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"__id__": 1102 }, "_enabled": true, "__prefab": { - "__id__": 929 + "__id__": 1104 }, "_contentSize": { "__type__": "cc.Size", @@ -20568,11 +24217,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 927 + "__id__": 1102 }, "_enabled": true, "__prefab": { - "__id__": 931 + "__id__": 1106 }, "_customMaterial": null, "_srcBlendFactor": 2, @@ -20626,20 +24275,20 @@ "_objFlags": 0, "__editorExtras__": {}, "_parent": { - "__id__": 909 + "__id__": 1084 }, "_children": [], "_active": true, "_components": [ { - "__id__": 934 + "__id__": 1109 }, { - "__id__": 936 + "__id__": 1111 } ], "_prefab": { - "__id__": 938 + "__id__": 1113 }, "_lpos": { "__type__": "cc.Vec3", @@ -20676,11 +24325,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 933 + "__id__": 1108 }, "_enabled": true, "__prefab": { - "__id__": 935 + "__id__": 1110 }, "_contentSize": { "__type__": "cc.Size", @@ -20704,11 +24353,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 933 + 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"463c7iN7clDbLBuuJ6fqWQv", @@ -20941,30 +24590,30 @@ "_objFlags": 0, "__editorExtras__": {}, "_parent": { - "__id__": 908 + "__id__": 1083 }, "_children": [ { - "__id__": 948 + "__id__": 1123 }, { - "__id__": 975 + "__id__": 1150 } ], "_active": true, "_components": [ { - "__id__": 981 + "__id__": 1156 }, { - "__id__": 983 + "__id__": 1158 }, { - "__id__": 985 + "__id__": 1160 } ], "_prefab": { - "__id__": 988 + "__id__": 1163 }, "_lpos": { "__type__": "cc.Vec3", @@ -20999,17 +24648,17 @@ "__type__": "cc.Node", "_objFlags": 0, "_parent": { - "__id__": 947 + "__id__": 1122 }, "_prefab": { - "__id__": 949 + "__id__": 1124 }, "__editorExtras__": {} }, { "__type__": "cc.PrefabInfo", "root": { - "__id__": 948 + "__id__": 1123 }, "asset": { "__uuid__": "915a4408-90ea-4c30-9974-05d96c0c27f1", @@ -21017,7 +24666,7 @@ }, "fileId": "c46/YsCPVOJYA4mWEpNYRx", "instance": { - "__id__": 950 + "__id__": 1125 }, "targetOverrides": null }, @@ -21031,49 +24680,49 @@ "mountedComponents": [], "propertyOverrides": [ { - "__id__": 951 + "__id__": 1126 }, { - "__id__": 953 + "__id__": 1128 }, { - "__id__": 954 + "__id__": 1129 }, { - "__id__": 955 + "__id__": 1130 }, { - "__id__": 956 + "__id__": 1131 }, { - "__id__": 958 + "__id__": 1133 }, { - "__id__": 959 + "__id__": 1134 }, { - "__id__": 961 + "__id__": 1136 }, { - "__id__": 963 + "__id__": 1138 }, { - "__id__": 964 + "__id__": 1139 }, { - "__id__": 966 + "__id__": 1141 }, { - "__id__": 968 + "__id__": 1143 }, { - "__id__": 970 + "__id__": 1145 }, { - "__id__": 972 + "__id__": 1147 }, { - "__id__": 973 + "__id__": 1148 } ], "removedComponents": [] @@ -21081,7 +24730,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 952 + "__id__": 1127 }, "propertyPath": [ "_name" @@ -21097,7 +24746,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 952 + "__id__": 1127 }, "propertyPath": [ "_lpos" @@ -21112,7 +24761,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 952 + "__id__": 1127 }, "propertyPath": [ "_lrot" @@ -21128,7 +24777,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 952 + "__id__": 1127 }, "propertyPath": [ "_euler" @@ -21143,7 +24792,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 957 + "__id__": 1132 }, "propertyPath": [ "_lscale" @@ -21164,7 +24813,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 957 + "__id__": 1132 }, "propertyPath": [ "_active" @@ -21174,7 +24823,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 960 + "__id__": 1135 }, "propertyPath": [ "_lscale" @@ -21195,7 +24844,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 962 + "__id__": 