dd
This commit is contained in:
@@ -16,6 +16,7 @@ import { RoleSpine } from "./RoleSpine";
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import { RoleViewComp } from "./RoleViewComp";
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import { BoxSet } from "../common/config/BoxSet";
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import { HeroModelComp } from "../hero/HeroModelComp";
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import { Talents } from "../common/config/TalentSet";
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/** 角色实体 */
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@ecs.register(`Role`)
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export class Role extends ecs.Entity {
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@@ -51,28 +52,30 @@ export class Role extends ecs.Entity {
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hero_init(uuid:number=1001,node:Node,pos:Vec3=v3(0,0,0)){
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var rv = node.getComponent(RoleViewComp)!;
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let role=smc.vm_data.role;
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let role_talent= smc.vm_data.talent
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let talents=Talents;
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rv.hero_uuid=uuid;
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rv.speed =rv.ospeed = role.speed;
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rv.atk_dis = role.atk_dis;
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rv.hero_name= "role";
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rv.hp= rv.hp_max = role.hp*(1+smc.vm_data.talent[1].bonus*smc.vm_data.talent[1].lv);
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rv.level = role.lv;
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rv.atk = role.atk*(1+smc.vm_data.talent[2].bonus*smc.vm_data.talent[2].lv);
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rv.atk_cd = role.atk_cd*(1-smc.vm_data.talent[3].bonus*smc.vm_data.talent[3].lv);
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rv.st_boncus=1+smc.vm_data.talent[15].bonus*smc.vm_data.talent[15].lv;
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rv.s_boncus=1+smc.vm_data.talent[16].bonus*smc.vm_data.talent[16].lv;
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rv.power = role.power;
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rv.skill1 = role.skill1;
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rv.skill1.cd=rv.skill1.cd_max=rv.skill1.cd_max*(1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv)
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rv.skill2 = role.skill2;
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rv.skill2.cd=rv.skill2.cd_max=rv.skill1.cd_max*(1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv)
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rv.skill3 = role.skill3;
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rv.skill3.cd=rv.skill3.cd_max=rv.skill1.cd_max*(1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv)
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rv.skill4 = role.skill4;
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rv.skill4.cd=rv.skill4.cd_max=rv.skill1.cd_max*(1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv)
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rv.skill3 = role.skill3;
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rv.skill4 = role.skill4;
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rv.skill5 = role.skill5;
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rv.skill5.cd=rv.skill5.cd_max=rv.skill1.cd_max*(1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv)
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rv.skill = role.skill;
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rv.skill1.cd=rv.skill1.cd_max=rv.skill1.cd_max*(1-talents[1004].bonus*role_talent[1004].lv)
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rv.skill2.cd=rv.skill2.cd_max=rv.skill1.cd_max*(1-talents[1004].bonus*role_talent[1004].lv)
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rv.skill3.cd=rv.skill3.cd_max=rv.skill1.cd_max*(1-talents[1004].bonus*role_talent[1004].lv)
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rv.skill4.cd=rv.skill4.cd_max=rv.skill1.cd_max*(1-talents[1004].bonus*role_talent[1004].lv)
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rv.skill5.cd=rv.skill5.cd_max=rv.skill1.cd_max*(1-talents[1004].bonus*role_talent[1004].lv)
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rv.hp= rv.hp_max = role.hp*(1+talents[1001].bonus*role_talent[1001].lv);
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rv.atk = role.atk*(1+talents[1002].bonus*role_talent[1002].lv);
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rv.atk_cd = role.atk_cd*(1-talents[1003].bonus*role_talent[1003].lv);
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rv.st_boncus=1+talents[1005].bonus*role_talent[1005].lv;
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rv.s_boncus=1+talents[1006].bonus*role_talent[1006].lv;
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rv.box_group = BoxSet.HERO;
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this.add(rv);
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}
