技能卡槽 需要测试确认
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@@ -130,52 +130,50 @@ export class EquipSkillComp extends CCComp {
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get_skill(e:GameEvent,data:any){
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console.log("get_skill")
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if(this.skill1.uuid==0){
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this.skill1.uuid=data.uuid
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this.skill1.skill_name=SkillSet[data.uuid].name
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this.skill1.type=1
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this.skill1.cd=SkillSet[data.uuid].cd
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this.skill1.cd_time=SkillSet[data.uuid].cd
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let icon = this.node.getChildByName("boxs").getChildByName("skill1").getChildByName("icon")
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icon.active=true
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var icon_path = "game/skills/skill_icon"
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = icon.getChildByName("skill").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
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});
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return
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switch(data.slot){
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case "skill1":
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this.skill1.uuid=data.uuid
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this.skill1.skill_name=SkillSet[data.uuid].name
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this.skill1.type=1
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this.skill1.cd=SkillSet[data.uuid].cd
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this.skill1.cd_time=SkillSet[data.uuid].cd
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let icon1 = this.node.getChildByName("boxs").getChildByName("skill1").getChildByName("icon")
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icon1.active=true
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var icon_path = "game/skills/skill_icon"
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = icon1.getChildByName("skill").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
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});
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break
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case "skill2":
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this.skill2.uuid=data.uuid
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this.skill2.skill_name=SkillSet[data.uuid].name
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this.skill2.type=1
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this.skill2.cd=SkillSet[data.uuid].cd
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this.skill2.cd_time=SkillSet[data.uuid].cd
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let icon2 = this.node.getChildByName("boxs").getChildByName("skill2").getChildByName("icon")
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icon2.active=true
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var icon_path = "game/skills/skill_icon"
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = icon2.getChildByName("skill").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
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});
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break
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case "skill3":
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this.skill3.uuid=data.uuid
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this.skill3.skill_name=SkillSet[data.uuid].name
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this.skill3.type=1
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this.skill3.cd=SkillSet[data.uuid].cd
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this.skill3.cd_time=SkillSet[data.uuid].cd
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let icon = this.node.getChildByName("boxs").getChildByName("skill3").getChildByName("icon")
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icon.active=true
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var icon_path = "game/skills/skill_icon"
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = icon.getChildByName("skill").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
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});
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break
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}
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if(this.skill2.uuid==0){
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this.skill2.uuid=data.uuid
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this.skill2.skill_name=SkillSet[data.uuid].name
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this.skill2.type=1
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this.skill2.cd=SkillSet[data.uuid].cd
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this.skill2.cd_time=SkillSet[data.uuid].cd
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let icon = this.node.getChildByName("boxs").getChildByName("skill2").getChildByName("icon")
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icon.active=true
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var icon_path = "game/skills/skill_icon"
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = icon.getChildByName("skill").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
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});
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return
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}
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if(this.skill3.uuid==0){
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this.skill3.uuid=data.uuid
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this.skill3.skill_name=SkillSet[data.uuid].name
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this.skill3.type=1
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this.skill3.cd=SkillSet[data.uuid].cd
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this.skill3.cd_time=SkillSet[data.uuid].cd
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let icon = this.node.getChildByName("boxs").getChildByName("skill3").getChildByName("icon")
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icon.active=true
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var icon_path = "game/skills/skill_icon"
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = icon.getChildByName("skill").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
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});
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return
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}
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console.log("技能栏满了")
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}
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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