=
phaseBind
.
filter
(([,
,
,
show
])
=>
show
)
.
map
(([
phase
,
label
,
response
,
_
,
disabled
],
key
)
=>
({
key
,
label
,
disabled
:
store
.
currentPhase
>=
phase
||
disabled
,
onClick
:
()
=>
{
if
(
response
===
2
)
sendSelectIdleCmdResponse
(
response
);
else
sendSelectBattleCmdResponse
(
response
);
clearAllIdleInteractivities
();
},
icon
:
store
.
currentPhase
>=
phase
||
disabled
?
(
<
CheckOutlined
/>
)
:
(
<
ArrowRightOutlined
/>
),
danger
:
phase
===
PhaseType
.
END
,
}));
setPhaseBind
((
prev
)
=>
{
const
newItems
=
[...
prev
];
for
(
const
item
of
newItems
)
{
const
[
phase
,
,
,
,]
=
item
;
if
(
phase
===
PhaseType
.
BATTLE
)
{
item
[
4
]
=
!
enableBp
;
}
else
if
(
phase
===
PhaseType
.
MAIN2
)
{
item
[
4
]
=
!
enableM2
;
}
else
if
(
phase
===
PhaseType
.
END
)
{
item
[
4
]
=
!
enableEp
;
item
[
2
]
=
endResponse
;
}
}
return
newItems
;
});
},
[
enableBp
,
enableM2
,
enableEp
,
currentPhase
]);
useEffect
(()
=>
{
const
newPhaseSwitchItems
=
phaseBind
.
filter
(([,
,
,
show
])
=>
show
)
.
map
(([
phase
,
label
,
response
,
_
,
disabled
],
key
)
=>
({
key
,
label
,
disabled
:
disabled
,
onClick
:
()
=>
{
if
(
response
===
2
)
sendSelectIdleCmdResponse
(
response
);
else
sendSelectBattleCmdResponse
(
response
);
clearAllIdleInteractivities
();
},
icon
:
disabled
?
<
CheckOutlined
/>
:
<
ArrowRightOutlined
/>,
danger
:
phase
===
PhaseType
.
END
,
}));
setPhaseSwitchItems
(
newPhaseSwitchItems
);
},
[
phaseBind
]);
const
chainSettingTexts
=
[
[
ChainSetting
.
CHAIN_ALL
,
"
全部连锁
"
],
...
...
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