技能运动需要完善
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@@ -65,6 +65,7 @@ export class BoxRangComp extends CCComp {
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}else{
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if(this.HeroViewComp.enemy.isValid==false){
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this.HeroViewComp.enemy = otherCollider.node;
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}
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}
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this.HeroViewComp.is_atking = true;
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@@ -81,6 +81,7 @@ export class Hero extends ecs.Entity {
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mv.atk_cd = smc.heros[uuid].atk_cd;
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mv.atk_dis = smc.heros[uuid].atk_dis;
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mv.power = smc.heros[uuid].power;
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mv.power_max= smc.heros[uuid].power_max;
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mv.type = smc.heros[uuid].type;
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mv.skill_uuid = 9001;
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mv.max_skill_uuid = smc.heros[uuid].max_skill_uuid;
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@@ -21,6 +21,7 @@ import { SkillSet } from "../common/config/SkillSet";
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import { Tooltip } from "../skills/Tooltip";
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import { MoveToComp } from "../common/ecs/position/MoveTo";
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import { BoxRangComp } from "./BoxRangComp";
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import { MonViewComp } from "../mon/MonViewComp";
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const { ccclass, property } = _decorator;
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/** 角色显示组件 */
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@@ -224,7 +225,9 @@ export class HeroViewComp extends CCComp {
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this.node.getChildByName("top").getChildByName("power").getComponent(ProgressBar)!.progress = power_progress;
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}
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shoot(skill_uuid:number){
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// console.log("mon shoot");
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console.log("hero shoot");
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console.log(this.enemy)
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console.log("hero box",this.enemy.getComponent(MonViewComp))
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let skill = ecs.getEntity<Skill>(Skill);
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let x=32
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let pos = v3(35*this.scale,50)
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@@ -234,11 +237,13 @@ export class HeroViewComp extends CCComp {
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let atk = smc.skills[skill_uuid].atk+this.atk;
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let angle=0
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let t_pos:Vec3 = v3(0,0)
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let eid = 0
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if(this.enemy){
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if(!this.enemy.isValid){
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console.log("move_to",this.enemy.isValid);
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return
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}
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eid = this.enemy.getComponent(MonViewComp).ent.eid
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t_pos = v3(this.enemy.position.x-this.node.position.x,this.enemy.position.y-this.node.position.y)
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angle = Math.atan2(t_pos.y,t_pos.x) * 180 / Math.PI;
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if(this.scale == -1){
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@@ -247,7 +252,8 @@ export class HeroViewComp extends CCComp {
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}else{
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t_pos=null
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}
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skill.load(pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos);
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skill.load(eid,this.enemy,pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos);
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// this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid);
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}
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//使用max_skill
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@@ -259,8 +265,14 @@ export class HeroViewComp extends CCComp {
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let speed =smc.skills[this.max_skill_uuid].speed;
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let dis = smc.skills[this.max_skill_uuid].dis;
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let atk = smc.skills[this.max_skill_uuid].atk+this.atk;
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skill.load(pos,speed,dis,scale,this.node,this.max_skill_uuid,atk);
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this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid);
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let eid = 0
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if(this.enemy){
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if(this.enemy.isValid){
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eid = this.enemy.getComponent(MonViewComp).ent.eid
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}
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}
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skill.load(eid,this.enemy,pos,speed,dis,scale,this.node,this.max_skill_uuid,atk);
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this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid,100);
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}
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in_act(dt: number) {
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if(this.atk_time >= this.atk_cd){
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@@ -372,12 +384,12 @@ export class HeroViewComp extends CCComp {
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this.node.getChildByName("top").getChildByName("shield").active=true
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}
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}
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tooltip(type:number=1,value:string="",s_uuid:number=1001){
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tooltip(type:number=1,value:string="",s_uuid:number=1001,y:number=60){
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// console.log("tooltip",type);
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let tip =ecs.getEntity<Tooltip>(Tooltip);
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let pos = this.node.getPosition();
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let node =this.node.parent
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pos.y=pos.y+60;
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pos.y=pos.y+y;
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tip.load(pos,type,value,s_uuid,node);
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}
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