技能 继续
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@@ -13,22 +13,21 @@ import { UIID } from "../common/config/GameUIConfig";
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import { smc } from "../common/SingletonModuleComp";
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import { RoleModelComp } from "./RoleModelComp";
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import { RoleSpine } from "./RoleSpine";
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import { MoveToComp } from "../common/ecs/position/MoveTo";
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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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/** 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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// 数据层
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RoleModel!: RoleModelComp;
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RoleMoveTo!: MoveToComp; // 移动
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HeroModel!: HeroModelComp;
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// 视图层
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RoleView!: RoleViewComp;
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protected init() {
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this.addComponents<ecs.Comp>(
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RoleModelComp);
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RoleModelComp,HeroModelComp);
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}
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destroy(): void {
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@@ -62,20 +61,20 @@ export class Role extends ecs.Entity {
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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.skills = role.skills;
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for (let i = 0; i < rv.skills.length; i++) {
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rv.skills[i].cd*(1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv)
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}
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rv.skill1 = role.skill1;
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rv.skill1.cd=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=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=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=1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv
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rv.skill5 = role.skill5;
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rv.skill5.cd=rv.skill5.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.box_group = BoxSet.HERO;
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this.add(rv);
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}
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move(target: Vec3) {
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var move = this.get(MoveToComp) || this.add(MoveToComp);
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move.target = target;
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move.node = this.RoleView.node;
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move.speed = 300;
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}
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}
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@@ -59,6 +59,11 @@ export class RoleViewComp extends CCComp {
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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:8001;
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skills:any=[]
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skill1:any=[]
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skill2:any=[]
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skill3:any=[]
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skill4:any=[]
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skill5:any=[]
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st_boncus: number = 1; //技能持续时间加成
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s_boncus: number = 1; //技能效果加成
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buff_atks:any = [];
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@@ -179,16 +184,23 @@ export class RoleViewComp extends CCComp {
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this.check_enemys()
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}
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skill_cds(dt:number){
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this.skills.forEach((e:any) => {
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if(e.cd > 0&&e.alive){
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e.cd -= dt;
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if(e.cd <= 0){
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this.shoot(e.uuid);
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e.cd=smc.skills[e.uuid].cd
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console.log("shoot uuid :"+e.uuid);
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}
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}
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});
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this.skill1.cd -= dt;
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if(this.skill1.cd <= 0){
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this.shoot(this.skill1.uuid);
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this.skill1.cd=this.skill1.cd_max
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console.log("shoot uuid :"+this.skill1.uuid);
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}
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// this.skills.forEach((e:any) => {
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// if(e.cd > 0&&e.alive){
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// e.cd -= dt;
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// if(e.cd <= 0){
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// this.shoot(e.uuid);
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// e.cd=smc.skills[e.uuid].cd
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// console.log("shoot uuid :"+e.uuid);
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// }
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// }
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// });
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// console.log(this.skills);
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}
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check_enemys(){
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@@ -460,6 +472,8 @@ export class RoleViewComp extends CCComp {
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}
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dead(){
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oops.message.dispatchEvent("minssion_defeat");
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var path = "game/skills/dead";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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@@ -77,16 +77,22 @@ 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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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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m_less:0,
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m_alive:120,
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g_level:1,
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g_time:0,
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reward:20, //怪物死亡奖励数量
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reward_num:0, //怪物死亡数
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coin:100,
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coin:200,
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coin_add:1,
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coin_reward_add:1,
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normal_cost:10,
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better_cost:20,
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best_cost:30,
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enhancement_cost:100,
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normal_lv:1,
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better_lv:1,
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best_lv:1,
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@@ -94,9 +100,6 @@ export class SingletonModuleComp extends ecs.Comp {
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t_dps:0,
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h_dps:0,
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m_dps:0,
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g_level:1,
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g_time:0,
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m_less:0,
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hero:{
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atk:1,
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atk_cd:1,
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@@ -124,13 +127,12 @@ export class SingletonModuleComp extends ecs.Comp {
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next_exp:100,
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power:300,
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skill:1004,
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skills:[
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{uuid:0,cd:2,alive:false },
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{uuid:0,cd:3,alive:false},
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{uuid:0,cd:4,alive:false},
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{uuid:0,cd:0,alive:false},
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{uuid:0,cd:0,alive:false},
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],
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skill1:{uuid:1001,cd:3,cd_max:3,alive:true },
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skill2:{uuid:1001,cd:3,cd_max:3,alive:false},
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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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@@ -36,7 +36,11 @@ export class CardControllerComp extends CCComp {
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reward_lv = 0;
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protected onLoad(): void {
