英雄技能相关字段修改

This commit is contained in:
2025-02-02 20:58:25 +08:00
parent 215fcd3a76
commit 2e53786aa0
24 changed files with 143 additions and 840 deletions

View File

@@ -62,9 +62,6 @@ export class HeroViewComp extends CCComp {
dpw:number=0;
pwt:Timer = new Timer(1); //计时器
sk1:number = 9001;
sk2:number = 1001;
sk3:number = 1001;
akr:number=0; //攻击触发机率
uar:number=0; //受伤触发机率
dgr:number=0; //闪避触发机率
@@ -328,50 +325,50 @@ export class HeroViewComp extends CCComp {
* 使用do_skill方法处理触发的技能。
*/
check_atk_counts() {
if (this.atk_count >= this.akc) {
this.atk_count = 0
// console.log("atk_count 清零:"+this.atk_count);
let i = RandomManager.instance.getRandomInt(0,100,3)
// console.log("攻击判断: i="+i+":akr="+this.akr);
if(i < this.akr){
// console.log("攻击触发: i="+i+":akr="+this.akr);
// this.BUFFCOMP.max_show()
this.do_skill(this.sk3)
}
}
if(this.dodge_count >= this.dgc){
this.dodge_count = 0
// console.log("dodge_count 清零:"+this.dodge_count);
let i = RandomManager.instance.getRandomInt(0,100,3)
// console.log("闪避判断: i="+i+":dgr="+this.dgr);
if(i < this.dgr){
// console.log("闪避触发: i="+i+":dgr="+this.dgr);
// this.BUFFCOMP.max_show()
this.do_skill(this.sk3)
}
}
if(this.crit_count >= this.crc){
this.crit_count = 0
// console.log("crit_count 清零:"+this.crit_count);
let i = RandomManager.instance.getRandomInt(0,100,3)
// console.log("暴击判断: i="+i+":crr="+this.crr);
if(i < this.crr){
// console.log("暴击触发: i="+i+":crr="+this.crr);
// if (this.atk_count >= this.akc) {
// this.atk_count = 0
// // console.log("atk_count 清零:"+this.atk_count);
// let i = RandomManager.instance.getRandomInt(0,100,3)
// // console.log("攻击判断: i="+i+":akr="+this.akr);
// if(i < this.akr){
// // console.log("攻击触发: i="+i+":akr="+this.akr);
// // this.BUFFCOMP.max_show()
// this.do_skill(this.sk3)
// }
// }
// if(this.dodge_count >= this.dgc){
// this.dodge_count = 0
// // console.log("dodge_count 清零:"+this.dodge_count);
// let i = RandomManager.instance.getRandomInt(0,100,3)
// // console.log("闪避判断: i="+i+":dgr="+this.dgr);
// if(i < this.dgr){
// // console.log("闪避触发: i="+i+":dgr="+this.dgr);
// // this.BUFFCOMP.max_show()
// this.do_skill(this.sk3)
// }
// }
// if(this.crit_count >= this.crc){
// this.crit_count = 0
// // console.log("crit_count 清零:"+this.crit_count);
// let i = RandomManager.instance.getRandomInt(0,100,3)
// // console.log("暴击判断: i="+i+":crr="+this.crr);
// if(i < this.crr){
// // console.log("暴击触发: i="+i+":crr="+this.crr);
// this.BUFFCOMP.max_show()
this.do_skill(this.sk3)
}
}
if(this.atked_count >= this.uac){
this.atked_count = 0
let i = RandomManager.instance.getRandomInt(0,100,3)
// console.log("受伤判断i="+i+":akr="+this.uar);
if(i < this.uar){
// console.log("受伤触发: i="+i+":uar="+this.uar);
// this.BUFFCOMP.max_show()
this.do_skill(this.sk3)
}
}
// // this.BUFFCOMP.max_show()
// this.do_skill(this.sk3)
// }
// }
// if(this.atked_count >= this.uac){
// this.atked_count = 0
// let i = RandomManager.instance.getRandomInt(0,100,3)
// // console.log("受伤判断i="+i+":akr="+this.uar);
// if(i < this.uar){
// // console.log("受伤触发: i="+i+":uar="+this.uar);
// // this.BUFFCOMP.max_show()
// this.do_skill(this.sk3)
// }
// }
}
in_atk(dt: number) {
if(this.at >= this.cd){
@@ -382,9 +379,6 @@ export class HeroViewComp extends CCComp {
this.power_add(this.apw)
// console.log("cd:"+this.cd);
this.as.atk();
this.scheduleOnce(()=>{
this.shoot_enemy(this.sk1)
},0.3)
}
}
}
@@ -393,7 +387,6 @@ export class HeroViewComp extends CCComp {
if(this.pw >= this.pwm){
this.pw = 0
this.BUFFCOMP.max_show()
this.do_skill(this.sk2)
return true
}else{
return false