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@@ -10,7 +10,9 @@ export class Talent extends ecs.Entity {
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/** ---------- 数据层 ---------- */
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TalentView!: TalentComp
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protected init() {
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}
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destroy(): void {
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this.remove(TalentComp);
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super.destroy();
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@@ -19,11 +21,14 @@ export class Talent extends ecs.Entity {
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,uuid:number=101,parent:Node) {
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// var path = "game/monster/"+prefab_path;
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var path = "game/heros/role";
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var path = "game/talent";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.parent = parent;
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node.setScale(node.scale.x, node.scale.y, node.scale.z);
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node.setPosition(pos)
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console.log("load_talent",node)
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let tv = node.getComponent(TalentComp)!;
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tv.t_uuid = uuid;
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this.add(tv);
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}
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}
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@@ -1,6 +1,8 @@
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import { _decorator } from "cc";
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import { _decorator, Label } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { Talents } from "../common/config/TalentSet";
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import { smc } from "../common/SingletonModuleComp";
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const { ccclass, property } = _decorator;
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@@ -8,12 +10,35 @@ const { ccclass, property } = _decorator;
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@ccclass('TalentComp')
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@ecs.register('TalentView', false)
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export class TalentComp extends CCComp {
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t_uuid:number = 0;
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/** 视图层逻辑代码分离演示 */
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start() {
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// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
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// this.on(ModuleEvent.Cmd, this.onHandler, this);
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let name =this.node.getChildByName("name")
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let info =this.node.getChildByName("info")
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let icon =this.node.getChildByName("icon")
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let cost =this.node.getChildByName("cost")
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let lv =this.node.getChildByName("lv")
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let talent= Talents[this.t_uuid]
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let role_talents = smc.vm_data.talent[talent.uuid]
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cost.getComponent(Label).string = (talent.cost*(1+role_talents.lv)).toString()
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name.getComponent(Label).string = talent.name
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info.getComponent(Label).string = talent.info
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lv.getComponent(Label).string = role_talents.lv.toString()
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if (talent.type == 1){
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this.node.getChildByName("role").active=true
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}
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if (talent.type == 2){
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this.node.getChildByName("hero").active=true
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}
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if (talent.type == 3){
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this.node.getChildByName("mission").active=true
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}
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}
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to_update_t(){
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console.log("to_update_t",this.t_uuid)
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}
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/** 全局消息逻辑处理 */
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// private onHandler(event: string, args: any) {
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// switch (event) {
