召唤逻辑改变
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@@ -20,40 +20,26 @@ export class CardComp extends CCComp {
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is_used:boolean=false;
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onLoad(){
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this.on(GameEvent.CardRefresh,this.onHandler,this)
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this.on(GameEvent.MissionStart,this.onHandler,this)
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this.on(GameEvent.MissionEnd,this.onHandler,this)
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}
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/** 全局消息逻辑处理 */
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private onHandler(event: string, args: any) {
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switch (event) {
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case GameEvent.CardRefresh:
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this.onCardRefresh(event,args)
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break;
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case GameEvent.MissionStart:
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this.mission_start(event,args)
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break;
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case GameEvent.MissionEnd:
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this.mission_end(event,args)
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break;
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}
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this.on(GameEvent.HeroSelect,this.onCardRefresh,this)
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this.on(GameEvent.HeroSkillSelect,this.onCardRefresh,this)
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this.on(GameEvent.CardRefresh,this.onCardRefresh,this)
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}
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start() {
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this.init_card()
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}
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init_card(){
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this.is_used=true
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this.node.getChildByName("Button").active=false
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this.node.getChildByName("show").active=false
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}
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mission_start(event: string, args: any){
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onHeroSelect(event: string, args: any){
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}
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mission_end(event: string, args: any){
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onHeroSkillSelect(event: string, args: any){
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}
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onCardRefresh(event: string, args: any){
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this.is_used=false
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let hero_list =HeroList
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let x=RandomManager.instance.getRandomInt(0,hero_list.length,1)
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this.c_uuid=hero_list[x]
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@@ -93,11 +79,9 @@ export class CardComp extends CCComp {
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// return "替换"
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// }
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// }
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return "召唤"
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return "选择"
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}
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use_card(){
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if(this.is_used) return
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switch(this.c_type){
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case 0:
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if(smc.vmdata.mission_data.gold< smc.vmdata.mission_data.call_gold){
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@@ -114,9 +98,6 @@ export class CardComp extends CCComp {
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oops.message.dispatchEvent(GameEvent.UseCard,{uuid:this.c_uuid})
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break
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}
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this.node.getChildByName("show").active=false
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this.is_used=true
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this.node.getChildByName("Button").active=false
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}
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reset() {
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this.node.destroy();
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