需要修复 英雄目标错误
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@@ -34,11 +34,13 @@ export class MapMonsterComp extends CCComp {
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mission_list:any = []
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setp_timer: Timer = new Timer(0.3);
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target_timer: Timer = new Timer(0.1);
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setp_num:number = 5;
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setp_num:number = 6;
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game_over:boolean = false;
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start_ys:any[] = [70,0,-70];
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hero_start_ys:any[] = [35,-35];
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mon_index:number = 0
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hero_index:number = 0
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line:number=BoxSet.GAME_LINE
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onLoad(){
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// 监听全局事件
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oops.message.on("other_add_monster", this.on_other_add_monster, this);
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@@ -65,13 +67,14 @@ export class MapMonsterComp extends CCComp {
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this.monster_refresh()
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}
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if (this.refresh_timer.update(dt)) {
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this.setp_num = 5
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this.setp_num = 6
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}
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if (this.mission_up_timer.update(dt)) {
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// 刷新怪物定时器
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this.cur_count += 1;
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}
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this.count_hero_pos()
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this.count_mon_pos()
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// if (this.game_timer.update(dt)) {
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// smc.vm_data.game.g_time += 1;
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// }
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@@ -83,6 +86,56 @@ export class MapMonsterComp extends CCComp {
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count = list.length
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return count;
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}
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count_mon_pos(){
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let monsters:any= ecs.query(ecs.allOf(MonModelComp));
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let x = 320
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let x1 = 320
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let x2 = 320
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for(let i=0;i<monsters.length;i++){
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if(monsters[i].MonView == undefined) return
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let mon:any = monsters[i].MonView.node.position
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if(mon.x < x&&mon.y == (this.line +70)){
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x = mon.x
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continue
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}
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if(mon.x < x1&&mon.y == this.line){
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x1 = mon.x
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continue
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}
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if(mon.x < x2&&mon.y == (this.line -70)){
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x2 = mon.x
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continue
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}
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}
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smc.enemy_pos[0].x=x
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smc.enemy_pos[1].x=x1
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smc.enemy_pos[2].x=x2
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}
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count_hero_pos(){
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let heros:any= ecs.query(ecs.allOf(HeroModelComp));
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let x = -320
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let x1 = -320
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let x2 = -320
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for(let i=0;i<heros.length;i++){
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if(heros[i].HeroView == undefined) return
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let ho:any = heros[i].HeroView.node.position
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if(ho.x > x&&ho.y == (this.line +70)){
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x = ho.x
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continue
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}
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if(ho.x > x1&&ho.y == this.line ){
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x1 = ho.x
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continue
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}
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if(ho.x > x2&&ho.y == (this.line -70)){
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x2 = ho.x
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continue
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}
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}
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smc.hero_pos[0].x=x
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smc.hero_pos[1].x=x1
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smc.hero_pos[2].x=x2
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}
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load_role(){
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let role = ecs.getEntity<Role>(Role);
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let pos = v3(BoxSet.HERO_START+50,BoxSet.GAME_LINE)
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@@ -97,23 +150,28 @@ export class MapMonsterComp extends CCComp {
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private addHero(uuid:number=1001) {
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let hero = ecs.getEntity<Hero>(Hero);
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var scene = smc.map.MapView.scene;
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let oy=RandomManager.instance.getRandomByObjectList(this.start_ys,1)
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let pos:Vec3 = v3(-280,BoxSet.GAME_LINE+oy[0]);
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let pos:Vec3 = v3(-280,BoxSet.GAME_LINE+this.start_ys[2]);
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let monster_layer = scene.entityLayer!.node!
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let scale = 1
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hero.load(pos,scale,uuid,monster_layer);
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this.hero_index += 1
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if(this.hero_index > 2){
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this.hero_index = 0
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}
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}
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monster_refresh(){
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if (this.setp_num <= 0){
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return
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}
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let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
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let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],3)
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var scene = smc.map.MapView.scene;
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let oy=RandomManager.instance.getRandomInt(-70,70,1)
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+oy)
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+this.start_ys[this.mon_index])
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let monster_layer = scene.entityLayer!.node!
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this.addMonster(m[0],monster_layer,pos)
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this.mon_index += 1
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if(this.mon_index>2){
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this.mon_index = 0
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}
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this.setp_num -= 1
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}
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private addMonster(uuid:number=1001,layer:any,pos:Vec3=v3(0,0,0)) {
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