圣盾加攻击bug 修复, 添加了多个怪物动画

This commit is contained in:
2025-01-05 23:42:31 +08:00
parent b5624cf477
commit 01ac7703c2
114 changed files with 47710 additions and 1824 deletions

View File

@@ -29,49 +29,49 @@ debuff: 0depb:50,:无12灼烧3眩晕4降低攻击5
*/
export const SkillSet={
6001:{uuid: 6001,path: "6001",type: 1,tg:3,debuff:0,depb:50,debtime:2,derate:1,name: "寒冰弹",sp_name:"ball_blue",info:"释放一个火球术攻击敌人",
in:0.2,count:1,ap:1,hp:0,cd:1,shield:0,speed:300, },
in:0.2,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:300, },
6002:{uuid: 6002,path: "6002",type: 1,tg:3,debuff:0,depb:50,debtime:2,derate:1,name: "火焰弹",sp_name:"ball_red",info:"释放一个火球术攻击敌人",
in:0.2,count:1,ap:1,hp:0,cd:1,shield:0,speed:300, },
in:0.2,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:300, },
6003:{uuid: 6003,path: "6003",type: 1,tg:3,debuff:0,depb:50,debtime:2,derate:1,name: "魔法弹",sp_name:"ball_green",info:"释放一个火球术攻击敌人",
in:0.2,count:1,ap:1,hp:0,cd:1,shield:0,speed:300, },
in:0.2,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:300, },
6004:{uuid: 6004,path: "6004",type: 1,tg:3,debuff:0,depb:50,debtime:2,derate:1,name: "圣光弹",sp_name:"ball_yellow",info:"释放一个火球术攻击敌人",
in:0.2,count:1,ap:1,hp:0,cd:1,shield:0,speed:300, },
in:0.2,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:300, },
6005:{uuid: 6005,path: "6005",type: 1,tg:3,debuff:0,depb:50,debtime:2,derate:1,name: "无形剑气",sp_name:"patk",info:"释放无形剑气攻击前方直线100码的敌人",
in:0.2,count:1,ap:1,hp:0,cd:1,shield:0,speed:300,},
in:0.2,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:300,},
6006:{uuid: 6006,path: "6006",type: 1,tg:3,debuff:0,depb:50,debtime:2,derate:1,name: "射击",sp_name:"arrow",info:"释放无形剑气攻击前方直线100码的敌人",
in:0.2,count:1,ap:1,hp:0,cd:1,shield:0,speed:300,},
in:0.2,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:300,},
6011:{uuid: 6011,path: "6011",type: 2,tg:3,debuff:0,depb:50,debtime:2,derate:1,name: "有形剑气",sp_name:"dadao",info:"释放有形剑气攻击前方直线300码的敌人",
in:1,count:1,ap:1,hp:0,cd:1,shield:0,speed:300,},
in:1,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:300,},
6012:{uuid: 6012,path: "6012",type: 2,tg:3,debuff:2,depb:50,debtime:6,derate:1,name: "大火球",sp_name:"fire",info:"释放有形剑气攻击前方直线300码的敌人",
in:1,count:1,ap:1,hp:0,cd:1,shield:0,speed:300,},
in:1,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:300,},
6013:{uuid: 6013,path: "6013",type: 2,tg:3,debuff:7,depb:50,debtime:2,derate:0.01,name: "火墙",sp_name:"fires",info:"释放有形剑气攻击前方直线300码的敌人",
in:5,count:1,ap:1,hp:0,cd:2,shield:0,speed:300,},
in:5,count:1,apup:0,ap:1,hp:0,cd:2,shield:0,speed:300,},
6014:{uuid: 6014,path: "6014",type: 2,tg:3,debuff:1,depb:50,debtime:2,derate:1,name: "冰破术",sp_name:"ice",info:"释放有形剑气攻击前方直线300码的敌人",
in:1,count:1,ap:2,hp:0,cd:1,shield:0,speed:300,},
in:1,count:1,apup:0,ap:2,hp:0,cd:1,shield:0,speed:300,},
6015:{uuid: 6015,path: "6015",type: 2,tg:3,debuff:3,depb:50,debtime:6,derate:1,name: "火焰射击",sp_name:"arrow_yellow",info:"释放有形剑气攻击前方直线300码的敌人",
in:1,count:1,ap:2,hp:0,cd:1,shield:0,speed:400,},
in:1,count:1,apup:0,ap:2,hp:0,cd:1,shield:0,speed:400,},
6016:{uuid: 6016,path: "6016",type: 2,tg:3,debuff:8,depb:50,debtime:6,derate:1,name: "龙卷风",sp_name:"bwind",info:"释放有形剑气攻击前方直线300码的敌人",
in:1,count:1,ap:2,hp:0,cd:1,shield:0,speed:400,},
in:1,count:1,apup:0,ap:2,hp:0,cd:1,shield:0,speed:400,},
6017:{uuid: 6017,path: "6017",type: 91,tg:1,debuff:0,depb:50,debtime:2,derate:1,name: "治愈术",sp_name:"heath",info:"释放一个寒冰箭攻击敌人",
in:0.5,count:1,ap:1,hp:3,shield:0,speed:300, },
in:0.5,count:1,apup:0,ap:1,hp:3,shield:0,speed:300, },
6018:{uuid: 6018,path: "6018",type: 91,tg:0,debuff:0,depb:50,debtime:2,derate:1,name: "魔法盾",sp_name:"shield",info:"释放一个寒冰箭攻击敌人",
in:0.2,count:1,ap:1,hp:0,cd:1,shield:1,speed:300, },
in:0.2,count:1,apup:0,ap:1,hp:0,cd:1,shield:1,speed:300, },
6019:{uuid: 6019,path: "6019",type: 91,tg:0,debuff:0,depb:50,debtime:2,derate:1,name: "狂暴",sp_name:"atkup",info:"释放一个寒冰箭攻击敌人",
in:0.2,count:1,ap:1,hp:0,cd:1,shield:0,speed:300, },
in:0.2,count:1,apup:0,ap:1,hp:0,cd:1,shield:0,speed:300, },
}

