角色动画 确定
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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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