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index 324661f1..919800cd 100644
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index 7d3d8dac..001a5564 100644
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index 00000000..a7663f19
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+ "node": {
+ "__id__": 2
+ },
+ "_enabled": true,
+ "__prefab": {
+ "__id__": 8
+ },
+ "playOnLoad": false,
+ "_clips": [
+ {
+ "__uuid__": "b881dada-0e58-4189-8299-7b5d97e318df",
+ "__expectedType__": "cc.AnimationClip"
+ }
+ ],
+ "_defaultClip": {
+ "__uuid__": "b881dada-0e58-4189-8299-7b5d97e318df",
+ "__expectedType__": "cc.AnimationClip"
+ },
+ "_id": ""
+ },
+ {
+ "__type__": "cc.CompPrefabInfo",
+ "fileId": "9bHkXlamJLVJrCV9XQLKcW"
+ },
+ {
+ "__type__": "cc.PrefabInfo",
+ "root": {
+ "__id__": 1
+ },
+ "asset": {
+ "__id__": 0
+ },
+ "fileId": "bczw9AVWRKvbioC0BzckLA",
+ "instance": null,
+ "targetOverrides": null,
+ "nestedPrefabInstanceRoots": null
+ },
+ {
+ "__type__": "cc.UITransform",
+ "_name": "",
+ "_objFlags": 0,
+ "__editorExtras__": {},
+ "node": {
+ "__id__": 1
+ },
+ "_enabled": true,
+ "__prefab": {
+ "__id__": 11
+ },
+ "_contentSize": {
+ "__type__": "cc.Size",
+ "width": 100,
+ "height": 100
+ },
+ "_anchorPoint": {
+ "__type__": "cc.Vec2",
+ "x": 0.5,
+ "y": 0.5
+ },
+ "_id": ""
+ },
+ {
+ "__type__": "cc.CompPrefabInfo",
+ "fileId": "893nuUmClG0LvnTTvx/hI/"
+ },
+ {
+ "__type__": "cc.PrefabInfo",
+ "root": {
+ "__id__": 1
+ },
+ "asset": {
+ "__id__": 0
+ },
+ "fileId": "c46/YsCPVOJYA4mWEpNYRx",
+ "instance": null,
+ "targetOverrides": null
+ }
+]
\ No newline at end of file
diff --git a/assets/resources/game/skills/jiaxue.prefab.meta b/assets/resources/game/skills/jiaxue.prefab.meta
new file mode 100644
index 00000000..9eb594b6
--- /dev/null
+++ b/assets/resources/game/skills/jiaxue.prefab.meta
@@ -0,0 +1,13 @@
+{
+ "ver": "1.1.50",
+ "importer": "prefab",
+ "imported": true,
+ "uuid": "ec11e9f5-3347-4d5e-8ed8-f98a6ac7963a",
+ "files": [
+ ".json"
+ ],
+ "subMetas": {},
+ "userData": {
+ "syncNodeName": "jiaxue"
+ }
+}
diff --git a/assets/script/game/common/SingletonModuleComp.ts b/assets/script/game/common/SingletonModuleComp.ts
index b0c3fec5..df191f46 100644
--- a/assets/script/game/common/SingletonModuleComp.ts
+++ b/assets/script/game/common/SingletonModuleComp.ts
@@ -86,7 +86,7 @@ export class SingletonModuleComp extends ecs.Comp {
bboss_cd:10,
victory:0,
once:6, //每波刷新怪物数量
- total:120, //总怪物数
+ total:1, //总怪物数
m_less:0,
m_alive:120,
g_level:1,
diff --git a/assets/script/game/hero/Hero.ts b/assets/script/game/hero/Hero.ts
index 60240995..7d9951d3 100644
--- a/assets/script/game/hero/Hero.ts
+++ b/assets/script/game/hero/Hero.ts
@@ -59,11 +59,7 @@ export class Hero extends ecs.Entity {
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.parent=layer
- // var as = node.getComponent(HeroSpine);
- // let ratio=this.set_ratio(uuid);
- // node.setScale(node.scale.x*scale*ratio, node.scale.y*ratio, 0);
- // pos.x=smc.Role.RoleView.node.position.x+pos.x;
- // pos.y=smc.Role.RoleView.node.position.y+pos.y;
+
node.setPosition(pos)
this.hero_init(uuid,node,index,scale,box_group)
oops.message.dispatchEvent("hero_load",this)
@@ -88,12 +84,12 @@ export class Hero extends ecs.Entity {
hv.max_skill_uuid = hero_set.max_skill_uuid;
hv.role_heros_index = index;
