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629 lines
20 KiB
Vue
629 lines
20 KiB
Vue
<template>
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<div class="battle-animation-container">
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<!-- 播放控制栏 -->
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<div class="flex items-center justify-between gap-2 mb-4 p-3 bg-muted/50 rounded-lg border">
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<div class="flex items-center gap-2">
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<Button variant="outline" size="icon" @click="restart" :disabled="!canRestart">
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<RotateCcw class="h-4 w-4" />
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</Button>
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<Button variant="outline" size="icon" @click="previousRound" :disabled="!canGoPrevious">
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<SkipBack class="h-4 w-4" />
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</Button>
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<Button :variant="isPlaying ? 'default' : 'outline'" size="icon" @click="togglePlay" :disabled="!canPlay">
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<Pause v-if="isPlaying" class="h-4 w-4" />
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<Play v-else class="h-4 w-4" />
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</Button>
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<Button variant="outline" size="icon" @click="nextRound" :disabled="!canGoNext">
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<SkipForward class="h-4 w-4" />
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</Button>
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</div>
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<!-- 播放速度 -->
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<div class="flex items-center gap-2">
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<span class="text-xs text-muted-foreground">{{ t('messagesView.speed') }}:</span>
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<Select v-model="speedMultiplier">
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<SelectTrigger class="w-20 h-8">
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<SelectValue />
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</SelectTrigger>
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<SelectContent class="z-100">
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<SelectItem value="0.5">0.5x</SelectItem>
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<SelectItem value="1">1x</SelectItem>
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<SelectItem value="2">2x</SelectItem>
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<SelectItem value="4">4x</SelectItem>
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</SelectContent>
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</Select>
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</div>
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</div>
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<!-- 战斗场景 -->
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<div class="battle-scene relative overflow-hidden rounded-lg border bg-gradient-to-b from-slate-900 to-slate-950 p-4 min-h-[300px]">
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<!-- 星空背景 -->
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<div class="absolute inset-0 overflow-hidden pointer-events-none">
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<div v-for="i in 20" :key="i" class="star" :style="getStarStyle(i)" />
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</div>
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<!-- 攻击方区域 -->
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<div class="relative z-10 flex justify-between items-center gap-4">
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<!-- 攻击方舰队 -->
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<div class="flex-1">
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<div class="flex items-center gap-2 mb-2">
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<Sword class="h-4 w-4 text-red-400" />
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<span class="text-sm font-medium text-red-400">{{ t('simulatorView.attacker') }}</span>
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</div>
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<div class="fleet-display attacker" :class="{ attacking: attackAnimationPhase === 'attack' }">
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<div class="grid grid-cols-5 gap-1">
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<div
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v-for="(count, shipType) in currentAttackerFleet"
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:key="shipType"
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class="ship-unit flex flex-col items-center p-1.5 rounded bg-red-950/50 border border-red-900/50"
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:class="{ 'exploding': isShipExploding('attacker', shipType as ShipType) }"
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>
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<Rocket class="h-4 w-4 text-red-400" />
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<span class="text-[10px] text-red-300">{{ formatNumber(count, 0) }}</span>
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</div>
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</div>
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<div class="mt-2 text-xs text-red-400/80">{{ t('messagesView.power') }}: {{ formatNumber(currentAttackerPower) }}</div>
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</div>
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</div>
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<!-- VS 标志 -->
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<div class="flex flex-col items-center gap-2">
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<div
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class="vs-badge w-12 h-12 rounded-full bg-yellow-500/20 border-2 border-yellow-500/50 flex items-center justify-center"
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:class="{ 'pulse-animation': attackAnimationPhase === 'attack' }"
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>
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<Swords class="h-6 w-6 text-yellow-400" />
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</div>
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<!-- 当前回合损失动画 -->
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<Transition name="damage-popup">
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<div v-if="showDamageNumbers" class="damage-numbers text-center">
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<div v-if="displayedLosses.attacker > 0" class="text-red-400 text-xs font-bold animate-bounce">
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-{{ displayedLosses.attacker }}
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</div>
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<div v-if="displayedLosses.defender > 0" class="text-blue-400 text-xs font-bold animate-bounce">
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-{{ displayedLosses.defender }}
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</div>
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</div>
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</Transition>
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</div>
