装备加成错误解决

This commit is contained in:
2025-06-13 15:10:47 +08:00
parent 3ec7c18ace
commit 008cd2ffc5
7 changed files with 107 additions and 81 deletions

View File

@@ -111,20 +111,49 @@ export class EquipsComp extends Component {
count_attrs(){
// 重置所有属性
this.reset_attrs();
console.log("重置后的属性", this.attrs);
// 获取所有装备的属性
let weapon_attrs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.attributes || [] : [];
let armor_attrs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.attributes || [] : [];
let accessory_attrs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.attributes || [] : [];
console.log("武器属性", weapon_attrs);
console.log("防具属性", armor_attrs);
console.log("饰品属性", accessory_attrs);
// 合并所有装备属性
const allAttrs = [...weapon_attrs, ...armor_attrs, ...accessory_attrs];
console.log("合并后的所有属性", allAttrs);
// 计算每个目标的属性加成
allAttrs.forEach(attr => {
const target = attr.target || EquipAttrTarget.ALL;
const targetKey = this.getTargetKey(target);
let targetKey = null;
// 根据目标类型获取对应的key
switch (target) {
case EquipAttrTarget.ALL:
targetKey = 'ally';
break;
case EquipAttrTarget.HERO:
targetKey = 'hero';
break;
case EquipAttrTarget.FRIEND:
targetKey = 'friend';
break;
case EquipAttrTarget.ENEMY:
targetKey = 'enemy';
break;
}
console.log("处理属性加成", {
target: target,
targetKey: targetKey,
attr: attr,
beforeValue: targetKey ? this.attrs[targetKey][BuffAttr[attr.type]] : null
});
if (targetKey) {
switch (attr.type) {
case BuffAttr.ATK:
@@ -155,32 +184,39 @@ export class EquipsComp extends Component {
this.attrs[targetKey].CARD_COUNT += attr.value;
break;
}
console.log("属性加成后", {
targetKey: targetKey,
attrType: BuffAttr[attr.type],
afterValue: this.attrs[targetKey][BuffAttr[attr.type]]
});
}
});
console.log("count_attrs",this.attrs)
oops.message.dispatchEvent(GameEvent.EquipChange,this.attrs)
console.log("最终属性加成", this.attrs);
oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
}
// 重置所有属性为0
private reset_attrs() {
this.attrs.hero=this.attrs.ally=this.attrs.enemy=this.attrs.friend=getBuffNum()
// 创建新的属性对象
const newAttrs = {
hero: getBuffNum(),
ally: getBuffNum(),
enemy: getBuffNum(),
friend: getBuffNum()
};
// 替换整个 attrs 对象
this.attrs = newAttrs;
console.log("重置属性", {
hero: this.attrs.hero,
ally: this.attrs.ally,
enemy: this.attrs.enemy,
friend: this.attrs.friend
});
}
// 根据目标类型获取对应的key
private getTargetKey(target: EquipAttrTarget): string | null {
switch (target) {
case EquipAttrTarget.ALL:
return 'hero'; // 默认作用于英雄
case EquipAttrTarget.HERO:
return 'hero';
case EquipAttrTarget.FRIEND:
return 'friend';
case EquipAttrTarget.ENEMY:
return 'enemy';
default:
return null;
}
}
equip_remove(e:GameEvent,data:any){
console.log("equip_remove",data)
}