开箱 随机buff 初步完成

This commit is contained in:
2025-08-02 09:59:25 +08:00
parent fef5480322
commit 4daac778a0
8 changed files with 316 additions and 443 deletions

View File

@@ -9,6 +9,7 @@ import { BuffAttr } from "../common/config/SkillSet";
import { EnhancementType } from "../common/config/LevelUp";
import { TalentList } from "../common/config/TalentSet";
import { smc } from "../common/SingletonModuleComp";
import { SuperCards, SuperCardsType } from "../common/config/CardSet";
const { ccclass, property } = _decorator;
@@ -26,6 +27,7 @@ export class HeroConComp extends CCComp {
this.on(GameEvent.UseEnhancement,this.use_enhancement,this)
this.on(GameEvent.UseTalentCard,this.use_talent_card,this)
this.on(GameEvent.RemoveTalent,this.remove_talent_card,this)
this.on(GameEvent.LuckCardUsed,this.luck_card_used,this)
this.heroView=this.node.getComponent(HeroViewComp)
console.log("[HeroConCompComp]:onLoad",this.heroView)
@@ -104,108 +106,78 @@ export class HeroConComp extends CCComp {
use_talent_card(e:GameEvent,data:any){
console.log("[HeroConCompComp]:use_talent_card",data)
let tal=TalentList[data.uuid]
switch(tal.buffType){
case BuffAttr.ATK:
this.heroView.TALENT[BuffAttr.ATK]+=tal.value
this.heroView.count_atrr(BuffAttr.ATK)
this.do_buff_func(tal.buffType,tal.value)
}
remove_talent_card(e:GameEvent,data:any){
let tal=TalentList[data.uuid]
console.log("[HeroConCompComp]:remove_talent_card",data,tal)
this.do_buff_func(tal.buffType,-tal.value)
}
luck_card_used(e:GameEvent,card:any){
switch(card.type){
case SuperCardsType.BUFF:
this.do_buff_func(card.value1,card.value2)
break
case BuffAttr.ATK_CD:
this.heroView.TALENT[BuffAttr.ATK_CD]+=tal.value
this.heroView.count_atrr(BuffAttr.ATK_CD)
break
case BuffAttr.SKILL_CD:
smc.vmdata.hero.skill_cd_buff+=tal.value //直接加到vmdata中
break
case BuffAttr.HP:
this.heroView.TALENT[BuffAttr.HP]+=tal.value
this.heroView.count_atrr(BuffAttr.HP)
break
case BuffAttr.DEF:
this.heroView.change_def(tal.value)
break
case BuffAttr.CRITICAL:
this.heroView.change_crit(tal.value)
break
case BuffAttr.CRITICAL_DMG:
this.heroView.change_crit_d(tal.value)
break
case BuffAttr.DODGE:
this.heroView.change_dodge(tal.value)
break
case BuffAttr.PUNCTURE:
this.heroView.change_puncture(tal.value)
break
case BuffAttr.PUNCTURE_DMG:
this.heroView.change_puncture_damage(tal.value)
break
case BuffAttr.FROST_RATIO:
this.heroView.change_frost_ratto(tal.value)
break
case BuffAttr.KNOCKBACK:
this.heroView.change_knockback(tal.value)
break
case BuffAttr.STUN_RATTO:
this.heroView.change_stun_ratto(tal.value)
break
case BuffAttr.LIFESTEAL:
this.heroView.change_lifesteal(tal.value)
break
case BuffAttr.WFUNY:
this.heroView.change_wfuny(tal.value)
case SuperCardsType.AOE:
//do skill
break
}
}
remove_talent_card(e:GameEvent,data:any){
let tal=TalentList[data.uuid]
console.log("[HeroConCompComp]:remove_talent_card",data,tal)
switch(tal.buffType){
case BuffAttr.ATK:
console.log("[HeroConCompComp]:atk",this.heroView.TALENT[BuffAttr.ATK],tal.value)
this.heroView.TALENT[BuffAttr.ATK]-=tal.value
do_buff_func(buffType:number,value:number){
switch(buffType){
case BuffAttr.AP:
this.heroView.ap_base+=value
this.heroView.count_atrr(BuffAttr.ATK)
break
case BuffAttr.HP_MAX:
this.heroView.hp_base+=value
this.heroView.count_atrr(BuffAttr.HP)
break
case BuffAttr.ATK:
this.heroView.TALENT[BuffAttr.ATK]+=value
this.heroView.count_atrr(BuffAttr.ATK)
console.log("[HeroConCompComp]ed:atk",this.heroView.TALENT[BuffAttr.ATK],tal.value)
break
case BuffAttr.ATK_CD:
this.heroView.TALENT[BuffAttr.ATK_CD]-=tal.value
this.heroView.TALENT[BuffAttr.ATK_CD]+=value
this.heroView.count_atrr(BuffAttr.ATK_CD)
break
case BuffAttr.HP:
this.heroView.TALENT[BuffAttr.HP]-=tal.value
this.heroView.TALENT[BuffAttr.HP]+=value
break
case BuffAttr.DEF:
this.heroView.change_def(-tal.value)
this.heroView.change_def(value)
break
case BuffAttr.CRITICAL:
this.heroView.change_crit(-tal.value)
this.heroView.change_crit(value)
break
case BuffAttr.CRITICAL_DMG:
this.heroView.change_crit_d(-tal.value)
this.heroView.change_crit_d(value)
break
case BuffAttr.DODGE:
this.heroView.change_dodge(-tal.value)
this.heroView.change_dodge(value)
break
case BuffAttr.PUNCTURE:
this.heroView.change_puncture(-tal.value)
this.heroView.change_puncture(value)
break
case BuffAttr.PUNCTURE_DMG:
this.heroView.change_puncture_damage(-tal.value)
this.heroView.change_puncture_damage(value)
break
case BuffAttr.FROST_RATIO:
this.heroView.change_frost_ratto(-tal.value)
this.heroView.change_frost_ratto(value)
break
case BuffAttr.KNOCKBACK:
this.heroView.change_knockback(-tal.value)
this.heroView.change_knockback(value)
break
case BuffAttr.STUN_RATTO:
this.heroView.change_stun_ratto(-tal.value)
this.heroView.change_stun_ratto(value)
break
case BuffAttr.REFLECT:
this.heroView.change_reflect(-tal.value)
this.heroView.change_reflect(value)
break
case BuffAttr.LIFESTEAL:
this.heroView.change_lifesteal(-tal.value)
this.heroView.change_lifesteal(value)
break
}
}