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@@ -77,6 +77,8 @@ export class SingletonModuleComp extends ecs.Comp {
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gems: 4,
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unlock:5,
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mission:{
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play:false,
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pause:false,
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victory:0,
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once:6, //每波刷新怪物数量
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total:120, //总怪物数
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@@ -133,26 +135,24 @@ export class SingletonModuleComp extends ecs.Comp {
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skill3:{uuid:1001,cd:3,cd_max:3,alive:false},
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skill4:{uuid:1001,cd:3,cd_max:3,alive:false},
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skill5:{uuid:1001,cd:3,cd_max:3,alive:false},
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},
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talent:{
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1:{bonus:3,lv:0,lv_max:5,info:"英雄血量加成",name:""},
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2:{bonus:3,lv:0,lv_max:5,info:"英雄攻击加成",name:""},
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3:{bonus:3,lv:0,lv_max:5,info:"英雄攻击加速",name:""},
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4:{bonus:3,lv:0,lv_max:5,info:"英雄技能cd加速",name:""},
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5:{bonus:3,lv:0,lv_max:5,info:"英雄技能效果加强",name:""},
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6:{bonus:3,lv:0,lv_max:5,info:"铜币收益增加",name:""},
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7:{bonus:3,lv:0,lv_max:5,info:"",name:""},
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8:{bonus:3,lv:0,lv_max:5,info:"",name:""},
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9:{bonus:3,lv:0,lv_max:5,info:"",name:""},
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10:{bonus:3,lv:0,lv_max:5,info:"",name:""},
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11:{bonus:3,lv:0,lv_max:5,info:"血量加成",name:""},
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12:{bonus:3,lv:0,lv_max:5,info:"攻击加成",name:""},
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13:{bonus:3,lv:0,lv_max:5,info:"攻击加速",name:""},
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14:{bonus:3,lv:0,lv_max:5,info:"技能cd加速",name:""},
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15:{bonus:3,lv:0,lv_max:5,info:"技能效果加强",name:""},
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16:{bonus:3,lv:0,lv_max:5,info:"技能持续时间",name:""},
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1001:{uuid:1001,lv:0,},
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1002:{uuid:1002,lv:0,},
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1003:{uuid:1003,lv:0,},
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1004:{uuid:1004,lv:0,},
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1005:{uuid:1005,lv:0,},
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1006:{uuid:1006,lv:0,},
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1007:{uuid:1007,lv:0,},
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1008:{uuid:1008,lv:0,},
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1009:{uuid:1009,lv:0,},
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1010:{uuid:1010,lv:0,},
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1011:{uuid:1011,lv:0,},
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1012:{uuid:1012,lv:0,},
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1013:{uuid:1013,lv:0,},
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1014:{uuid:1014,lv:0,},
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1015:{uuid:1015,lv:0,},
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1016:{uuid:1016,lv:0,},
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},
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monster:{
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gold_add:1,
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19
assets/script/game/common/config/TalentSet.ts
Normal file
19
assets/script/game/common/config/TalentSet.ts
Normal file
@@ -0,0 +1,19 @@
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export const talent_num=2
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export const Talents={
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1001:{uuid:1001,type: 1,bonus:3,cost:1,lv_max:99,info:"勇者血量加成",name:"强身"},
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1002:{uuid:1002,type: 1,bonus:3,cost:1,lv_max:99,info:"勇者攻击加成",name:"历练"},
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1003:{uuid:1003,type: 1,bonus:3,cost:1,lv_max:99,info:"勇者攻击加速",name:"迅捷"},
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1004:{uuid:1004,type: 1,bonus:3,cost:1,lv_max:99,info:"勇者技能cd加速",name:"咏唱"},
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1005:{uuid:1005,type: 1,bonus:3,cost:1,lv_max:99,info:"勇者技能效果加强",name:"凝聚"},
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1006:{uuid:1006,type: 1,bonus:3,cost:1,lv_max:99,info:"铜币收益增加",name:"精打细算"},