hv.type = hero_set.type;
- hv.hp= hv.hp_max =Math.floor(hero_set.hp*(1+talents[1011].bonus*role_talent[1011].lv)*smc.vm_data.mission.hero.hp);
- hv.atk = Math.floor(hero_set.atk*(1+talents[1012].bonus*role_talent[1012].lv))
- hv.atk_cd = hero_set.atk_cd*(1-talents[1013].bonus*role_talent[1013].lv);
- hv.st_boncus=1+talents[1015].bonus*role_talent[1015].lv;
- hv.s_boncus=1+talents[1016].bonus*role_talent[1016].lv;
- hv.power_max= hero_set.power_max*(1-talents[1014].bonus*role_talent[1014].lv);;
+ hv.hp= hv.hp_max =hero_set.hp;
+ hv.atk = hero_set.atk;
+ hv.atk_cd = hero_set.atk_cd
+ hv.st_boncus=1
+ hv.s_boncus=1
+ hv.power_max= hero_set.power_max
this.add(hv);
}
set_ratio(uuid:number){
diff --git a/assets/script/game/hero/HeroSpine.ts b/assets/script/game/hero/HeroSpine.ts
index 2ec7c0a3..dbc6defd 100644
--- a/assets/script/game/hero/HeroSpine.ts
+++ b/assets/script/game/hero/HeroSpine.ts
@@ -44,43 +44,53 @@ export class HeroSpine extends Component {
// console.log("mon spine init",this.animator);
}
-
+ in_playing(){
+ if(this.animator.getState(this.atk_clip.name).isPlaying) return true;
+ if(this.animator.getState(this.max_clip.name).isPlaying) return true;
+ if(this.animator.getState(this.idle_clip.name).isPlaying) return true;
+ if(this.animator.getState(this.move_clip.name).isPlaying) return true;
+ return false;
+ }
onAnimationEvent(type: Animation.EventType, state: AnimationState){
if(type==Animation.EventType.FINISHED){
+ console.log("animator end",state.name);
if(state.name==this.atk_clip.name||state.name==this.max_clip.name){
+ console.log("animator no atk and no max");
this.default();
}
}
}
change_default(value:string){
+ console.log("change default",value);
this.default_clip=value;
}
default() {
- if(!this.animator.getState(this.default_clip).isPlaying){
+ if(!this.in_playing()){
+ console.log("do default");
this.animator.play(this.default_clip);
}
}
idle(){
- if(!this.animator.getState(this.idle_clip.name).isPlaying){
+ if(!this.in_playing()){
+ console.log("do idle");
this.animator.play(this.idle_clip.name);
}
}
atk() {
- if(!this.animator.getState(this.atk_clip.name).isPlaying){
- this.animator.play(this.atk_clip.name);
- }
+ console.log("do atk");
+ this.animator.play(this.atk_clip.name);
}
max(){
- if(!this.animator.getState(this.max_clip.name).isPlaying){
+ console.log("do max");
this.animator.play(this.max_clip.name);
- }
}
move(){
- if(!this.animator.getState(this.move_clip.name).isPlaying){
+ if(!this.in_playing()){
+ console.log("do move");
this.animator.play(this.move_clip.name);
}
}
diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts
index cdad03ce..b83b1679 100644
--- a/assets/script/game/hero/HeroViewComp.ts
+++ b/assets/script/game/hero/HeroViewComp.ts
@@ -99,7 +99,7 @@ export class HeroViewComp extends CCComp {
role_heros_index:number = -1;
anm_timer:Timer = new Timer(2);
anm_name="idle"
-
+ status:String = "idle"
onLoad() {
this.as = this.getComponent(HeroSpine);
// this.BoxRang = this.node.getChildByName("range_box");
@@ -124,10 +124,7 @@ export class HeroViewComp extends CCComp {
// this.BoxRang.getComponent(BoxRangComp).offset_x = 300;
// console.log("monseter ",this.BoxRang);
// console.log("monseter ",this.BoxRang);
- // if(this.box_group == BoxSet.MON){
- // this.enemy=smc.Role.RoleView.node
- // // console.log("mon enemy ",this.enemy);
- // }
+
