需要修复 英雄目标错误
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@@ -18,7 +18,7 @@ const { ccclass, property } = _decorator;
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export class RoleSpine extends Component {
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private loop: boolean = true;
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private spine!: sp.Skeleton;
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private default:string = "move";
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private default:string = "idle";
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private atk_name: string = "atk";
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private move_name: string = "move";
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private max_name: string = "max";
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@@ -32,17 +32,16 @@ export class RoleSpine extends Component {
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this.spine = this.node.getChildByName("anm")!.getComponent(sp.Skeleton);
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this.spine.setEndListener(trackEntry => {
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var animationName = trackEntry.animation ? trackEntry.animation.name : "";
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console.log("[track %s][animation %s] end.", trackEntry.trackIndex, animationName);
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// if (animationName == "atk" || animationName== "max" ) {
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// this.spine.setAnimation(0, this.default, true);
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// }
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// console.log("[track %s][animation %s] end.", trackEntry.trackIndex, animationName);
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if (animationName == "atk" || animationName== "max" ) {
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this.spine.setAnimation(0, this.default, true);
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}
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});
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}
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protected play(animName: string, loop: boolean) {
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}
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atk(){
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this.spine.setAnimation(0, this.atk_name, false);
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}
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idle(){
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@@ -91,7 +91,7 @@ export class RoleViewComp extends CCComp {
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is_dead:boolean = false; //是否摧毁
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is_stop:boolean = false;
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is_atking:boolean = false;
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type:number = 0;
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onLoad() {
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// this.BoxRang = this.node.getChildByName("range_box");
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this.as = this.node.getComponent(RoleSpine);
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@@ -182,7 +182,8 @@ export class RoleViewComp extends CCComp {
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this.check_buff_atks(dt)
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this.in_shield(dt);
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this.in_stop(dt);
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this.in_atk(dt);
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this.atk_time += dt;
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this.in_atk();
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// this.move();
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this.check_enemys()
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}
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@@ -259,7 +260,7 @@ export class RoleViewComp extends CCComp {
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return false
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}
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}
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in_atk(dt: number) {
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in_atk() {
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if(this.atk_time >= this.atk_cd){
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// if(this.is_atking&&this.check_enemy_alive()){
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// this.atk_time = 0;
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@@ -273,11 +274,10 @@ export class RoleViewComp extends CCComp {
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this.as.atk();
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this.scheduleOnce(()=>{
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this.shoot(this.skill,-30);
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},0.4)
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}else{
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this.atk_time += dt;
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},0.2)
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}
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}
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hp_change(hp: number){
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if(this.is_dead){
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return;
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