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.DS_Store | ||
*.d.ts | ||
*.js |
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2018-04-22 | ||
========== | ||
19号需要继续的内容暂时没有推进,对任务详情界面进行了替换 | ||
在IconSonBox中发现了“该游戏包不支持编辑游戏数据”的提示,可以考虑去除 | ||
请继续跟踪任务流程,并最终保存为json | ||
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2018-04-19 | ||
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编写了新的类MissionChapter | ||
在ConfigCenter中屏蔽了现有的章节代码(ConfigCenter 2223左右) | ||
在setupChapterConf中接入了新编写的类 | ||
现在需要在MissionScene中继续处理加载完章节以后的逻辑 | ||
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2018-04-17 | ||
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修正了一些在编写中遗漏的问题,例如没有在ScriptRunner中编写向tree中增加节点的方法。现在补充增加了addNode方法,用于向脚本树中增加脚本 | ||
测试通过了NodeVar和NodeAdd的简单运行 | ||
NodeAdd能够支持变量、变量名、数字三种形式的参数 | ||
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绘制了编辑器的基本界面 | ||
在整体Git的Design目录 | ||
下次可以开始编辑器的编写了。 | ||
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2018-04-11 | ||
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初步完成了NodeAdd和NodeVar两个脚本单元,需要测试 | ||
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为了存储脚本单元以及确保单元身份唯一,单元创建时需要通过ScriptRunner.giveId方法获取id,并将该单元存入单元库nodeLib | ||
确认了ScriptRunner的运行模式为tree中运行一次即删掉 | ||
如果单元开启了后续运行,且是循环机制的。如何在reset时让这些循环停下来是一个问题 | ||
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目前想到的方法是设置一个运行id,当单元内部发现自身的运行id和当前运行id不符的时,退出运算 | ||
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2018-04-02 | ||
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新增了NodeAdd,用于表示计算脚本 | ||
尚未完善其get obj和format方法 | ||
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ScriptRunner应该在每次切换场景时进行重置。即可以针对每个场景去设置对应的运行脚本。同时也会有全局脚本运行 |
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