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// 1007:{uuid:1007,type: 1,bonus:3,cost:1,lv_max:99,info:"",name:""},
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// 1008:{uuid:1008,type: 1,bonus:3,cost:1,lv_max:99,info:"",name:""},
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// 1009:{uuid:1009,type: 1,bonus:3,cost:1,lv_max:99,info:"",name:""},
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// 1010:{uuid:1010,type: 1,bonus:3,cost:1,lv_max:99,info:"",name:""},
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1011:{uuid:1011,type: 2,bonus:3,cost:1,lv_max:99,info:"佣兵血量加成",name:"后援"},
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1012:{uuid:1012,type: 2,bonus:3,cost:1,lv_max:99,info:"佣兵攻击加成",name:"激励"},
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1013:{uuid:1013,type: 2,bonus:3,cost:1,lv_max:99,info:"佣兵攻击加速",name:"鼓舞"},
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1014:{uuid:1014,type: 2,bonus:3,cost:1,lv_max:99,info:"佣兵技能cd加速",name:"联结"},
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1015:{uuid:1015,type: 2,bonus:3,cost:1,lv_max:99,info:"佣兵技能效果加强",name:"祝福"},
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1016:{uuid:1016,type: 2,bonus:3,cost:1,lv_max:99,info:"佣兵技能持续时间",name:"透支"},
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}
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9
assets/script/game/common/config/TalentSet.ts.meta
Normal file
9
assets/script/game/common/config/TalentSet.ts.meta
Normal file
@@ -0,0 +1,9 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "5fdc5c44-f438-4c0e-8c5c-a2673d49aafd",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -19,6 +19,7 @@ import { RandomManager } from "../../../../extensions/oops-plugin-framework/asse
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import { HeroSet,MonSet } from "../common/config/heroSet";
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import { Role } from "../Role/Role";
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import { MoveToComp } from "../common/ecs/position/MoveTo";
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import { Talents } from "../common/config/TalentSet";
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/** 角色实体 */
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@ecs.register(`Hero`)
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export class Hero extends ecs.Entity {
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@@ -59,24 +60,26 @@ export class Hero extends ecs.Entity {
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var hv = node.getComponent(HeroViewComp)!;
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// console.log("hero_init",buff)
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let hero_set= smc.heros[uuid]
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let role_talent= smc.vm_data.talent
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let talents=Talents;
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hv.scale = 1;
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hv.speed =hv.ospeed = hero_set.speed;
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hv.hero_uuid= uuid;
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hv.hero_name= hero_set.name;
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hv.hp= hv.hp_max =Math.floor(hero_set.hp*(1+smc.vm_data.talent[11].bonus*smc.vm_data.talent[11].lv)*smc.vm_data.mission.hero.hp);
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hv.atk = Math.floor(hero_set.atk*(1+smc.vm_data.talent[12].bonus*smc.vm_data.talent[12].lv))
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hv.atk_cd = hero_set.atk_cd*(1-smc.vm_data.talent[13].bonus*smc.vm_data.talent[13].lv);
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hv.st_boncus=1+smc.vm_data.talent[15].bonus*smc.vm_data.talent[15].lv;
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hv.s_boncus=1+smc.vm_data.talent[16].bonus*smc.vm_data.talent[16].lv;
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hv.atk_dis = hero_set.atk_dis;
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hv.power = hero_set.power;
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hv.level = hero_set.level;
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hv.power_max= hero_set.power_max*(1-smc.vm_data.talent[14].bonus*smc.vm_data.talent[14].lv);;
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hv.type = hero_set.type;
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hv.skill_uuid = hero_set.skill_uuid;
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hv.max_skill_uuid = hero_set.max_skill_uuid;
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hv.scale = 1;
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hv.role_heros_index = index;
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hv.type = hero_set.type;
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hv.hp= hv.hp_max =Math.floor(hero_set.hp*(1+talents[1011].bonus*role_talent[1011].lv)*smc.vm_data.mission.hero.hp);
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hv.atk = Math.floor(hero_set.atk*(1+talents[1012].bonus*role_talent[1012].lv))
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hv.atk_cd = hero_set.atk_cd*(1-talents[1013].bonus*role_talent[1013].lv);
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hv.st_boncus=1+talents[1015].bonus*role_talent[1015].lv;
