技能清理技能完成, 完全使用帧动画
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@@ -57,10 +57,7 @@ export class BuffComp extends Component {
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update(deltaTime: number) {
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if(smc.mission.pause) return
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if(this.wind_cd > 0 ) this.wind_cd -= deltaTime;
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if(this.wind_cd <= 0 && this.node.getChildByName("wind").active){
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this.node.getChildByName("wind").active = false;
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}
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// if(this.timer.update(deltaTime)){
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// this.timer.reset()
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// this.show_buff(this.buff_keys[this.key_index])
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@@ -85,7 +82,7 @@ export class BuffComp extends Component {
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show_wind(t:number=1){
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this.wind_cd = t;
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this.node.getChildByName("wind").active = true;
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}
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@@ -104,11 +101,18 @@ export class BuffComp extends Component {
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}
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lv_up(){
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var path = "game/skills/lvup";
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var path = "game/skills/buff_lvup";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.parent = this.node;
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}
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ap_up(){
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var path = "game/skills/buff_apup";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.parent = this.node;
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}
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show_do_buff(name:string){
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var path = "game/skills/"+name;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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@@ -135,7 +139,7 @@ export class BuffComp extends Component {
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node.parent = this.node.parent;
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}
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in_iced(t:number=1,ap:number=0) {
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var path = "game/skills/iced";
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var path = "game/skills/buff_iced";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.getComponent(timedCom).time = t;
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@@ -143,15 +147,15 @@ export class BuffComp extends Component {
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node.parent = this.node;
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}
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in_fired(t:number=1,ap:number=0) {
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var path = "game/skills/fired";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.getComponent(timedCom).time = t;
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node.getComponent(timedCom).ap = ap;
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node.parent = this.node;
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// var path = "game/skills/fired";
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// var prefab: Prefab = oops.res.get(path, Prefab)!;
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// var node = instantiate(prefab);
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// node.getComponent(timedCom).time = t;
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// node.getComponent(timedCom).ap = ap;
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// node.parent = this.node;
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}
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in_yun(t:number=1,ap:number=0) {
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var path = "game/skills/yun";
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var path = "game/skills/buff_yun";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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let height=this.node.getComponent(UITransform).height
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@@ -594,10 +594,10 @@ export class HeroViewComp extends CCComp {
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ex_show(text:string){
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switch(text){
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case "blue":
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this.BUFFCOMP.max_show("max_blue")
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this.BUFFCOMP.max_show("mr_blue")
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break
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case "red":
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this.BUFFCOMP.max_show("max_red")
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this.BUFFCOMP.max_show("mr_red")
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break
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}
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}
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