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<!-- 防守方舰队 -->
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<div class="flex-1">
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<div class="flex items-center justify-end gap-2 mb-2">
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<span class="text-sm font-medium text-blue-400">{{ t('simulatorView.defender') }}</span>
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<ShieldIcon class="h-4 w-4 text-blue-400" />
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</div>
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<div class="fleet-display defender" :class="{ defending: attackAnimationPhase === 'attack' }">
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<div class="grid grid-cols-5 gap-1 justify-end">
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<div
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v-for="(count, shipType) in currentDefenderFleet"
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:key="shipType"
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class="ship-unit flex flex-col items-center p-1.5 rounded bg-blue-950/50 border border-blue-900/50"
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:class="{ 'exploding': isShipExploding('defender', shipType as string) }"
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>
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<component :is="isDefenseType(String(shipType)) ? Shield : Rocket" class="h-4 w-4 text-blue-400" />
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<span class="text-[10px] text-blue-300">{{ formatNumber(count, 0) }}</span>
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</div>
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</div>
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<div class="mt-2 text-xs text-blue-400/80 text-right">
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{{ t('messagesView.power') }}: {{ formatNumber(currentDefenderPower) }}
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</div>
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</div>
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</div>
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</div>
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<!-- 战斗日志 -->
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<div class="battle-log mt-4 p-3 bg-black/30 rounded border border-white/10 max-h-32 overflow-y-auto">
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<div v-for="(log, index) in battleLogs" :key="index" class="text-xs mb-1" :class="log.type">
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<span class="text-muted-foreground">[{{ log.round }}]</span>
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{{ log.message }}
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</div>
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<div v-if="battleLogs.length === 0" class="text-xs text-muted-foreground text-center py-2">
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{{ t('messagesView.battleLogEmpty') }}
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</div>
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</div>
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</div>
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<!-- 战斗结果预览 (仅在完成时显示) -->
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<Transition name="fade">
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<div v-if="showResult" class="mt-4 p-4 rounded-lg border text-center" :class="resultStyle">
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<p class="text-lg font-bold">{{ resultText }}</p>
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<p class="text-sm text-muted-foreground mt-1">
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{{ t('simulatorView.afterRounds').replace('{rounds}', String(totalRounds)) }}
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</p>
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</div>
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</Transition>
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</div>
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</template>
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<script setup lang="ts">
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import { ref, computed, watch, onUnmounted } from 'vue'
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import { useI18n } from '@/composables/useI18n'
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import { useGameConfig } from '@/composables/useGameConfig'
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import { formatNumber } from '@/utils/format'
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import { Button } from '@/components/ui/button'
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import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from '@/components/ui/select'
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import { Play, Pause, SkipBack, SkipForward, RotateCcw, Sword, Shield as ShieldIcon, Swords, Rocket, Shield } from 'lucide-vue-next'
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import type { BattleResult, ShipType, DefenseType, Fleet } from '@/types/game'
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const props = defineProps<{
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report: BattleResult
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}>()
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const emit = defineEmits<{
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(e: 'complete'): void
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}>()
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const { t } = useI18n()
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const { SHIPS, DEFENSES } = useGameConfig()
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// 播放状态
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const isPlaying = ref(false)
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const currentRoundIndex = ref(0)
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const speedMultiplier = ref('1')
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const attackAnimationPhase = ref<'idle' | 'attack' | 'damage'>('idle')
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const showDamageNumbers = ref(false)
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const showResult = ref(false)
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// 爆炸动画追踪
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const explodingShips = ref<{ side: 'attacker' | 'defender'; type: string }[]>([])
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// 当前显示的损失数字(用于动画显示)
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const displayedLosses = ref({ attacker: 0, defender: 0 })
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// 战斗日志
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interface BattleLog {
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round: number
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message: string
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type: 'attacker-loss' | 'defender-loss' | 'info'
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}
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const battleLogs = ref<BattleLog[]>([])
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// 计算属性
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const totalRounds = computed(() => props.report.roundDetails?.length || props.report.rounds || 1)
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const canPlay = computed(() => currentRoundIndex.value < totalRounds.value)
