dd
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@@ -14,6 +14,7 @@ import { HeroModelComp } from "../hero/HeroModelComp";
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import { Mon } from "../mon/Mon";
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import { MonModelComp } from "../mon/MonModelComp";
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import { Boss} from "../Boss/Boss";
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import { UIID } from "../common/config/GameUIConfig";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@@ -28,21 +29,23 @@ export class MapMonsterComp extends CCComp {
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max_monster_level:number = 4; //最高怪物次等级
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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_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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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(0.3);
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setp_timer: Timer = new Timer(0.2);
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target_timer: Timer = new Timer(0.1);
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setp_num:number = 6;
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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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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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mon_index:number = 0
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hero_index:number = 0
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@property(Node)
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start_p: Node = null;
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@@ -64,7 +67,8 @@ export class MapMonsterComp extends CCComp {
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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.gold.cd*5);
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this.refresh_timer= new Timer(smc.vm_data.shuaxin.max);
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smc.vm_data.mission.m_less=this.total
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this.monster_refresh()
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this.load_role()
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this.load_boss()
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@@ -72,14 +76,16 @@ export class MapMonsterComp extends CCComp {
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}
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protected update(dt: number): void {
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if(smc.vm_data.game_over){
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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.setp_timer.update(dt)){
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if(this.total<=0) return
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this.monster_refresh()
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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 = 6
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this.setp_num=smc.vm_data.mission.once
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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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@@ -87,10 +93,48 @@ export class MapMonsterComp extends CCComp {
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}
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this.count_hero_pos()
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this.count_mon_pos()
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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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// this.shuaxin(dt)
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}
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monster_refresh(){
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if (this.setp_num <= 0){
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return
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}
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let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
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var scene = smc.map.MapView.scene;
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+this.start_ys[this.mon_index])
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let monster_layer = scene.entityLayer!.node!
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this.addMonster(m[0],monster_layer,pos)
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this.mon_index += 1
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if(this.mon_index>2){
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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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}
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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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this.do_reward()
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smc.vm_data.mission.reward_num = 0
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}
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do_reward(){
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console.log("do_reward")
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oops.message.dispatchEvent("do_reward");
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}
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private addMonster(uuid:number=1001,layer:any,pos:Vec3=v3(0,0,0)) {
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let monster = ecs.getEntity<Mon>(Mon);
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let scale = -1
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monster.load(pos,scale,uuid,layer);
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}
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private on_other_add_monster(event: string, args: any) {
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var scene = smc.map.MapView.scene;
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
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let monster_layer = scene.entityLayer!.node!
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this.addMonster(args.uuid,monster_layer,pos)
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}
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set_start_point(){
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this.start_p.setPosition(-240,BoxSet.GAME_LINE+this.start_ys[this.hero_index]+30,0)
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@@ -103,53 +147,48 @@ export class MapMonsterComp extends CCComp {
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}
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count_mon_pos(){
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let monsters:any= ecs.query(ecs.allOf(MonModelComp));
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let x = 320
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let x1 = 320
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let x2 = 320
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smc.enemy_pos[0].x=320
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smc.enemy_pos[1].x=320
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smc.enemy_pos[2].x=320
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for(let i=0;i<monsters.length;i++){
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if(monsters[i].MonView == undefined) return
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let mon:any = monsters[i].MonView.node.position
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if(mon.x < x&&mon.y == smc.enemy_pos[0].y){
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x = mon.x
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if(mon.x < smc.enemy_pos[0].x&&mon.y == smc.enemy_pos[0].y){
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smc.enemy_pos[0].x = mon.x
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continue
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}
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if(mon.x < x1&&mon.y == smc.enemy_pos[1].y){
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x1 = mon.x
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if(mon.x < smc.enemy_pos[1].x&&mon.y == smc.enemy_pos[1].y){
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smc.enemy_pos[1].x = mon.x
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continue
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}
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if(mon.x < x2&&mon.y == smc.enemy_pos[2].y){
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x2 = mon.x
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if(mon.x < smc.enemy_pos[2].x&&mon.y == smc.enemy_pos[2].y){
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smc.enemy_pos[2].x = mon.x
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continue
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}
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}
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smc.enemy_pos[0].x=x
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smc.enemy_pos[1].x=x1
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smc.enemy_pos[2].x=x2
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}
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count_hero_pos(){
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let heros:any= ecs.query(ecs.allOf(HeroModelComp));
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let x = -320
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let x1 = -320
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let x2 = -320
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smc.hero_pos[0].x=-320
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smc.hero_pos[1].x=-320
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smc.hero_pos[2].x=-320
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for(let i=0;i<heros.length;i++){
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if(heros[i].HeroView == undefined) return
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let ho:any = heros[i].HeroView.node.position
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if(ho.x > x&&ho.y == smc.hero_pos[0].y){
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x = ho.x
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if(ho.x > smc.hero_pos[0].x&&ho.y == smc.hero_pos[0].y){
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smc.hero_pos[0].x = ho.x
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continue
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}
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if(ho.x > x1&&ho.y == smc.hero_pos[1].y ){
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x1 = ho.x
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if(ho.x > smc.hero_pos[0].x&&ho.y == smc.hero_pos[1].y ){
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smc.hero_pos[1].x = ho.x
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continue
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}
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if(ho.x > x2&&ho.y == smc.hero_pos[2].y){
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x2 = ho.x
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if(ho.x > smc.hero_pos[0].x&&ho.y == smc.hero_pos[2].y){
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smc.hero_pos[2].x = ho.x
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continue
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}
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}
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smc.hero_pos[0].x=x
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smc.hero_pos[1].x=x1
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smc.hero_pos[2].x=x2
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}
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load_role(){
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let role = ecs.getEntity<Role>(Role);
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@@ -175,33 +214,7 @@ export class MapMonsterComp extends CCComp {
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}
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this.set_start_point()
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}
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monster_refresh(){
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if (this.setp_num <= 0){
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return
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}
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let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
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var scene = smc.map.MapView.scene;
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+this.start_ys[this.mon_index])
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let monster_layer = scene.entityLayer!.node!
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this.addMonster(m[0],monster_layer,pos)
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this.mon_index += 1
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if(this.mon_index>2){
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this.mon_index = 0
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}
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this.setp_num -= 1
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}
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private addMonster(uuid:number=1001,layer:any,pos:Vec3=v3(0,0,0)) {
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let monster = ecs.getEntity<Mon>(Mon);
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let scale = -1
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monster.load(pos,scale,uuid,layer);
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}
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private on_other_add_monster(event: string, args: any) {
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var scene = smc.map.MapView.scene;
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
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let monster_layer = scene.entityLayer!.node!
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this.addMonster(args.uuid,monster_layer,pos)
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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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