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love_飞影
Neos
Commits
50f95383
Commit
50f95383
authored
Nov 27, 2022
by
Chunchi Che
Browse files
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Plain Diff
update simpleDuel
parent
c490cf18
Changes
9
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9 changed files
with
55 additions
and
29 deletions
+55
-29
src/ui/Duel/simpleDuel/cemetery.ts
src/ui/Duel/simpleDuel/cemetery.ts
+7
-5
src/ui/Duel/simpleDuel/config.ts
src/ui/Duel/simpleDuel/config.ts
+3
-0
src/ui/Duel/simpleDuel/deck.ts
src/ui/Duel/simpleDuel/deck.ts
+10
-2
src/ui/Duel/simpleDuel/exclusion.ts
src/ui/Duel/simpleDuel/exclusion.ts
+3
-5
src/ui/Duel/simpleDuel/extraMonsters.ts
src/ui/Duel/simpleDuel/extraMonsters.ts
+8
-2
src/ui/Duel/simpleDuel/field.ts
src/ui/Duel/simpleDuel/field.ts
+7
-2
src/ui/Duel/simpleDuel/magics.ts
src/ui/Duel/simpleDuel/magics.ts
+8
-6
src/ui/Duel/simpleDuel/mod.tsx
src/ui/Duel/simpleDuel/mod.tsx
+1
-1
src/ui/Duel/simpleDuel/monsters.ts
src/ui/Duel/simpleDuel/monsters.ts
+8
-6
No files found.
src/ui/Duel/simpleDuel/cemetery.ts
View file @
50f95383
...
...
@@ -3,12 +3,14 @@ import * as CONFIG from "./config";
export
default
(
scene
:
BABYLON
.
Scene
)
=>
{
// 墓地
const
cemetery
=
BABYLON
.
MeshBuilder
.
CreateBox
(
"
cemetery
"
,
CONFIG
.
CemeterySlotShape
()
);
const
shape
=
CONFIG
.
CemeterySlotShape
();
const
cemetery
=
BABYLON
.
MeshBuilder
.
CreateBox
(
"
cemetery
"
,
shape
);
// 位置
cemetery
.
position
=
new
BABYLON
.
Vector3
(
3.2
,
0.5
,
-
2.0
);
cemetery
.
position
=
new
BABYLON
.
Vector3
(
3.2
,
shape
.
depth
/
2
+
CONFIG
.
Floating
,
-
2.0
);
// 旋转
cemetery
.
rotation
=
CONFIG
.
CemeterySlotRotation
();
// 材质
...
...
src/ui/Duel/simpleDuel/config.ts
View file @
50f95383
...
...
@@ -42,6 +42,9 @@ export const FieldSlotRotation = () => {
return
new
BABYLON
.
Vector3
(
1.5
,
0
,
0
);
};
// 浮空
export
const
Floating
=
0.02
;
// 手牌
export
const
HandShape
=
()
=>
{
return
{
width
:
0.5
,
height
:
0.75
};
...
...
src/ui/Duel/simpleDuel/deck.ts
View file @
50f95383
...
...
@@ -9,7 +9,11 @@ export default (scene: BABYLON.Scene) => {
scene
);
// 位置
deck
.
position
=
new
BABYLON
.
Vector3
(
3.2
,
0.5
,
-
3.2
);
deck
.
position
=
new
BABYLON
.
Vector3
(
3.2
,
CONFIG
.
DeckSlotShape
().
depth
/
2
+
CONFIG
.
Floating
,
-
3.2
);
// 旋转
deck
.
rotation
=
CONFIG
.
DeckSlotRotation
();
// 材质
...
...
@@ -25,7 +29,11 @@ export default (scene: BABYLON.Scene) => {
scene
);
// 位置
extraDeck
.
position
=
new
BABYLON
.
Vector3
(
-
3.3
,
0.5
,
-
3.2
);
extraDeck
.
position
=
new
BABYLON
.
Vector3
(
-
3.3
,
CONFIG
.
ExtraDeckSlotShape
().
depth
/
2
+
CONFIG
.
Floating
,
-
3.2
);
// 旋转
extraDeck
.
rotation
=
CONFIG
.
DeckSlotRotation
();
// 材质
...
...
src/ui/Duel/simpleDuel/exclusion.ts
View file @
50f95383
...
...
@@ -3,12 +3,10 @@ import * as CONFIG from "./config";
export
default
(
scene
:
BABYLON
.
Scene
)
=>
{
// 除外区
const
exclusion
=
BABYLON
.
MeshBuilder
.
CreateBox
(
"
exclusion
"
,
CONFIG
.
ExclusionSlotShape
()
);
const
shape
=
CONFIG
.
ExclusionSlotShape
();
const
exclusion
=
BABYLON
.
MeshBuilder
.
CreateBox
(
"
exclusion
"
,
shape
);
// 位置
exclusion
.
position
=
new
BABYLON
.
Vector3
(
3.2
,
0.5
,
-
0.7
);
exclusion
.
position
=
new
BABYLON
.
Vector3
(
3.2
,
CONFIG
.
Floating
,
-
0.7
);
// 旋转
exclusion
.
rotation
=
CONFIG
.