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hv.s_boncus=1+talents[1016].bonus*role_talent[1016].lv;
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hv.power_max= hero_set.power_max*(1-talents[1014].bonus*role_talent[1014].lv);;
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this.add(hv);
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}
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set_ratio(uuid:number){
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@@ -277,6 +277,7 @@ export class HeroViewComp extends CCComp {
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get_hero_pos(hero:any){
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let pos =this.skill_pos()
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let t_pos:Vec3 = v3(720,0)
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console.log("hero.node.isValid",hero);
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if(!hero.node.isValid){
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return
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}else{
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@@ -315,7 +316,7 @@ export class HeroViewComp extends CCComp {
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hero.add_shield(increase_shield,smc.skills[s_uuid].bsd*this.st_boncus)
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}
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}
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push_least_buff(skill:number){
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let heros:any = ecs.query(ecs.allOf(HeroModelComp));
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let least_hp:number=0
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@@ -363,20 +364,20 @@ export class HeroViewComp extends CCComp {
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handle_skill(skill:number){
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switch (smc.skills[skill].tg) {
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case 0: //自己
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this.to_add_buff(this.ent,skill)
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this.to_add_buff(this.node.getComponent(HeroViewComp),skill)
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break;
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case 1: //伙伴
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this.push_least_buff(skill)
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break;
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case 2: //自己和伙伴
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this.to_add_buff(this.ent,skill)
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this.to_add_buff(this.node.getComponent(HeroViewComp),skill)
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this.push_least_buff(skill)
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break;
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case 3: //敌人
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this.shoot_enemy(skill)
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break;
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case 4: //敌人和自己
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this.to_add_buff(this.ent,skill)
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this.to_add_buff(this.node.getComponent(HeroViewComp),skill)
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this.shoot_enemy(skill)
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break;
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}
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@@ -10,6 +10,8 @@ import { RewardSet } from "../common/config/RewardSet";
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import { GameSet } from "../common/config/BoxSet";
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import { GameMap } from "./GameMap";
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import { MapModelComp } from "./model/MapModelComp";
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import { Talent } from "../Role/Talent";
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import { Talents } from "../common/config/TalentSet";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@@ -42,7 +44,9 @@ export class CardControllerComp extends CCComp {
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oops.message.on("minssion_defeat", this.do_minssion_defeat, this)
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}
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start() {
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}
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show_info(uuid:number,type:number){
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// console.log("show_info",uuid)
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let node =this.node.getChildByName("item_box")
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@@ -188,7 +192,7 @@ export class CardControllerComp extends CCComp {
|
||||
coin_add(dt: number) {
|
||||
smc.vm_data.gold.time += dt;
|
||||
if (smc.vm_data.gold.time >= smc.vm_data.gold.cd) {
|
||||
let coin =(GameSet.COIN_ADD*smc.vm_data.mission.coin_reward_add*(1+smc.vm_data.talent[6].bonus*smc.vm_data.talent[6].lv)).toFixed(0)
|
||||
let coin =(GameSet.COIN_ADD*smc.vm_data.mission.coin_reward_add*(1+Talents[1006].bonus*smc.vm_data.talent[1006].lv)).toFixed(0)