View File

@@ -169,7 +169,7 @@ export class HeroViewComp extends CCComp {
if(oCol.tag==BoxSet.SKILL_TAG &&seCol.tag!=BoxSet.SKILL_TAG){
if(seCol.group != oCol.group){
let skill = oCol.node.getComponent(SkillCom)!;
console.log(Date.now()+this.hero_name+":"+this.uuid+' onBeginContact: '+skill.s_name+skill.uuid);
// console.log(Date.now()+this.hero_name+":"+this.uuid+' onBeginContact: '+skill.s_name+skill.uuid);
if(this.hp <= 0 ) return
this.check_uatk(skill);
}
@@ -372,7 +372,7 @@ export class HeroViewComp extends CCComp {
break;
case 2:
if(num > skill.depb) return
console.log(this.hero_name+":"+this.uuid+"debuff触发成功 i="+num+":debtime="+skill.debtime+":l_hp="+l_hp);
// console.log(this.hero_name+":"+this.uuid+"debuff触发成功 i="+num+":debtime="+skill.debtime+":l_hp="+l_hp);
this.BUFFCOMP.in_fired(skill.debtime,l_hp)
break;
case 3:
@@ -570,9 +570,9 @@ export class HeroViewComp extends CCComp {
let increase_hp=Math.floor(SkillSet[sk].hp*this.ap_max)
hero.add_hp(increase_hp)
}
if(SkillSet[sk].ap > 0){ //buff加攻击
let increase_atk=Math.floor(SkillSet[sk].ap*this.ap_max)
hero.add_ap(increase_atk,SkillSet[sk].bsd)
if(SkillSet[sk].apup > 0){ //buff加攻击
let increase_atk=Math.floor(SkillSet[sk].apup*this.ap_max)
hero.add_ap(increase_atk)
}
if(SkillSet[sk].shield > 0){ //buff护盾
@@ -637,7 +637,7 @@ export class HeroViewComp extends CCComp {
* @param ap 要增加的行动点数。
* @param time 可选参数表示增加行动点数的时间默认为0。
*/
add_ap(ap: number,time:number=0){
add_ap(ap: number){
this.ap += ap;
}
add_shield(shield:number){

View File

@@ -31,7 +31,7 @@ export class TooltipCom extends CCComp {
this.node.getChildByName("loss_life").active=true;
tween(this.node).to(
this.alive_time,
{position:v3(this.node.position.x,this.node.position.y+20), },
{position:v3(this.node.position.x,this.node.position.y+40), },
{
onComplete:()=>{ this.ent.destroy()},
easing:"linear"
@@ -43,7 +43,7 @@ export class TooltipCom extends CCComp {
this.node.getChildByName("add_life").active=true;
tween(this.node).to(
this.alive_time,
{position:v3(this.node.position.x,this.node.position.y+20), },
{position:v3(this.node.position.x,this.node.position.y+40), },
{
onComplete:()=>{ this.ent.destroy()},
easing:"linear"
@@ -69,7 +69,7 @@ export class TooltipCom extends CCComp {
this.node.getChildByName("bloss").active=true;
tween(this.node).to(
this.alive_time,
{position:v3(this.node.position.x,this.node.position.y+20), },
{position:v3(this.node.position.x,this.node.position.y+40), },
{
onComplete:()=>{ this.ent.destroy()},
easing:"linear"