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