ExclusionSlotRotation
();
// 材质
...
...
src/ui/Duel/simpleDuel/extraMonsters.ts
View file @
50f95383
...
...
@@ -3,14 +3,20 @@ import * as CONFIG from "./config";
export
default
(
scene
:
BABYLON
.
Scene
)
=>
{
const
xs
=
[
-
1.1
,
1
];
const
shape
=
CONFIG
.
CardSlotShape
();
for
(
let
i
in
xs
)
{
const
slot
=
BABYLON
.
MeshBuilder
.
CreateBox
(
`extraMonster
${
i
}
`
,
CONFIG
.
CardSlotShape
()
,
shape
,
scene
);
// 位置
slot
.
position
=
new
BABYLON
.
Vector3
(
xs
[
i
],
0.5
,
0
);
slot
.
position
=
new
BABYLON
.
Vector3
(
xs
[
i
],
shape
.
depth
/
2
+
CONFIG
.
Floating
,
0
);
// 旋转
slot
.
rotation
=
CONFIG
.
CardSlotRotation
();
// 材质
...
...
src/ui/Duel/simpleDuel/field.ts
View file @
50f95383
...
...
@@ -3,9 +3,14 @@ import * as CONFIG from "./config";
export
default
(
scene
:
BABYLON
.
Scene
)
=>
{
// 墓地
const
field
=
BABYLON
.
MeshBuilder
.
CreateBox
(
"
field
"
,
CONFIG
.
FieldSlotShape
());
const
shape
=
CONFIG
.
FieldSlotShape
();
const
field
=
BABYLON
.
MeshBuilder
.
CreateBox
(
"
field
"
,
shape
);
// 位置
field
.
position
=
new
BABYLON
.
Vector3
(
-
3.3
,
0.5
,
-
2.0
);
field
.
position
=
new
BABYLON
.
Vector3
(
-
3.3
,
shape
.
depth
/
2
+
CONFIG
.
Floating
,
-
2.0
);
// 旋转
field
.
rotation
=
CONFIG
.
FieldSlotRotation
();
// 材质
...
...
src/ui/Duel/simpleDuel/magics.ts
View file @
50f95383
...
...
@@ -4,14 +4,16 @@ import * as CONFIG from "./config";
export
default
(
scene
:
BABYLON
.
Scene
)
=>
{
const
left
=
-
2.15
;
const
gap
=
1.05
;
const
shape
=
CONFIG
.
CardSlotShape
();
for
(
let
i
=
0
;
i
<
5
;
i
++
)
{
const
slot
=
BABYLON
.
MeshBuilder
.
CreateBox
(
`magic
${
i
}
`
,
CONFIG
.
CardSlotShape
(),
scene
);
const
slot
=
BABYLON
.
MeshBuilder
.
CreateBox
(
`magic
${
i
}
`
,
shape
,
scene
);
// 位置
slot
.
position
=
new
BABYLON
.
Vector3
(
left
+
gap
*
i
,
0.5
,
-
2.5
);
slot
.
position
=
new
BABYLON
.
Vector3
(
left
+
gap
*
i
,
shape
.
depth
/
2
+
CONFIG
.
Floating
,
-
2.5
);
// 旋转
slot
.
rotation
=
CONFIG
.
CardSlotRotation
();
// 材质
...
...
src/ui/Duel/simpleDuel/mod.tsx
View file @
50f95383
...
...
@@ -47,7 +47,7 @@ export default class SimpleDuelPlateImpl implements IDuelPlate {
// 创建Camera
const
camera
=
new
BABYLON
.
FreeCamera
(
"
camera1
"
,
new
BABYLON
.
Vector3
(
0
,
12
,
0
),
// 俯视方向
new
BABYLON
.
Vector3
(
0
,
8
,
-
1
0
),
// 俯视方向
scene
);
camera
.
setTarget
(
BABYLON
.
Vector3
.
Zero
());
// 俯视向前
...
...
src/ui/Duel/simpleDuel/monsters.ts
View file @
50f95383
...
...
@@ -4,14 +4,16 @@ import * as CONFIG from "./config";
export
default
(
scene
:
BABYLON
.
Scene
)
=>
{
const
left
=
-
2.15
;
const
gap
=
1.05
;
const
shape
=
CONFIG
.
CardSlotShape
();
for
(
let
i
=
0
;
i
<
5
;
i
++
)
{
const
slot
=
BABYLON
.
MeshBuilder
.
CreateBox
(
`monster
${
i
}
`
,
CONFIG
.
CardSlotShape
(),
scene
);
const
slot
=
BABYLON
.
MeshBuilder
.
CreateBox
(
`monster
${
i
}
`
,
shape
,
scene
);
// 位置
slot
.
position
=
new
BABYLON
.
Vector3
(
left
+
gap
*
i
,
0.5
,
-
1.35
);
slot
.
position
=
new
BABYLON
.
Vector3
(
left
+
gap
*
i
,
shape
.
depth
/
2
+
CONFIG
.
Floating
,
-
1.35
);
// 旋转
slot
.
rotation
=
CONFIG
.
CardSlotRotation
();
// 材质
...
...
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