角色动画 确定
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@@ -39,6 +39,7 @@ export class CardControllerComp extends CCComp {
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if(smc.vm_data.gold.min >= smc.vm_data.cards.up_cost){
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smc.vm_data.gold.min -= smc.vm_data.cards.up_cost;
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smc.vm_data.cards.level += 1;
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smc.vm_data.gold.max +=2;
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smc.vm_data.cards.up_cost += 2
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if(smc.vm_data.cards.level >= smc.vm_data.cards.level_max){
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smc.vm_data.cards.level = smc.vm_data.cards.level_max;
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@@ -21,18 +21,18 @@ export class MapMonsterComp extends CCComp {
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boss_count: number = 10; //boss波次间隔
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monster_level:number = 1; //怪物池等级
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max_monster_level:number = 4; //最高怪物次等级
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min_monster_num:number = 2; ///最小每次刷新怪物数量
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max_monster_num:number = 4; //最大每次刷新怪物数量
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refresh_timer: Timer = new Timer(5); // 刷新怪物定时器
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min_monster_num:number = 1; ///最小每次刷新怪物数量
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max_monster_num:number = 1; //最大每次刷新怪物数量
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refresh_timer: Timer = new Timer(10); // 刷新怪物定时器
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refresh_cd: Timer = new Timer(0.5);
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mission_up_timer: Timer = new Timer(30); //波次增加
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cur_mission:number = 1; //当前关卡方案
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mission_list:any = []
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setp_timer: Timer = new Timer(0.5);
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setp_num:number = 5;
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setp_num:number = 1;
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onLoad(){
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// 监听全局事件
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oops.message.on("do_add_monster", this.on_do_add_monster, this);
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oops.message.on("other_add_monster", this.on_other_add_monster, this);
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}
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start() {
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@@ -41,7 +41,7 @@ export class MapMonsterComp extends CCComp {
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this.cur_mission = num[0]
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this.mission_list = MonsetList[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.gold.cd);
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this.refresh_timer= new Timer(smc.vm_data.gold.cd*5);
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this.monster_refresh()
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}
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protected update(dt: number): void {
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@@ -49,7 +49,7 @@ export class MapMonsterComp extends CCComp {
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this.monster_refresh()
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}
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if (this.refresh_timer.update(dt)) {
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// this.setp_num = RandomManager.instance.getRandomInt(this.min_monster_num,this.max_monster_num,2)
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this.setp_num = RandomManager.instance.getRandomInt(this.min_monster_num,this.max_monster_num,2)
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}
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if (this.mission_up_timer.update(dt)) {
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// 刷新怪物定时器
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@@ -90,15 +90,13 @@ export class MapMonsterComp extends CCComp {
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break;
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}
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monster.load(pos,scale,uuid,monster_layer);
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smc.monsters.splice(0,1)
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}
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private on_do_add_monster(event: string, args: any) {
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// this.addMonster(args.uuid)
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private on_other_add_monster(event: string, args: any) {
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this.addMonster(args.uuid)
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}
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/** 视图层逻辑代码分离演示 */
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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reset() {
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@@ -43,15 +43,15 @@ export class MapViewComp extends CCComp {
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}
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load_role(){
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let role = ecs.getEntity<Role>(Role);
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let pos = v3(0,BoxSet.GAME_LINE)
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role.load(pos,108)
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let pos = v3(BoxSet.HERO_START-50,BoxSet.GAME_LINE)
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role.load(pos,108,"Character07")
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}
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load_data(){
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// let heros = oops.res.get("config/game/heros")
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// console.log("heros",heros)
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}
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protected update(dt: number): void {
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// if (this.game_timer.update(dt)) {
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// smc.vm_data.game.g_time += 1;
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// }
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@@ -63,10 +63,13 @@ export class MapViewComp extends CCComp {
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gold_add(dt: number) {
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smc.vm_data.gold.time += dt;
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if (smc.vm_data.gold.time >= smc.vm_data.gold.cd) {
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if (smc.vm_data.gold.max < smc.vm_data.gold.max_limit) {
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smc.vm_data.gold.max += 1;
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// if (smc.vm_data.gold.max < smc.vm_data.gold.max_limit) {
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// smc.vm_data.gold.max += 1;
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// }
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// smc.vm_data.gold.min = smc.vm_data.gold.max;
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if(smc.vm_data.gold.min < smc.vm_data.gold.max){
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smc.vm_data.gold.min += 1;
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}
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smc.vm_data.gold.min = smc.vm_data.gold.max;
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smc.vm_data.gold.time = 0;
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}
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}
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@@ -84,6 +87,6 @@ export class MapViewComp extends CCComp {
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let scale = 1
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hero.load(pos,scale,uuid);
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}
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}
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