// 注册单个碰撞体的回调函数
let collider = this.getComponent(Collider2D);
collider.group = this.box_group;
@@ -185,7 +182,15 @@ export class HeroViewComp extends CCComp {
}
onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D) {
}
-
+ status_change(type:string){
+ if(this.status == type) return
+ this.status=type
+ if(type != "move"){
+ this.as.change_default("idle")
+ }else{
+ this.as.change_default("move")
+ }
+ }
update(dt: number){
if(!smc.vm_data.mission.play||smc.vm_data.pause){
@@ -194,18 +199,18 @@ export class HeroViewComp extends CCComp {
if (this.timer.update(dt)) {
this.power_change(this.power_speed)
}
- if(this.anm_timer.update(dt)) {
- this.change_anm()
- }
- // this.in_destroy();
- // this.check_buff_atks(dt)
- // this.in_shield(dt);
- // this.in_stop(dt);
- // this.atk_time += dt;
- // this.check_enemy_alive()
- // this.in_atk(dt);
- // this.hp_show()
- // this.move(dt);
+ // if(this.anm_timer.update(dt)) {
+ // this.change_anm()
+ // }
+ this.in_destroy();
+ this.check_buff_atks(dt)
+ this.in_shield(dt);
+ this.in_stop(dt);
+ this.atk_time += dt;
+ this.check_enemy_alive()
+ this.in_atk(dt);
+ this.hp_show()
+ this.move(dt);
// this.in_speek(dt);
@@ -266,8 +271,11 @@ export class HeroViewComp extends CCComp {
}
}
+
move(dt: number){
if(this.stop_cd > 0){
+ this.as.idle()
+ this.status_change("idle")
return
}
if (this.node.position.x >= 360 && this.scale==1) {
@@ -276,11 +284,14 @@ export class HeroViewComp extends CCComp {
if(this.scale===-1&&this.node.position.x <= -360){
return;
}
+ this.as.move()
+ this.status_change("move")
// if(this.enemy){
// return
// }
this.node.setPosition(this.node.position.x+dt*this.speed*this.scale, this.node.position.y+dt*this.dir_y, this.node.position.z);
}
+
hp_show(){
if(this.hp == this.hp_max){
this.node.getChildByName("top").getChildByName("hp").active = false;
@@ -397,13 +408,7 @@ export class HeroViewComp extends CCComp {
}
if(t_hero){ //血量最少单体
- if(smc.Role.RoleView){
- let role_hp=smc.Role.RoleView.hp_max-smc.Role.RoleView.hp
- if(role_hp > least_hp){
- least_hp = role_hp
- t_hero = smc.Role.RoleView
- }
- }
+
this.to_add_buff(t_hero,skill)
}
@@ -453,10 +458,10 @@ export class HeroViewComp extends CCComp {
in_atk(dt: number) {
- if(this.atk_time >= this.atk_cd/smc.vm_data.mission.hero.atk_cd){
+ if(this.atk_time >= this.atk_cd){
if(this.is_atking){
this.atk_time = 0;
- // console.log("atk_cd:"+this.atk_cd);
+ console.log("atk_cd:"+this.atk_cd);
this.as.atk();
this.scheduleOnce(()=>{
this.handle_skill(this.skill_uuid)
diff --git a/assets/script/game/map/MapMonsterComp.ts b/assets/script/game/map/MapMonsterComp.ts
index 935241be..c46dabc9 100644
--- a/assets/script/game/map/MapMonsterComp.ts
+++ b/assets/script/game/map/MapMonsterComp.ts
@@ -82,7 +82,7 @@ export class MapMonsterComp extends CCComp {
}
if(this.setp_timer.update(dt)){
if(this.total<=0) return
- // this.monster_refresh()
+ this.monster_refresh()
}
if(this.call_hero_timer.update(dt)){
if(this.hero_total <= 0) return
@@ -90,7 +90,7 @@ export class MapMonsterComp extends CCComp {
}
if(this.boss_timer.update(dt)){
if(this.boss_num <=0 ) return
- this.load_boss()
+ // this.load_boss()
}
this.is_reward()
if (this.refresh_timer.update(dt)) {
@@ -122,7 +122,6 @@ export class MapMonsterComp extends CCComp {
this.hero_x=0
this.hero_index=0
smc.vm_data.mission.coin = 0
- // this.load_role()