1137 }, "propertyPath": [ "_contentSize" @@ -21215,7 +24864,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 960 + "__id__": 1135 }, "propertyPath": [ "_active" @@ -21225,7 +24874,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 965 + "__id__": 1140 }, "propertyPath": [ "_contentSize" @@ -21245,7 +24894,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 967 + "__id__": 1142 }, "propertyPath": [ "_color" @@ -21267,7 +24916,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 969 + "__id__": 1144 }, "propertyPath": [ "_active" @@ -21283,7 +24932,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 971 + "__id__": 1146 }, "propertyPath": [ "_spriteFrame" @@ -21302,7 +24951,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 969 + "__id__": 1144 }, "propertyPath": [ "_lscale" @@ -21317,7 +24966,7 @@ { "__type__": "CCPropertyOverrideInfo", "targetInfo": { - "__id__": 974 + "__id__": 1149 }, "propertyPath": [ "_contentSize" @@ -21340,20 +24989,20 @@ "_objFlags": 0, "__editorExtras__": {}, "_parent": { - "__id__": 947 + "__id__": 1122 }, "_children": [], "_active": true, "_components": [ { - "__id__": 976 + "__id__": 1151 }, { - "__id__": 978 + "__id__": 1153 } ], "_prefab": { - "__id__": 980 + "__id__": 1155 }, "_lpos": { "__type__": "cc.Vec3", @@ -21390,11 +25039,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 975 + "__id__": 1150 }, "_enabled": true, "__prefab": { - "__id__": 977 + "__id__": 1152 }, "_contentSize": { "__type__": "cc.Size", @@ -21418,11 +25067,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 975 + "__id__": 1150 }, "_enabled": true, "__prefab": { - "__id__": 979 + "__id__": 1154 }, "_customMaterial": null, "_srcBlendFactor": 2, @@ -21499,11 +25148,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 947 + "__id__": 1122 }, "_enabled": true, "__prefab": { - "__id__": 982 + "__id__": 1157 }, "_contentSize": { "__type__": "cc.Size", @@ -21527,11 +25176,11 @@ "_objFlags": 0, "__editorExtras__": {}, "node": { - "__id__": 947 + "__id__": 1122 }, "_enabled": false, "__prefab": { - "__id__": 984 + "__id__": 1159 }, "_customMaterial": null, 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"__id__": 1975 }, "_contentSize": { "__type__": "cc.Size", @@ -39759,7 +43723,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 1788 + "__id__": 1977 }, "_alignFlags": 45, "_target": null, @@ -39795,7 +43759,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 1790 + "__id__": 1979 }, "_id": "" }, @@ -39816,25 +43780,31 @@ "targetOverrides": [], "nestedPrefabInstanceRoots": [ { - "__id__": 1512 + "__id__": 1701 }, { - "__id__": 948 + "__id__": 1123 }, { - "__id__": 910 + "__id__": 1085 }, { - "__id__": 599 + "__id__": 774 }, { - "__id__": 561 + "__id__": 729 }, { - "__id__": 552 + "__id__": 702 }, { - "__id__": 541 + "__id__": 693 + }, + { + "__id__": 682 + }, + { + "__id__": 667 } ] } diff --git a/assets/script/game/common/config/CardSet.ts b/assets/script/game/common/config/CardSet.ts index a72d75e4..d89d41d0 100644 --- a/assets/script/game/common/config/CardSet.ts +++ b/assets/script/game/common/config/CardSet.ts @@ -137,20 +137,33 @@ export const SuperCardsType={ BUFF:3, //buff技能 范围buff DEBUFF:4, //debuff技能 范围debuff } -export const SuperCardsList=[3001,3002,3101,3102,3103,3201,3301]; +export const Quality={ + WHITE:1, + GREEN:2, + BLUE:3, + PURPLE:4, + ORANGE:5, +} +export const SuperCardsList=[3001,3002,3101,3102,3103,3104,3105,3106]; export const SuperCards={ - 3001:{uuid:3001,name:"附魔宝典",path:"3001",type:SuperCardsType.SPECIAL,value1:1,value2:0,value3:0, + 