|
||||
smc.vm_data.mission.coin += parseFloat(coin)
|
||||
smc.vm_data.gold.time = 0;
|
||||
}
|
||||
@@ -204,6 +208,13 @@ export class CardControllerComp extends CCComp {
|
||||
this.node.getChildByName("bar").getChildByName("hero_btn").setScale(1,1)
|
||||
this.node.getChildByName("bar").getChildByName("home_btn").setScale(1,1)
|
||||
}
|
||||
mission_start(){
|
||||
this.node.getChildByName("bar").active=false;
|
||||
this.node.getChildByName("mission_home").active=false
|
||||
this.node.getChildByName("mission").active=true
|
||||
smc.vm_data.mission.play = true;
|
||||
oops.message.dispatchEvent("mission_start")
|
||||
}
|
||||
to_home(){
|
||||
this.node.getChildByName("mission_home").active=false
|
||||
this.node.getChildByName("hero_home").active=false
|
||||
|
||||
@@ -10,6 +10,8 @@ import { RewardSet } from "../common/config/RewardSet";
|
||||
import { GameSet } from "../common/config/BoxSet";
|
||||
import { GameMap } from "./GameMap";
|
||||
import { MapModelComp } from "./model/MapModelComp";
|
||||
import { Talent } from "../Role/Talent";
|
||||
import { Talents } from "../common/config/TalentSet";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 视图层对象 */
|
||||
@@ -21,12 +23,34 @@ export class HeroHomeComp extends CCComp {
|
||||
|
||||
}
|
||||
start() {
|
||||
let hero_talent_content=this.node.getChildByName("hero_talent").getChildByName("view").getChildByName("content").getComponent(UITransform)
|
||||
hero_talent_content.height=2000
|
||||
|
||||
this.load_talents()
|
||||
console.log("hero_home start")
|
||||
|
||||
}
|
||||
|
||||
load_talents(){
|
||||
let y=-70
|
||||
let pos = v3(0,y)
|
||||
let talents:any= Talents
|
||||
let parent= this.node.getChildByName("talents").getChildByName("view").getChildByName("content")
|
||||
console.log("talents:",talents,)
|
||||
const keys = Object.keys(talents);
|
||||
if (keys.length === 0) {
|
||||
console.log("No talents to process.");
|
||||
} else {
|
||||
for (const key of keys) {
|
||||
const talentData = talents[key];
|
||||
let talent = ecs.getEntity<Talent>(Talent);
|
||||
console.log("talent:", talentData);
|
||||
let uuid = talentData.uuid;
|
||||
talent.load(pos, uuid, parent);
|
||||
pos.y -= 140; // 更新位置
|
||||
}
|
||||
}
|
||||
let hero_talent_content=parent.getComponent(UITransform)
|
||||
hero_talent_content.height=2000
|
||||
console.log("hero_talent_content:",parent)
|
||||
}
|
||||
/** 视图对象通过 ecs.Entity.remove(ControllerComp) 删除组件是触发组件处理自定义释放逻辑 */
|
||||
reset() {
|
||||
this.node.destroy();
|
||||
|
||||
@@ -53,7 +53,8 @@ export class MapMonsterComp extends CCComp {
|
||||
onLoad(){
|
||||
// 监听全局事件
|
||||
oops.message.on("other_add_monster", this.on_other_add_monster, this);
|
||||
oops.message.on("do_add_hero", this.on_do_add_hero, this);
|
||||
oops.message.on("do_add_hero", this.on_do_add_hero, this);
|
||||
oops.message.on("mission_start", this.mission_start, this);
|
||||
oops.message.on("normal_call", this.on_normal_call, this);
|
||||
oops.message.on("better_call", this.on_better_call, this);
|
||||
|
||||
@@ -72,14 +73,10 @@ export class MapMonsterComp extends CCComp {
|
||||
// console.log("当前关卡方案",this.cur_mission,this.mission_list)
|
||||
this.refresh_timer= new Timer(smc.vm_data.shuaxin.max);
|
||||
smc.vm_data.mission.m_less=smc.vm_data.mission.m_alive=JSON.parse(JSON.stringify(this.total));
|
||||
this.monster_refresh()
|
||||
this.load_role()
|
||||
this.load_boss()
|
||||
|
||||
}
|
||||
|
||||
protected update(dt: number): void {
|
||||
if(smc.vm_data.game_over||smc.vm_data.game_pause){
|
||||
if(!smc.vm_data.mission.play||smc.vm_data.pause){
|
||||
return
|
||||
}
|
||||
if(this.setp_timer.update(dt)){
|
||||
@@ -102,6 +99,10 @@ export class MapMonsterComp extends CCComp {
|
||||
// }
|
||||
// this.shuaxin(dt)
|
||||
}
|
||||
mission_start(){
|
||||
this.load_role()
|
||||
this.load_boss()
|
||||
}
|
||||
on_normal_call(){
|
||||
let hero:any =RandomManager.instance.getRandomByObjectList(smc.cards, 1);
|
||||
this.addHero(hero[0].uuid)
|
||||
@@ -150,7 +151,7 @@ export class MapMonsterComp extends CCComp {
|
||||
this.addMonster(args.uuid,monster_layer,pos)
|
||||
}
|
||||
set_start_point(){
|
||||
this.start_p.setPosition(-240,BoxSet.GAME_LINE+this.start_ys[this.hero_index]+30,0)
|
||||
// this.start_p.setPosition(-240,BoxSet.GAME_LINE+this.start_ys[this.hero_index]+30,0)
|
||||
}
|
||||
check_mon_count(){
|
||||
let count = 0;
|
||||
|
||||
@@ -21,6 +21,7 @@ import { SkillSet } from "../common/config/SkillSet";
|
||||
import { Tooltip } from "../skills/Tooltip";
|
||||
import { MoveToComp } from "../common/ecs/position/MoveTo";
|
||||
import { BoxRangComp } from "./BoxRangComp";
|
||||
import { Talents } from "../common/config/TalentSet";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 角色显示组件 */
|
||||
@@ -429,7 +430,7 @@ export class MonViewComp extends CCComp {
|
||||
|
||||
}
|
||||
dead(){
|
||||
let coin =(GameSet.MON_COIN_ADD*smc.vm_data.mission.coin_reward_add*(1+smc.vm_data.talent[6].bonus*smc.vm_data.talent[6].lv)).toFixed(0)
|
||||
let coin =(GameSet.MON_COIN_ADD*smc.vm_data.mission.coin_reward_add*(1+Talents[1006].bonus*smc.vm_data.talent[1006].lv)).toFixed(0)
|
||||
smc.vm_data.mission.coin += parseFloat(coin)
|
||||
smc.vm_data.mission.reward_num += 1;
|
||||
smc.vm_data.mission.m_alive -= 1;
|
||||
|
||||
Reference in New Issue
Block a user