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@@ -32,21 +32,24 @@ export class MapMonsterComp extends CCComp {
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refresh_timer: Timer = new Timer(5); // 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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boss_timer: Timer = new Timer(10);
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boss_num:number = 1;
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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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boss_list:any = []
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setp_timer: Timer = new Timer(0.2);
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setp_timer: Timer = new Timer(0.3);
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call_hero_timer: Timer = new Timer(0.3);
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target_timer: Timer = new Timer(0.1);
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setp_num:number = smc.vm_data.mission.once;
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total:number = smc.vm_data.mission.total;
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total:number = 0;
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hero_total:number = 0;
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reward:number = 0;
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reward_num:number = 0;
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game_over:boolean = false;
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start_ys:any[] = [70,0,-70];
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hero_start_ys:any[] = [35,-35];
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start_ys:any[] = [0,70,-70];
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mon_index:number = 0
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hero_index:number = 0
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hero_x:number = 0;
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@property(Node)
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start_p: Node = null;
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@@ -66,13 +69,8 @@ export class MapMonsterComp extends CCComp {
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var scene = smc.map.MapView.scene;
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this.start_p.parent=scene.mapLayer!.node!
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this.set_start_point()
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let num =RandomManager.instance.getRandomByObjectList(MissionNum,1)
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this.cur_mission = num[0]
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this.mission_list = MonsetList[this.cur_mission]
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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.mission.refresh_timer);
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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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}
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protected update(dt: number): void {
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@@ -83,6 +81,14 @@ export class MapMonsterComp extends CCComp {
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if(this.total<=0) return
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this.monster_refresh()
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}
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if(this.call_hero_timer.update(dt)){
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if(this.hero_total <= 0) return
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this.on_normal_call()
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}
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if(this.boss_timer.update(dt)){
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if(this.boss_num <=0 ) return
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this.load_boss()
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}
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this.is_reward()
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if (this.refresh_timer.update(dt)) {
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this.setp_num=smc.vm_data.mission.once
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@@ -100,12 +106,26 @@ export class MapMonsterComp extends CCComp {
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// this.shuaxin(dt)
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}
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mission_start(){
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this.total=smc.vm_data.mission.m_less=smc.vm_data.mission.m_alive=smc.vm_data.mission.total;
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this.hero_total=smc.vm_data.role.hero_num
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let num =RandomManager.instance.getRandomByObjectList(MissionNum,1)
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this.cur_mission = num[0]
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this.mission_list = MonsetList[this.cur_mission]
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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.mission.refresh_timer);
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this.boss_num=1
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this.boss_timer = new Timer(smc.vm_data.mission.boss_cd)
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this.hero_x=0
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this.hero_index=0
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smc.vm_data.mission.coin = 0
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this.load_role()
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this.load_boss()
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}
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on_normal_call(){
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let hero:any =RandomManager.instance.getRandomByObjectList(smc.cards, 1);
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this.addHero(hero[0].uuid)
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this.hero_total -= 1
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}
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on_better_call(){
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let hero:any =RandomManager.instance.getRandomByObjectList(smc.cards, 1);
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@@ -127,7 +147,7 @@ export class MapMonsterComp extends CCComp {
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this.mon_index = 0
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}
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smc.vm_data.mission.m_less=this.total -= 1
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this.setp_num -= 1
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// this.setp_num -= 1
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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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@@ -223,17 +243,18 @@ export class MapMonsterComp extends CCComp {
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private addHero(uuid:number=1001) {
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let hero = ecs.getEntity<Hero>(Hero);
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var scene = smc.map.MapView.scene;
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let pos:Vec3 = v3(-240,BoxSet.GAME_LINE+this.start_ys[this.hero_index]);
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let pos:Vec3 = v3(-210-this.hero_x*30,BoxSet.GAME_LINE+this.start_ys[this.hero_index]);
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let monster_layer = scene.entityLayer!.node!
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let scale = 1
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hero.load(pos,scale,uuid,monster_layer);
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this.hero_index += 1
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if(this.hero_index > 2){
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this.hero_index = 0
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this.hero_x +=1
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}
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this.set_start_point()
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}
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load_boss(){
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let bs:any = RandomManager.instance.getRandomByObjectList(this.boss_list[this.monster_level],1)
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var scene = smc.map.MapView.scene;
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@@ -242,6 +263,7 @@ export class MapMonsterComp extends CCComp {
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let b = ecs.getEntity<Boss>(Boss);
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let scale = -1
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b.load(pos,scale,bs[0],layer);
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this.boss_num -= 1
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}
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/** 视图层逻辑代码分离演示 */
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