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b/assets/script/game/common/SingletonModuleComp.ts index 18da1f06..617c32ad 100644 --- a/assets/script/game/common/SingletonModuleComp.ts +++ b/assets/script/game/common/SingletonModuleComp.ts @@ -32,11 +32,11 @@ export class SingletonModuleComp extends ecs.Comp { vm_data: any = { name : "数据测试", /** 当前等级 */ - porwer: 0, - /** 当前经验 */ - def : 0, - /** 下级经验 */ - speed : 0, + cards:{ + level:1, + level_max:10, + eid:0, + }, hp: { min:20, max:30 @@ -46,18 +46,15 @@ export class SingletonModuleComp extends ecs.Comp { max: 30 }, gold: { - min: 0, - max: 10 + min: 3, + max: 3, + time:0, + cd:30, }, shuaxin: { - min: 0, - max: 2, - speed:1, - }, - gold_add: { min: 0, max: 10, - speed:2, + speed:1, }, }; diff --git a/assets/script/game/common/config/CardSet.ts b/assets/script/game/common/config/CardSet.ts index f41c19f6..327b7e5a 100644 --- a/assets/script/game/common/config/CardSet.ts +++ b/assets/script/game/common/config/CardSet.ts @@ -8,12 +8,13 @@ export const CardSet = { 1001:{ uuid:1001, - name:'嬴政', + name:'护盾战士', level:1, prefab_path:'yinzheng', - hp:100, - power:100, - speed:100, + atk:2, + hp:10, + power:50, //每0.1秒增加1能量 + speed:50, skill:{ } }, diff --git a/assets/script/game/map/CardController.ts b/assets/script/game/map/CardController.ts index 552eb4f6..1e15e2df 100644 --- a/assets/script/game/map/CardController.ts +++ b/assets/script/game/map/CardController.ts @@ -50,6 +50,7 @@ export class ControllerComp extends CCComp { card.load(pos,1001,cards_node); x=x+120 } + this.node.getChildByName("cards").getChildByName("active").active = false } /** 转场 */ protected update(dt: number): void { diff --git a/assets/script/game/map/view/MapViewComp.ts b/assets/script/game/map/view/MapViewComp.ts index 5e501da7..f12866a4 100644 --- a/assets/script/game/map/view/MapViewComp.ts +++ b/assets/script/game/map/view/MapViewComp.ts @@ -60,13 +60,10 @@ export class MapViewComp extends CCComp { } gold_add(dt: number) { - smc.vm_data.gold_add.min += smc.vm_data.gold_add.speed*dt; - if (smc.vm_data.gold_add.min >= smc.vm_data.gold_add.max) { - smc.vm_data.gold_add.min = 0; - if (smc.vm_data.gold.min < smc.vm_data.gold.max) { - smc.vm_data.gold.min = smc.vm_data.gold.min + 1 - } - + smc.vm_data.gold.time += dt; + if (smc.vm_data.gold.time >= smc.vm_data.gold.cd) { + smc.vm_data.gold.min = smc.vm_data.gold.max; + smc.vm_data.gold.time = 0; } } shuaxin(dt: number) { diff --git a/assets/script/game/monster/HeroCardViewComp.ts b/assets/script/game/monster/HeroCardViewComp.ts index 48e3438f..e919bc21 100644 --- a/assets/script/game/monster/HeroCardViewComp.ts +++ b/assets/script/game/monster/HeroCardViewComp.ts @@ -3,7 +3,8 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { data } from "../data/data"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; - +import { smc } from "../common/SingletonModuleComp"; +import { CardSet } from "../common/config/CardSet"; const { ccclass, property } = _decorator; /** 视图层对象 */ @@ -39,22 +40,40 @@ export class HeroCardViewComp extends CCComp { } onTouchMove(event: EventTouch) { + smc.vm_data.cards.eid = this.ent.eid; + let parent = this.node.parent; + let active = parent.getChildByName("active"); + active.setPosition(this.node.position.x,this.node.position.y) + active.active = true; + console.log(parent); + // if(this.ent.eid == smc.vm_data.cards.eid){ + // this.node.getChildByName("active").active = true; + // }else{ + // this.node.getChildByName("active").active = false; + // } console.log("onTouchMove"); let delta = event.getDelta(); this.node.setPosition(this.node.position.x+delta.x,this.node.position.y+delta.y); } onTouchEnd(){ - if(this.node.position.y-this.pos_y > 50){ + let parent = this.node.parent; + let active = parent.getChildByName("active"); + active.setPosition(this.pos_x,this.pos_y) + if(this.node.position.y-this.pos_y > 110){ + active.active = false; this.use_card() }else{ this.node.setPosition(this.pos_x,this.pos_y); } - console.log(ecs.query(ecs.allOf(HeroCardViewComp))) - } use_card(){ - oops.message.dispatchEvent("do_add_hero",this.ent) - this.ent.destroy(); + if(smc.vm_data.gold.min >= CardSet[this.card_uid].level){ + oops.message.dispatchEvent("do_add_hero",this.ent) + this.ent.destroy(); + smc.vm_data.gold.min -= CardSet[this.card_uid].level; + }else{ + this.node.setPosition(this.pos_x,this.pos_y); + } } /** 视图层逻辑代码分离演示 */ start() { diff --git a/assets/script/game/monster/MonsterViewComp.ts b/assets/script/game/monster/MonsterViewComp.ts index dbb8f3d9..2054d2e6 100644 --- a/assets/script/game/monster/MonsterViewComp.ts +++ b/assets/script/game/monster/MonsterViewComp.ts @@ -27,36 +27,41 @@ export class MonsterViewComp extends CCComp { /** 角色动画 */ as: MonsterSpine = null!; hero_name : string = "hero"; - /** 角色阵营 1:hero -1 :monster */ - camp: number = 1; - /**角色类型 1:近战 2 远程 */ - type: number = 1; - /** 状态 1:move ,2: act 3: stop */ - state: number = 1; - /** 血量 */ - hp: number = 100; - hp_max: number = 100; - hp_speed: number = 0; //回复速度 - /**能量**/ - power: number = 0; - power_max: number = 100; - power_speed: number = 1; //回复速度 - skill_name: string = "base"; - max_skill_name: string = "base"; - /**攻击力 */ - atk: number = 10; - /**攻击速度 */ + camp: number = 1; /** 角色阵营 1:hero -1 :monster */ + type: number = 1; /**角色类型 1:前排 2 后排 */ + state: number = 1; /** 状态 1:move ,2: act 3: stop */ + + hp: number = 100; /** 血量 */ + hp_max: number = 100; /** 最大血量 */ + hp_speed: number = 0; //回复速度 + + power: number = 0; /**能量**/ + power_max: number = 100; /** 能量最大值 */ + power_speed: number = 1; //能量回复速度每0.1秒回复量 + + skill_name: string = "base"; //技能名称 + max_skill_name: string = "base"; //大技能名称 + + atk: number = 10; /**攻击力 */ // atk_speed: number = 1; - atk_cd: number = 1.3; - atk_time: number = 0; - /** 角色移动速度 */ - speed: number = 100; - /** 角色初始速度 */ - ospeed: number = 100; + atk_cd: number = 1.3; /**攻击速度 攻击间隔 */ + atk_time: number = 0; /** 冷却时间 */ + + speed: number = 100; /** 角色移动速度 */ + ospeed: number = 100; /** 角色初始速度 */ Tpos: Vec3 = v3(0,-60,0); - stop_cd: number = 0; - private timer:Timer = new Timer(0.1); - is_dead:boolean = false; + stop_cd: number = 0; /*停止倒计时*/ + + private timer:Timer = new Timer(0.1); //计时器 + is_dead:boolean = false; //是否摧毁 + + /*暴击*/ + crit_rate:number = 0; //暴击率 + crit_damage:number = 2; //暴击伤害倍率 + /*闪避*/ + dodge_rate:number = 0; //闪避率 + shield:number = 0; //护盾量 + shield_time:number = 0; //护盾持续时间 /** 视图层逻辑代码分离演示 */ start () {