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const canGoPrevious = computed(() => currentRoundIndex.value > 0)
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const canGoNext = computed(() => currentRoundIndex.value < totalRounds.value)
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const canRestart = computed(() => currentRoundIndex.value > 0 || battleLogs.value.length > 0)
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// 当前回合的舰队状态(通过累计损失计算)
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const currentAttackerFleet = computed(() => {
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const fleet: Partial<Fleet> = { ...props.report.attackerFleet }
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if (props.report.roundDetails) {
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for (let i = 0; i < currentRoundIndex.value; i++) {
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const roundLosses = props.report.roundDetails[i]?.attackerLosses || {}
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for (const [shipType, count] of Object.entries(roundLosses)) {
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if (fleet[shipType as keyof Fleet] !== undefined) {
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fleet[shipType as keyof Fleet] = Math.max(0, (fleet[shipType as keyof Fleet] || 0) - count)
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}
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}
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}
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}
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// 过滤掉数量为0的
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return Object.fromEntries(Object.entries(fleet).filter(([, count]) => count > 0))
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})
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const currentDefenderFleet = computed(() => {
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const fleet: Partial<Fleet> = { ...props.report.defenderFleet }
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const defense: Partial<Record<DefenseType, number>> = { ...props.report.defenderDefense }
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if (props.report.roundDetails) {
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for (let i = 0; i < currentRoundIndex.value; i++) {
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const roundLosses = props.report.roundDetails[i]?.defenderLosses || { fleet: {}, defense: {} }
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for (const [shipType, count] of Object.entries(roundLosses.fleet || {})) {
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if (fleet[shipType as keyof Fleet] !== undefined) {
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fleet[shipType as keyof Fleet] = Math.max(0, (fleet[shipType as keyof Fleet] || 0) - count)
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}
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}
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for (const [defType, count] of Object.entries(roundLosses.defense || {})) {
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if (defense[defType as DefenseType] !== undefined) {
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defense[defType as DefenseType] = Math.max(0, (defense[defType as DefenseType] || 0) - count)
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}
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}
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}
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}
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// 合并舰队和防御
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const combined = {
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...Object.fromEntries(Object.entries(fleet).filter(([, count]) => count > 0)),
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...Object.fromEntries(Object.entries(defense).filter(([, count]) => count > 0))
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}
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return combined
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})
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const currentAttackerPower = computed(() => {
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if (props.report.roundDetails && currentRoundIndex.value > 0) {
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return props.report.roundDetails[currentRoundIndex.value - 1]?.attackerRemainingPower || 0
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}
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// 初始战斗力
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return calculateFleetPower(props.report.attackerFleet)
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})
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const currentDefenderPower = computed(() => {
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if (props.report.roundDetails && currentRoundIndex.value > 0) {
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return props.report.roundDetails[currentRoundIndex.value - 1]?.defenderRemainingPower || 0
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}
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// 初始战斗力
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return calculateFleetPower(props.report.defenderFleet) + calculateDefensePower(props.report.defenderDefense)
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})
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const resultStyle = computed(() => {
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if (props.report.winner === 'draw') {
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return 'bg-gray-50 dark:bg-gray-950/30 border-gray-200 dark:border-gray-800 text-gray-700 dark:text-gray-300'
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}
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if (props.report.winner === 'attacker') {
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return 'bg-red-50 dark:bg-red-950/30 border-red-300 dark:border-red-800 text-red-700 dark:text-red-300'
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}
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return 'bg-blue-50 dark:bg-blue-950/30 border-blue-300 dark:border-blue-800 text-blue-700 dark:text-blue-300'
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})
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const resultText = computed(() => {
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if (props.report.winner === 'draw') return t('messagesView.draw')
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if (props.report.winner === 'attacker') return t('messagesView.attackerWins')
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return t('messagesView.defenderWins')
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})
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// 辅助函数
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const calculateFleetPower = (fleet: Partial<Fleet>): number => {
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let power = 0
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for (const [shipType, count] of Object.entries(fleet)) {
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const config = SHIPS.value[shipType as ShipType]
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if (config) {
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power += (config.attack + config.shield + config.armor) * count
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}