3001:{uuid:3001,name:"附魔宝典",quality:Quality.WHITE,path:"3001",type:SuperCardsType.SPECIAL,value1:1,value2:0,value3:0, info:"攻击触发提高英雄/伙伴属性的效果,额外添加+1攻击力"}, - 3002:{uuid:3002,name:"附魔宝典",path:"3002",type:SuperCardsType.SPECIAL,value1:1,value2:0,value3:0, + 3002:{uuid:3002,name:"附魔宝典",quality:Quality.WHITE,path:"3002",type:SuperCardsType.SPECIAL,value1:1,value2:0,value3:0, info:"攻击触发高英雄/伙伴属性的效果,额外添加+1生命值"}, - 3101:{uuid:3101,name:"陨石术",path:"3101",type:SuperCardsType.AOE,value1:SkillSet[6019].uuid,value2:3,value3:0, + 3101:{uuid:3101,name:"陨石术",quality:Quality.WHITE,path:"3101",type:SuperCardsType.AOE,value1:SkillSet[6019].uuid,value2:3,value3:0, info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"}, - 3102:{uuid:3102,name:"冰刺",path:"3102",type:SuperCardsType.AOE,value1:SkillSet[6017].uuid,value2:3,value3:0, + 3102:{uuid:3102,name:"冰刺",quality:Quality.WHITE,path:"3102",type:SuperCardsType.AOE,value1:SkillSet[6017].uuid,value2:3,value3:0, info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"}, - 3103:{uuid:3103,name:"潮汐",path:"3103",type:SuperCardsType.AOE,value1:SkillSet[6018].uuid,value2:3,value3:0, + 3103:{uuid:3103,name:"潮汐",quality:Quality.WHITE,path:"3103",type:SuperCardsType.AOE,value1:SkillSet[6018].uuid,value2:3,value3:0, info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"}, - 3201:{uuid:3201,name:"极速充能",path:"3201",type:SuperCardsType.BUFF,value1:10,value2:100,value3:0, + 3104:{uuid:3104,name:"龙卷风",quality:Quality.WHITE,path:"3104",type:SuperCardsType.AOE,value1:SkillSet[6013].uuid,value2:3,value3:0, + info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"}, + 3105:{uuid:3105,name:"火球风暴",quality:Quality.WHITE,path:"3105",type:SuperCardsType.AOE,value1:SkillSet[6012].uuid,value2:3,value3:0, + info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"}, + 3106:{uuid:3106,name:"冰雨",quality:Quality.WHITE,path:"3106",type:SuperCardsType.AOE,value1:SkillSet[6020].uuid,value2:3,value3:0, + info:"召唤大量火球攻击敌人,每个火球对敌人造成英雄攻击力的300%伤害"}, + 3201:{uuid:3201,name:"极速充能",quality:Quality.WHITE,path:"3201",type:SuperCardsType.BUFF,value1:10,value2:100,value3:0, info:"你的英雄/伙伴接下来的10次普通攻击速度提升100%"}, - 3301:{uuid:3301,name:"冰霜风暴",path:"3301",type:SuperCardsType.DEBUFF,value1:30,value2:10,value3:0, + 3301:{uuid:3301,name:"冰霜风暴",quality:Quality.WHITE,path:"3301",type:SuperCardsType.DEBUFF,value1:30,value2:10,value3:0, info:"场上敌人获得30%的易伤,(下10次伤害)"}, } diff --git a/assets/script/game/common/config/Equips.ts b/assets/script/game/common/config/Equips.ts index 8846d81c..129993f4 100644 --- a/assets/script/game/common/config/Equips.ts +++ b/assets/script/game/common/config/Equips.ts @@ -38,7 +38,7 @@ export enum EquipSpecialAttr { DOUBLE_DEAD=10, //双倍死亡触发 DOUBLE_ATKED=11, //双倍受击触发 } -export enum EquipQuality { +export enum Quality { WHITE = 1, GREEN = 2, BLUE = 3, @@ -71,13 +71,14 @@ export interface EquipData { uuid: number; // 装备唯一ID name: string; // 装备名称 type: EquipType; // 装备类型 + quality: Quality; // 装备品质 info: string; // 装备描述 special_attr: EquipSpecialAttrData[]; // 特殊属性数组 buff: EquipAttribute[]; // 属性加成列表 debuff: EquipDebuffAttribute[]; // 属性减益列表 } export const EquipInfo: { [key: number]: EquipData } = { - 2001: {uuid: 2001, name: "新手剑", type: EquipType.WEAPON,info:"攻击力增加80%", + 2001: {uuid: 2001, name: "新手剑", type: EquipType.WEAPON,quality: Quality.WHITE,info:"攻击力增加80%", special_attr: [ {special_attr:EquipSpecialAttr.ATK_ADD_FRIEND_ATK,special_attr_value:3}, {special_attr:EquipSpecialAttr.ICE,special_attr_value:1}, @@ -90,12 +91,13 @@ export const EquipInfo: { [key: number]: EquipData } = { ], buff: [ { type: BuffAttr.ATK, value: 80, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_COUNT, value: 30, target: