游戏位置改变
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@@ -36,7 +36,6 @@ export class CSkillComp extends CCComp {
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this.cd = new Timer(smc.skills[this.skill_uuid].cd)
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this.time =smc.skills[this.skill_uuid].sd
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this.node.getChildByName("time").getComponent(Label).string = this.time.toString()
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}
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protected update(dt: number): void {
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if (this.sd.update(dt)) {
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@@ -10,12 +10,16 @@ import { HeroCard } from "./HeroCard";
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import { HeroModelComp } from "./HeroModelComp";
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import { Hero } from "./Hero";
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import { MonsterViewComp } from "./MonsterViewComp";
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import { MapMonsterComp } from "../map/MapMonsterComp";
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import { MapSkillComp } from "../map/MapSkillComp";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('HeroCardViewComp')
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@ecs.register('HeroCardView', false)
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export class HeroCardViewComp extends CCComp {
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MM: MapMonsterComp;
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MS: MapSkillComp;
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card_name:string = "hero_card";
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card_uid:number = 1000;
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in_destroy:boolean = false;
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@@ -136,11 +140,12 @@ export class HeroCardViewComp extends CCComp {
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oops.message.dispatchEvent("do_add_hero", { uuid: this.card_uid });
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break;
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case 2:
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oops.message.dispatchEvent("do_use_skill", { uuid: this.card_uid });
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break;
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case 3:
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oops.message.dispatchEvent("do_use_skill", { uuid: this.card_uid });
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// console.log("do_use_skill",this.card_uid)
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break;
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default:
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break;
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}
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@@ -52,7 +52,7 @@ export class MonsterViewComp extends CCComp {
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hp_speed: number = 0; //每秒回复量
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power: number = 0; /**能量**/
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power_max: number = 60; /** 能量最大值 */
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power_max: number = 1200; /** 能量最大值 */
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power_speed: number = 1; //能量回复速度每0.1秒回复量
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skill_name: string = "base"; //技能名称
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@@ -257,7 +257,9 @@ export class MonsterViewComp extends CCComp {
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}
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add_hp(hp: number=0){
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console.log("hero 加血动画");
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this.tooltip(2,"+"+hp.toString());
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this.tooltip(2,hp.toString());
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let hp_progress= this.hp/this.hp_max;
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this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress;
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}
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shield_change(hp: number){
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let ls=this.shield - hp;
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