dd
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@@ -67,7 +67,8 @@ export class HeroViewComp extends CCComp {
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atk_cd: number = 1.3; /**攻击速度 攻击间隔 */
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atk_dis: number = 80;
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atk_time: number = 0; /** 冷却时间 */
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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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speed: number = 100; /** 角色移动速度 */
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ospeed: number = 100; /** 角色初始速度 */
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Tpos: Vec3 = v3(0,-60,0);
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@@ -173,6 +174,9 @@ export class HeroViewComp 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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this.power_change(this.power_speed)
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}
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@@ -194,7 +198,9 @@ export class HeroViewComp extends CCComp {
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}
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check_enemy_alive(){
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let dir = 320
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this.enemy = v3(720,this.node.position.y)
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for (let i = 0; i < GameSet.ATK_LINES; i++) {
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let mon:any = smc.enemy_pos[i];
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let x=Math.abs(mon.x-this.node.position.x)
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let y = Math.abs(mon.y-this.node.position.y)
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@@ -211,6 +217,7 @@ export class HeroViewComp extends CCComp {
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}else{
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this.is_atking=false
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}
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}
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move(dt: number){
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if(this.stop_cd > 0){
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@@ -295,15 +302,14 @@ export class HeroViewComp extends CCComp {
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let {pos,t_pos}=this.get_hero_pos(hero)
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skill.load(pos,BoxSet.HERO,this.node,this.max_skill_uuid,atk,t_pos);
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if(smc.skills[s_uuid].hp > 0){ //buff加血
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hero.HeroView.add_hp(smc.skills[s_uuid].hp)
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hero.HeroView.add_hp(smc.skills[s_uuid].hp*this.atk*this.s_boncus)
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}
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if(smc.skills[s_uuid].atk > 0){ //buff加攻击
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hero.HeroView.add_atk(smc.skills[s_uuid].atk,smc.skills[s_uuid].bsd)
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hero.HeroView.add_atk(smc.skills[s_uuid].atk*this.atk*this.s_boncus,smc.skills[s_uuid].bsd*this.st_boncus)
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}
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if(smc.skills[s_uuid].shield > 0){ //buff护盾
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hero.HeroView.add_shield(smc.skills[s_uuid].shield,smc.skills[s_uuid].bsd)
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hero.HeroView.add_shield(smc.skills[s_uuid].shield*this.atk*this.s_boncus,smc.skills[s_uuid].bsd*this.st_boncus)
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}
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}
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push_least_buff(skill:number){
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let heros:any = ecs.query(ecs.allOf(HeroModelComp));
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@@ -393,6 +399,12 @@ export class HeroViewComp extends CCComp {
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heathed(){
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this.node.getChildByName("heathed").active=true
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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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