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}
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return power
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}
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const calculateDefensePower = (defense: Partial<Record<DefenseType, number>>): number => {
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let power = 0
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for (const [defType, count] of Object.entries(defense)) {
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const config = DEFENSES.value[defType as DefenseType]
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if (config) {
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power += (config.attack + config.shield + config.armor) * count
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}
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}
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return power
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}
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const isDefenseType = (type: string): boolean => {
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return type in DEFENSES.value
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}
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const isShipExploding = (side: 'attacker' | 'defender', type: string): boolean => {
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return explodingShips.value.some(s => s.side === side && s.type === type)
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}
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const getStarStyle = (index: number): Record<string, string> => {
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const seed = index * 1234
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const x = seed % 100
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const y = (seed * 7) % 100
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const size = 1 + (seed % 2)
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const opacity = 0.3 + (seed % 5) / 10
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const delay = seed % 3000
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return {
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position: 'absolute',
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left: `${x}%`,
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top: `${y}%`,
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width: `${size}px`,
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height: `${size}px`,
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backgroundColor: 'white',
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borderRadius: '50%',
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opacity: String(opacity),
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animation: `twinkle 2s ease-in-out ${delay}ms infinite`
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}
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}
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// 播放控制
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let playTimeoutId: ReturnType<typeof setTimeout> | null = null
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let isPlayingRound = false // 防止重复执行
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const togglePlay = () => {
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if (isPlaying.value) {
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pause()
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} else {
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play()
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}
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}
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const play = () => {
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if (currentRoundIndex.value >= totalRounds.value) {
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restart()
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}
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isPlaying.value = true
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scheduleNextRound()
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}
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const pause = () => {
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isPlaying.value = false
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if (playTimeoutId) {
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clearTimeout(playTimeoutId)
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playTimeoutId = null
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}
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}
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const scheduleNextRound = () => {
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if (!isPlaying.value) return
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if (playTimeoutId) clearTimeout(playTimeoutId)
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// 使用 setTimeout 而非 setInterval,确保每回合顺序执行
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playTimeoutId = setTimeout(async () => {
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if (!isPlaying.value) return
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if (currentRoundIndex.value < totalRounds.value) {
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await playRound()
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scheduleNextRound() // 回合完成后再调度下一回合
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} else {
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pause()
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showResult.value = true
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emit('complete')
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}
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}, 100) // 短暂延迟启动
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}
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const playRound = async () => {
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if (isPlayingRound) return // 防止重复执行
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if (currentRoundIndex.value >= totalRounds.value) return
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isPlayingRound = true
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const speed = parseFloat(speedMultiplier.value)
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const roundIndex = currentRoundIndex.value
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const roundData = props.report.roundDetails?.[roundIndex]
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// 攻击动画阶段
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attackAnimationPhase.value = 'attack'
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// 添加日志
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battleLogs.value.push({
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round: roundIndex + 1,
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message: t('messagesView.roundStarted').replace('{round}', String(roundIndex + 1)),
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type: 'info'
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})
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// 等待攻击动画
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await sleep(400 / speed)
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// 伤害阶段
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attackAnimationPhase.value = 'damage'
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// 计算当前回合的损失数字