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oops.message.on("do_reward", this.do_reward, this)
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// oops.message.on("do_reward", this.do_reward, this)
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oops.message.on("minssion_victory", this.do_minssion_victory, this)
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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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@@ -65,13 +69,24 @@ export class CardControllerComp extends CCComp {
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}
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}
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do_minssion_victory(){
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this.node.getChildByName("victory").active=true
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}
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do_minssion_defeat(){
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this.node.getChildByName("defeat").active=true
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}
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end_mission(){
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this.node.getChildByName("victory").active=false
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this.node.getChildByName("defeat").active=false
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console.log("end_mission")
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}
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normal_call(){
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if(smc.vm_data.mission.coin >= smc.vm_data.mission.normal_cost){
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smc.vm_data.mission.coin -= smc.vm_data.mission.normal_cost
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oops.message.dispatchEvent("normal_call");
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}else{
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oops.gui.toast("铜币不够!");
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oops.gui.toast("铜币不足!");
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}
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}
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@@ -88,7 +103,11 @@ export class CardControllerComp extends CCComp {
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do_reward(){
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if(!smc.vm_data.mission.coin >= smc.vm_data.mission.enhancement_cost) return
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smc.vm_data.mission.coin -= smc.vm_data.mission.enhancement_cost
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smc.vm_data.game_pause = true;
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this.reward_lv+=1
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this.rewards_set=JSON.parse(JSON.stringify(RewardSet[1]));
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// console.log("rewards_set:",this.rewards_set,RewardSet[1])
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@@ -71,7 +71,7 @@ export class MapMonsterComp extends CCComp {
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this.boss_list = BossList[this.cur_mission]
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// console.log("当前关卡方案",this.cur_mission,this.mission_list)
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this.refresh_timer= new Timer(smc.vm_data.shuaxin.max);
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smc.vm_data.mission.m_less=this.total
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smc.vm_data.mission.m_less=smc.vm_data.mission.m_alive=JSON.parse(JSON.stringify(this.total));
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this.monster_refresh()
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this.load_role()
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this.load_boss()
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@@ -130,7 +130,7 @@ export class MapMonsterComp extends CCComp {
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}
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is_reward(){
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if(smc.vm_data.mission.reward_num < smc.vm_data.mission.reward) return
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this.do_reward()
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// this.do_reward()
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smc.vm_data.mission.reward_num = 0
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}
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do_reward(){
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@@ -310,7 +310,6 @@ export class MonViewComp extends CCComp {
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if(this.hp <= 0){
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this.dead();
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this.is_dead = true;
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smc.vm_data.mission.reward_num += 1;
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setTimeout(() => {
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this.ent.destroy();
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}, 15);
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@@ -389,7 +388,7 @@ export class MonViewComp extends CCComp {
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let tip =ecs.getEntity<Tooltip>(Tooltip);
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let pos = this.node.getPosition();
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let node =this.node.parent
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pos.y=pos.y+60;
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pos.y=pos.y+50;
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tip.load(pos,type,value,s_uuid,node);
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}
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@@ -427,15 +426,20 @@ export class MonViewComp extends CCComp {
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}
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dead(){
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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)
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smc.vm_data.mission.coin += parseFloat(coin)
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smc.vm_data.mission.reward_num += 1;
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smc.vm_data.mission.m_alive -= 1;
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if(smc.vm_data.mission.m_alive <= 0){
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smc.vm_data.mission.victory = 1;
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oops.message.dispatchEvent("minssion_victory");
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}
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var path = "game/skills/dead";
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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.setPosition(this.node.position.x,this.node.position.y+30,this.node.position.z);
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node.parent = this.node.parent;
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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)
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smc.vm_data.mission.coin += parseFloat(coin)
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}
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toDestroy(){
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@@ -41,7 +41,7 @@ export class Tooltip extends ecs.Entity {
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sv.stype = type;
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sv.value = vaule;
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sv.s_uuid = s_uuid;
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sv.alive_time = cd;
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sv.alive_time = 0.3;
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this.add(sv)
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}
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}
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@@ -20,7 +20,7 @@ export class TooltipCom extends CCComp {
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stype:number = 1; // 1:减少生命值,2:增加生命值,3:技能图标
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value:string = "";
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s_uuid:number = 1001;
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alive_time:number = 1;
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alive_time:number = 0.2;
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skill_name_time=0.5;
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start() {
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this.node.getChildByName("loss_life").active=false;
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@@ -33,7 +33,7 @@ export class TooltipCom extends CCComp {
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this.node.getChildByName("loss_life").active=true;
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tween(this.node).to(
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this.alive_time,
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{position:v3(this.node.position.x+10,this.node.position.y+40), },
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{position:v3(this.node.position.x,this.node.position.y+10), },
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{
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onComplete:()=>{ this.ent.destroy()},
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easing:"linear"
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@@ -45,7 +45,7 @@ export class TooltipCom extends CCComp {
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this.node.getChildByName("add_life").active=true;
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tween(this.node).to(
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this.alive_time,
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{position:v3(this.node.position.x+10,this.node.position.y+40), },
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{position:v3(this.node.position.x,this.node.position.y+10), },
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{
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onComplete:()=>{ this.ent.destroy()},
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easing:"linear"
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