去掉大部分 调试信息
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@@ -20,7 +20,7 @@ export default class HeroAnmComp extends Component{
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this._hasStop = true;
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}
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onAnimationFinished(type:Animation.EventType, state:AnimationState){
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console.log("[HeroAnmComp]: 动画播放完毕",state.name)
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// console.log("[HeroAnmComp]: 动画播放完毕",state.name)
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if(state.name!="idle"&&state.name!="move"){
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this.anmcon.play(this.default_anim)
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}
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@@ -137,7 +137,7 @@ export class HeroViewComp extends CCComp {
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start () {
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this.as.idle()
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this.BUFFCOMP=this.node.getComponent(BuffComp);
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console.log("[HeroViewComp]:heroview"+this.hero_name,this.Attrs)
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// console.log("[HeroViewComp]:heroview"+this.hero_name,this.Attrs)
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/** 方向 */
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this.node.setScale(this.scale,1);
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this.node.getChildByName("top").setScale(this.scale,1);
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@@ -291,7 +291,7 @@ export class HeroViewComp extends CCComp {
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if(diamond>0){
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smc.addDiamond(diamond)
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}
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console.log("[HeroViewComp]:do_drop",this.hero_uuid,drop_item,exp,gold,diamond)
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// console.log("[HeroViewComp]:do_drop",this.hero_uuid,drop_item,exp,gold,diamond)
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}
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add_debuff(type:number,deV:number,deC:number,deR:number){
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let n_deR=deR-this.Attrs[BuffAttr.DEBUFF_DOWN]
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@@ -438,7 +438,7 @@ export class HeroViewComp extends CCComp {
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if(is_crit) {
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
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}
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console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX])
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// console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX])
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damage=this.check_shield(damage)
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if(damage <= 0) return
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this.hp -= damage;
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@@ -586,7 +586,7 @@ export class HeroViewComp extends CCComp {
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to_update_lv(event:string,data:any){
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if(this.fac==FacSet.MON) return
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console.log("[HeroViewComp]:升级",this.BUFFCOMP)
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// console.log("[HeroViewComp]:升级",this.BUFFCOMP)
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if(this.hero_uuid!=data.uuid) return
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this.apply_buff(BuffAttr.HP_MAX,data.hp)
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this.apply_buff(BuffAttr.AP,data.ap)
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@@ -33,7 +33,7 @@ export class Monster extends ecs.Entity {
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,enhancement?: any, stageMultipliers?: any) {
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scale=-1
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let box_group=BoxSet.MONSTER
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console.log("mon load",uuid)
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// console.log("mon load",uuid)
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// this.addComponents<ecs.Comp>( MonModelComp, BattleMoveComp);
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var scene = smc.map.MapView.scene;
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this.brith_light(pos,scene)
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@@ -53,7 +53,7 @@ export class Monster extends ecs.Entity {
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move.direction = -1; // 向左移动
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move.targetX = -800; // 左边界
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smc.vmdata.mission_data.mon_num++
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console.log("[Mon] mission_data.mon_num:",smc.vmdata.mission_data.mon_num)
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// console.log("[Mon] mission_data.mon_num:",smc.vmdata.mission_data.mon_num)
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}
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brith_light(pos:Vec3,scene:any){
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var path = "game/skills/map_birth";
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@@ -92,9 +92,9 @@ export class Monster extends ecs.Entity {
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if (stageMultipliers) {
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finalHp = Math.floor(baseHp * stageMultipliers.hp);
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finalAp = Math.floor(baseAp * stageMultipliers.attack);
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console.log(`[Monster]: 怪物${hero.name} 关卡倍数 - HP: ${baseHp} x ${stageMultipliers.hp.toFixed(2)} = ${finalHp}, AP: ${baseAp} x ${stageMultipliers.attack.toFixed(2)} = ${finalAp}`);
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// console.log(`[Monster]: 怪物${hero.name} 关卡倍数 - HP: ${baseHp} x ${stageMultipliers.hp.toFixed(2)} = ${finalHp}, AP: ${baseAp} x ${stageMultipliers.attack.toFixed(2)} = ${finalAp}`);
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} else {
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console.log(`[Monster]: 怪物${hero.name} 使用基础属性 - HP: ${finalHp}, AP: ${finalAp}`);
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// console.log(`[Monster]: 怪物${hero.name} 使用基础属性 - HP: ${finalHp}, AP: ${finalAp}`);
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}
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hv.hp = hv.hp_max = finalHp;
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@@ -116,7 +116,7 @@ export class Monster extends ecs.Entity {
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// 处理肉鸽模式的增强属性
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if (enhancement && enhancement.buffList && enhancement.buffList.length > 0) {
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console.log(`[Monster]: 怪物${hero.name}应用增强属性:`, enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`));
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// console.log(`[Monster]: 怪物${hero.name}应用增强属性:`, enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`));
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enhancement.buffList.forEach((buff:any)=>{
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hv.apply_buff(buff.buffType, buff.value);
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})
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