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if (roundData) {
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const attackerLoss = Object.values(roundData.attackerLosses).reduce((sum, count) => sum + count, 0)
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const defenderLoss =
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Object.values(roundData.defenderLosses.fleet || {}).reduce((sum, count) => sum + count, 0) +
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Object.values(roundData.defenderLosses.defense || {}).reduce((sum, count) => sum + count, 0)
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displayedLosses.value = { attacker: attackerLoss, defender: defenderLoss }
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} else {
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displayedLosses.value = { attacker: 0, defender: 0 }
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}
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showDamageNumbers.value = true
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if (roundData) {
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// 记录攻击方损失
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for (const [shipType, count] of Object.entries(roundData.attackerLosses)) {
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if (count > 0) {
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explodingShips.value.push({ side: 'attacker', type: shipType })
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battleLogs.value.push({
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round: roundIndex + 1,
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message: t('messagesView.shipDestroyed')
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.replace('{count}', String(count))
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.replace('{ship}', SHIPS.value[shipType as ShipType]?.name || shipType),
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type: 'attacker-loss'
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})
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}
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}
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// 记录防守方损失
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for (const [shipType, count] of Object.entries(roundData.defenderLosses.fleet || {})) {
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if (count > 0) {
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explodingShips.value.push({ side: 'defender', type: shipType })
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battleLogs.value.push({
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round: roundIndex + 1,
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message: t('messagesView.shipDestroyed')
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.replace('{count}', String(count))
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.replace('{ship}', SHIPS.value[shipType as ShipType]?.name || shipType),
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type: 'defender-loss'
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})
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}
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}
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for (const [defType, count] of Object.entries(roundData.defenderLosses.defense || {})) {
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if (count > 0) {
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explodingShips.value.push({ side: 'defender', type: defType })
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battleLogs.value.push({
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round: roundIndex + 1,
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message: t('messagesView.defenseDestroyed')
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.replace('{count}', String(count))
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.replace('{defense}', DEFENSES.value[defType as DefenseType]?.name || defType),
|
||
type: 'defender-loss'
|
||
})
|
||
}
|
||
}
|
||
}
|
||
|
||
// 等待伤害显示
|
||
await sleep(600 / speed)
|
||
|
||
// 清理状态
|
||
attackAnimationPhase.value = 'idle'
|
||
showDamageNumbers.value = false
|
||
explodingShips.value = []
|
||
|
||
currentRoundIndex.value++
|
||
isPlayingRound = false
|
||
}
|
||
|
||
const nextRound = () => {
|
||
if (currentRoundIndex.value < totalRounds.value) {
|
||
pause()
|
||
playRound()
|
||
}
|
||
}
|
||
|
||
const previousRound = () => {
|
||
if (currentRoundIndex.value > 0) {
|
||
pause()
|
||
currentRoundIndex.value--
|
||
// 移除该回合的日志
|
||
battleLogs.value = battleLogs.value.filter(log => log.round <= currentRoundIndex.value)
|
||
showResult.value = false
|
||
}
|
||
}
|
||
|
||
const restart = () => {
|
||
pause()
|
||
currentRoundIndex.value = 0
|
||
battleLogs.value = []
|
||
showResult.value = false
|
||
explodingShips.value = []
|
||
attackAnimationPhase.value = 'idle'
|
||
showDamageNumbers.value = false
|
||
displayedLosses.value = { attacker: 0, defender: 0 }
|
||
}
|
||
|
||
const sleep = (ms: number): Promise<void> => {
|
||
return new Promise(resolve => setTimeout(resolve, ms))
|
||
}
|
||
|
||
// 监听速度变化
|
||
watch(speedMultiplier, () => {
|
||
if (isPlaying.value) {
|
||
scheduleNextRound()
|
||
}
|
||
})
|
||
|
||
// 清理
|
||
onUnmounted(() => {
|
||
if (playTimeoutId) {
|
||
clearTimeout(playTimeoutId)
|
||
}
|
||
})
|
||
|
||
// 暴露给父组件
|
||
defineExpose({
|
||
currentRoundIndex,
|
||
totalRounds
|
||
})
|
||
</script>
|
||
|
||
<style scoped>
|
||
.star {
|
||
will-change: opacity;
|
||
}
|
||
|
||
@keyframes twinkle {
|
||
0%,
|
||
100% {
|
||
opacity: 0.3;
|
||
}
|
||
50% {
|
||
opacity: 0.8;
|
||
}
|
||
}
|
||
|
||
.fleet-display {
|
||
will-change: transform;
|
||
}
|
||
|
||
.fleet-display.attacking {
|
||
animation: shake 0.3s ease-in-out;
|
||
}
|
||
|
||
.fleet-display.defending {
|
||
animation: shake 0.3s ease-in-out 0.1s;
|
||
}
|
||
|
||
@keyframes shake {
|
||
0%,
|
||
100% {
|
||
transform: translate3d(0, 0, 0);
|
||
}
|
||
25% {
|
||
transform: translate3d(-3px, 0, 0);
|
||
}
|
||
75% {
|
||
transform: translate3d(3px, 0, 0);
|
||
}
|
||
}
|
||
|
||
.ship-unit {
|
||
will-change: transform, opacity;
|
||
}
|
||
|
||
.ship-unit.exploding {
|
||
animation: explode 0.5s ease-out forwards;
|
||
}
|
||
|
||
@keyframes explode {
|
||
0% {
|
||
transform: scale3d(1, 1, 1);
|
||
opacity: 1;
|
||
}
|
||
50% {
|
||
transform: scale3d(1.3, 1.3, 1);
|
||
opacity: 0.5;
|
||
background-color: rgba(239, 68, 68, 0.5);
|
||
}
|
||
100% {
|
||
transform: scale3d(0.8, 0.8, 1);
|
||
opacity: 0.3;
|
||
}
|
||
}
|
||
|
||
.vs-badge {
|
||
will-change: transform;
|
||
}
|
||
|
||
.pulse-animation {
|
||
animation: pulse 0.5s ease-in-out;
|
||
}
|
||
|
||
@keyframes pulse {
|
||
0%,
|
||
100% {
|
||
transform: scale3d(1, 1, 1);
|
||
}
|
||
50% {
|
||
transform: scale3d(1.2, 1.2, 1);
|
||
}
|
||
}
|
||
|
||
.damage-popup-enter-active,
|
||
.damage-popup-leave-active {
|
||
transition: all 0.3s ease;
|
||
}
|
||
|
||
.damage-popup-enter-from {
|
||
opacity: 0;
|
||
transform: translate3d(0, 10px, 0);
|
||
}
|
||
|
||
.damage-popup-leave-to {
|
||
opacity: 0;
|
||
transform: translate3d(0, -10px, 0);
|
||
}
|
||
|
||
.fade-enter-active,
|
||
.fade-leave-active {
|
||
transition: opacity 0.5s ease;
|
||
}
|
||
|
||
.fade-enter-from,
|
||
.fade-leave-to {
|
||
opacity: 0;
|
||
}
|
||
|
||
.battle-log .attacker-loss {
|
||
color: rgb(248, 113, 113);
|
||
}
|
||
|
||
.battle-log .defender-loss {
|
||
color: rgb(96, 165, 250);
|
||
}
|
||
|
||
.battle-log .info {
|
||
color: rgb(156, 163, 175);
|
||
}
|
||
</style>
|