buff动画优化 + 添加闪避最大值限定值
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@@ -326,7 +326,7 @@ export class HeroViewComp extends CCComp {
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this.hp_less(l_hp,skill.is_crit);
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}
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check_less(ap:number,is_crit:boolean,crit_add:number=0){
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let d=this.def/ap
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let d=this.def_max/ap
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if(d > 1) d = 1
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let l_hp=ap*(1-d*GameSet.DEF_RATE) //防御最高减免伤害比率计算
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if(is_crit){
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@@ -420,6 +420,7 @@ export class HeroViewComp extends CCComp {
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check_dodge():boolean
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{
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let i = RandomManager.instance.getRandomInt(0,100,3)
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if(this.dodge_max > GameSet.DODGE_MAX) this.dodge_max = GameSet.DODGE_MAX
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if(i < this.dodge_max){
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// console.log("闪避触发: i="+i+":dodge="+dodge);
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this.BUFFCOMP.tooltip(5,"闪避");
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@@ -732,18 +733,70 @@ export class HeroViewComp extends CCComp {
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power_add(p:number){
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this.pw+= p
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}
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add_shield(shield:number){
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this.shield =shield
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console.log("shield:",shield);
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}
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// add_cd(cd: number){
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// this.cd += this.cd*((100-cd)/100);
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// this.BUFFCOMP.buff_get("cd")
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// }
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/**
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* 增加英雄的攻击(AP)。
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* @param ap 要增加的攻击。
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*/
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add_ap(ap: number){
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this.ap += Math.floor(ap);
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this.BUFFCOMP.buff_get("ap")
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}
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add_shield(shield:number){
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this.shield =shield
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console.log("shield:",shield);
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de_ap(ap: number){
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this.ap -= Math.floor(ap);
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this.BUFFCOMP.buff_get("deap")
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}
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add_hp(hp: number=0){
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add_def(def: number){
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this.def += Math.floor(def);
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this.BUFFCOMP.buff_get("def")
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}
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de_def(def: number){
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this.def -= Math.floor(def);
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this.BUFFCOMP.buff_get("dedef")
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}
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/**
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* 增加英雄的暴击率。
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* @param crit 要增加的暴击率。
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*/
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add_crit(critRate: number) {
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this.crit += Math.floor(critRate);
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this.BUFFCOMP.buff_get("crit");
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}
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de_crit(critRate: number) {
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this.crit += Math.floor(critRate);
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this.BUFFCOMP.buff_get("decrit");
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}
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/**
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* 增加英雄的闪避率。
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* @param dodge 要增加的闪避率。
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*/
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add_dodge(dodgeRate: number) {
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this.dodge += Math.floor(dodgeRate);
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this.BUFFCOMP.buff_get("dodge");
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}
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de_dodge(dodgeRate: number) {
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this.dodge += Math.floor(dodgeRate);
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this.BUFFCOMP.buff_get("dedodge");
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}
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add_hp_max(hprate: number=0){
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this.BUFFCOMP.buff_get("hp")
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this.hp_max += Math.floor(hprate/100*this.rhp_max) ;
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this.add_hp2(hprate)
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}
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de_hp_max(hprate: number=0){
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this.BUFFCOMP.buff_get("dehp")
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this.hp_max -= Math.floor(hprate/100*this.rhp_max) ;
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}
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add_hp(hp: number = 0) {
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this.BUFFCOMP.heathed();
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this.hp+=Math.floor(hp);
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if(this.hp > this.rhp_max){
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@@ -754,11 +807,6 @@ export class HeroViewComp extends CCComp {
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add_hp2(hprate: number=0){
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this.hp += Math.floor(hprate/100*this.hp_max) ;
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}
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add_hp_max(hprate: number=0){
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this.BUFFCOMP.show_hp(0.5)
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this.hp_max += Math.floor(hprate/100*this.rhp_max) ;
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this.add_hp2(hprate)
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}
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hp_less(hp: number,is_crit:boolean=false){
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if(this.is_dead) return
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