dd
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@@ -59,6 +59,8 @@ export class RoleViewComp extends CCComp {
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power_speed: number = 1; //能量回复速度每0.1秒回复量
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skill:8001;
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skills:any=[]
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st_boncus: number = 1; //技能持续时间加成
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s_boncus: number = 1; //技能效果加成
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buff_atks:any = [];
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buff_atk:number = 0;
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@@ -130,6 +132,8 @@ export class RoleViewComp extends CCComp {
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selfCollider.node.setSiblingIndex(otherCollider.node.getSiblingIndex()+1)
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// console.log("onPreSolve b:"+selfCollider.node.uuid+":"+selfCollider.node.getSiblingIndex()+"/"+otherCollider.node.uuid+":"+otherCollider.node.getSiblingIndex());
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}else{
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selfCollider.node.setSiblingIndex(otherCollider.node.getSiblingIndex()-1)
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}
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}
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@@ -158,6 +162,9 @@ export class RoleViewComp extends CCComp {
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update(dt: number){
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if(smc.vm_data.game_over||smc.vm_data.game_pause){
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return
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}
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if (this.timer.update(dt)) {
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}
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@@ -236,7 +243,7 @@ export class RoleViewComp extends CCComp {
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pos.y=300
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t_pos.y=t_pos.y-300
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}
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skill.load(pos,BoxSet.HERO,this.node,skill_uuid,atk,t_pos);
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skill.load(pos,this.box_group,this.node,skill_uuid,atk,t_pos);
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// this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid);
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}
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//使用max_skill
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@@ -274,8 +281,8 @@ export class RoleViewComp extends CCComp {
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this.atk_time = 0;
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this.as.atk();
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this.scheduleOnce(()=>{
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this.shoot(this.skill,-30);
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},0.2)
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this.shoot(this.skill,-30,45);
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},0.3)
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}
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}
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@@ -306,6 +313,13 @@ export class RoleViewComp extends CCComp {
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}
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heathed(){
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this.node.getChildByName("heathed").active=true
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// console.log("role heathed");
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// var path = "game/skills/heathed";
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// var prefab: Prefab = oops.res.get(path, Prefab)!;
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// var node = instantiate(prefab);
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// let pos = v3(0,0)
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// node.setPosition(pos)
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// node.parent = this.node;
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}
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add_hp(hp: number=0){
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this.heathed();
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