}
on_mon_dead(){
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)
@@ -190,10 +189,11 @@ export class MapMonsterComp extends CCComp {
count_mon_pos(){
let monsters:any= ecs.query(ecs.allOf(MonModelComp));
for(let i=0;i(Role);
- let pos = v3(BoxSet.HERO_START-100,BoxSet.GAME_LINE-5)
- role.load(pos,109)
- smc.Role=role
- // console.log("加载玩家",role)
+ console.log("count_hero_pos",smc.hero_pos);
}
+
private on_do_add_hero(event: string, args: any) {
this.addHero(args.uuid)
}
diff --git a/assets/script/game/map/MapSkillComp.ts b/assets/script/game/map/MapSkillComp.ts
index d2c9dbd0..9b30a2ff 100644
--- a/assets/script/game/map/MapSkillComp.ts
+++ b/assets/script/game/map/MapSkillComp.ts
@@ -41,15 +41,7 @@ export class MapSkillComp extends CCComp {
}
useItem(event: string, args: any){
console.log("useItem");
- if(smc.sitems[args.uuid].hp > 0){ //buff加血
- smc.Role.RoleView.add_hp(smc.sitems[args.uuid].hp)
- }
- if(smc.sitems[args.uuid].atk > 0){ //buff加攻击
- smc.Role.RoleView.add_atk(smc.sitems[args.uuid].atk,smc.sitems[args.uuid].sd)
- }
- if(smc.sitems[args.uuid].shield > 0){ //buff护盾
- smc.Role.RoleView.add_shield(smc.sitems[args.uuid].shield,smc.sitems[args.uuid].sd)
- }
+
}
/** 视图层逻辑代码分离演示 */
start() {
diff --git a/assets/script/game/mon/MonViewComp.ts b/assets/script/game/mon/MonViewComp.ts
index 75e5ea8f..1b11ee66 100644
--- a/assets/script/game/mon/MonViewComp.ts
+++ b/assets/script/game/mon/MonViewComp.ts
@@ -106,10 +106,7 @@ export class MonViewComp extends CCComp {
// this.BoxRang.getComponent(BoxRangComp).offset_x = 300;
// console.log("monseter ",this.BoxRang);
// console.log("monseter ",this.BoxRang);
- // if(this.box_group == BoxSet.MON){
- // this.enemy=smc.Role.RoleView.node
- // // console.log("mon enemy ",this.enemy);
- // }
+
// 注册单个碰撞体的回调函数
let collider = this.getComponent(Collider2D);
collider.group = this.box_group;
@@ -172,10 +169,7 @@ export class MonViewComp extends CCComp {
this.in_atk(dt);
this.hp_show()
this.move(dt);
-
- // if(this.m_timer.update(dt)){
- // this.move_to()
- // }
+
}
check_enemy_alive(){
let dir = 320
@@ -222,12 +216,7 @@ export class MonViewComp extends CCComp {
set_diry(){
this.dir_y=-(this.node.position.y-BoxSet.GAME_LINE)/20
}
- move_to(){
- var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp);
- move.target = v3(smc.Role.RoleView.node.position.x+10,smc.Role.RoleView.node.position.y);
- move.node = this.node;
- move.speed = this.ospeed;
- }
+
power_change(power: number){
if(this.max_skill_uuid == 0){
return
diff --git a/assets/script/game/skills/CSkillComp.ts b/assets/script/game/skills/CSkillComp.ts
index 04933b83..f4eedc4f 100644
--- a/assets/script/game/skills/CSkillComp.ts
+++ b/assets/script/game/skills/CSkillComp.ts
@@ -74,7 +74,7 @@ export class CSkillComp extends CCComp {
angle = randian * (180 / Math.PI);
let scale = this.scale
let atk = smc.skills[this.skill_uuid].atk+this.atk;
- skill.load(pos,scale,this.node,this.skill_uuid,atk,angle,t_pos);
+ skill.load(pos,scale,this.node,this.skill_uuid,atk,t_pos);
}
add_buff(){
// 1: 远距离攻击,碰撞后 结束
@@ -89,7 +89,7 @@ export class CSkillComp extends CCComp {
// 94:role 临时buff
// 95:role 永久buff
let uuid= this.skill_uuid;
- let atk:number=smc.Role.RoleView.atk?smc.Role.RoleView.atk:0
+ let atk:number=0
let args:any = {
atk:atk*GameSet.ATK_TO_ATK_RATIO,
hp:atk*GameSet.ATK_TO_HP_RATIO,