局内设置
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@@ -396,6 +396,8 @@ export class HeroViewComp extends CCComp {
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//使用max_skill
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handle_skill(skill:number){
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this.as.atk()
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this.tooltip(3,smc.skills[skill].name,skill);
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switch (smc.skills[skill].tg) {
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case 0: //自己
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this.to_add_buff(this.node.getComponent(HeroViewComp),skill)
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@@ -416,37 +418,36 @@ export class HeroViewComp extends CCComp {
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break;
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}
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}
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shoot_enemy(sk1:number,y:number=0,x:number=0){
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shoot_enemy(sk:number,y:number=0,x:number=0){
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// console.log("mon shoot_enemy");
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let skill = ecs.getEntity<Skill>(Skill);
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let increase_ap=Math.floor(this.ap*smc.vm_data.mission.hero.ap)
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let ap = smc.skills[sk1].ap+this.ap_buff+increase_ap;
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let ap = smc.skills[sk].ap+this.ap_buff+increase_ap;
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let {pos,t_pos}=this.get_enemy_pos()
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pos.y=pos.y + y
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pos.x=pos.x + x
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let is_crit=this.check_crit()
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skill.load(pos,this.box_group,this.node,sk1,ap,t_pos,is_crit,this.crit_add);
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console.log(this.scale+this.hero_name+"使用技能:"+sk1);
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// this.tooltip(3,smc.skills[sk1].name,this.sk1);
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skill.load(pos,this.box_group,this.node,sk,ap,t_pos,is_crit,this.crit_add);
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console.log(this.scale+this.hero_name+"使用技能:"+sk);
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}
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to_add_buff(hero:any,s_uuid:number){
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to_add_buff(hero:any,sk:number){
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let skill = ecs.getEntity<Skill>(Skill);
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let ap = smc.skills[s_uuid].ap+this.ap;
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let ap = smc.skills[sk].ap+this.ap;
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let {pos,t_pos}=this.get_hero_pos(hero)
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console.log("to_add_buff:"+hero.hero_name+" "+s_uuid);
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console.log("to_add_buff:"+hero.hero_name+" "+sk);
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let is_crit=this.check_crit()
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skill.load(pos,this.box_group,this.node,this.sk2,ap,t_pos,is_crit,this.crit_add);
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if(smc.skills[s_uuid].hp > 0){ //buff加血
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let increase_hp=Math.floor(smc.skills[s_uuid].hp*this.ap)
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skill.load(pos,this.box_group,this.node,sk,ap,t_pos,is_crit,this.crit_add);
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if(smc.skills[sk].hp > 0){ //buff加血
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let increase_hp=Math.floor(smc.skills[sk].hp*this.ap)
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hero.add_hp(increase_hp)
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}
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if(smc.skills[s_uuid].ap > 0){ //buff加攻击
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let increase_atk=Math.floor(smc.skills[s_uuid].ap*this.ap)
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hero.add_ap(increase_atk,smc.skills[s_uuid].bsd)
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if(smc.skills[sk].ap > 0){ //buff加攻击
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let increase_atk=Math.floor(smc.skills[sk].ap*this.ap)
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hero.add_ap(increase_atk,smc.skills[sk].bsd)
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}
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if(smc.skills[s_uuid].shield > 0){ //buff护盾
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hero.add_shield(smc.skills[s_uuid].shield)
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if(smc.skills[sk].shield > 0){ //buff护盾
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hero.add_shield(smc.skills[sk].shield)
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}
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}
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