EquipAttrTarget.HERO }, ], debuff: [ { type: DebuffAttr.DECD, value: 50, target: EquipAttrTarget.ENEMY }, ] }, - 2002: {uuid: 2002,name: "新手剑2",type: EquipType.WEAPON,info:"攻击速度增加30%", + 2002: {uuid: 2002,name: "新手剑2",type: EquipType.WEAPON,quality: Quality.WHITE,info:"攻击速度增加30%", special_attr:[ {special_attr:EquipSpecialAttr.FIRE,special_attr_value:1}, {special_attr:EquipSpecialAttr.DOUBLE_DEAD,special_attr_value:1}, @@ -108,12 +110,13 @@ export const EquipInfo: { [key: number]: EquipData } = { ], buff: [ { type: BuffAttr.ATK_CD, value: 30, target: EquipAttrTarget.HERO }, + { type: BuffAttr.ATK_COUNT, value: 30, target: EquipAttrTarget.HERO }, ], debuff: [ { type: DebuffAttr.DECD, value: 50, target: EquipAttrTarget.ENEMY }, ] }, - 2003: {uuid: 2003,name: "新手剑3",type: EquipType.WEAPON,info:"攻击次数增加1次", + 2003: {uuid: 2003,name: "新手剑3",type: EquipType.WEAPON,quality: Quality.WHITE,info:"攻击次数增加1次", special_attr:[ {special_attr:EquipSpecialAttr.WIND,special_attr_value:1}, {special_attr:EquipSpecialAttr.DOUBLE_DEAD,special_attr_value:1}, diff --git a/assets/script/game/common/config/GameEvent.ts b/assets/script/game/common/config/GameEvent.ts index db657de5..b35acf4f 100644 --- a/assets/script/game/common/config/GameEvent.ts +++ b/assets/script/game/common/config/GameEvent.ts @@ -39,7 +39,7 @@ export enum GameEvent { EquipAdd = "EquipAdd", EquipRemove = "EquipRemove", EquipSelect = "EquipSelect", - EquipSelectEnd = "EquipSelectEnd", + FuncSelect = "FuncSelect", WaveUpdate = "WaveUpdate", ChangeATK = "ChangeATK", ChangeATK_FRIEND_LIVE_CD = "ChangeATK_FRIEND_LIVE_CD", diff --git a/assets/script/game/common/config/Mission.ts b/assets/script/game/common/config/Mission.ts index 2702149b..36eea3a4 100644 --- a/assets/script/game/common/config/Mission.ts +++ b/assets/script/game/common/config/Mission.ts @@ -53,10 +53,21 @@ export const MissionStatus = { } export enum FightSet { FRIEND_WAVE_UP=2, //伙伴登场波次 - MON_WAVE_TIME=30,//怪物波次时间 + BOSS_WAVE_UP_1=3, //boss登场波次 + BOSS_WAVE_UP_2=5, //boss登场波次 + BOSS_WAVE_UP_3=7, //boss登场波次 + EQUIP_WAVE_UP_1=4, //装备登场波次 + EQUIP_WAVE_UP_2=6, //装备登场波次 + EQUIP_WAVE_UP_3=8, //装备登场波次 + SKILL_WAVE_UP_1=1, //技能登场波次 + SKILL_WAVE_UP_2=3, //技能登场波次 + SKILL_WAVE_UP_3=5, //技能登场波次 + MON_WAVE_TIME=10,//怪物波次时间 FRIEND_LIVE_CD=10,//伙伴复活时间 ATK_ADD_FRIEND_COUNT=4,//伙伴攻击力增加 ATK_ADD_GLOD=1,//金币增加 + CRIT_DAMAGE=50,//暴击伤害 + DOUBLE_ATK_RATE=100,//额外攻击默认概率 // ATK_TO_ATK_RATIO=0.1, // ATK_TO_HP_RATIO=0.2, // ATK_TO_SHIELD_RATIO=2, @@ -74,7 +85,7 @@ export const MissionData = { gold:1000,//金币 score:0,//分数 refrsh_time:5, //刷新时间 - refresh_gold:3,//刷新金币 + refresh_gold:1,//刷新金币 call_gold:0,//召唤金币 add_gold:1,//金币增加 change_gold:0,//金币变化 diff --git a/assets/script/game/common/config/SkillSet.ts b/assets/script/game/common/config/SkillSet.ts index f959c2ec..be3caf11 100644 --- a/assets/script/game/common/config/SkillSet.ts +++ b/assets/script/game/common/config/SkillSet.ts @@ -59,7 +59,7 @@ export enum EType { collision = 3, countEnd = 4, } - +//debuff类型 export enum DebuffAttr { STUN = 1, //眩晕 SLOW = 2, //减速 @@ -69,8 +69,12 @@ export enum DebuffAttr { DEHP = 6, //减hp DEATK = 7, //减atk DECOUNT = 8, //减攻击次数 + BACK = 9, //击退 + CRITICAL = 10, //自身暴击率降低 + DODGE = 11, //闪避 } +//buff类型 export enum BuffAttr { ATK = 1, // 攻击力 ATK_COUNT = 2, // 攻击个数 @@ -81,6 +85,11 @@ export enum BuffAttr { SKILL_CD = 7, // 技能冷却缩减 CARD_EFFECT = 8, // 卡牌效果 CARD_COUNT = 8, // 卡牌起效次数,每3次多起效一次 + CRITICAL = 9, //暴击率 + CRITICAL_DMG = 10, //暴击伤害 + CRITICAL_NO = 11, //暴击免疫 + DODGE = 12, //闪避 + DODGE_NO = 13, //闪避免疫 } export const geDebuffNum=()=>{ @@ -88,11 +97,13 @@ export const geDebuffNum=()=>{ STUN:0, //眩晕 SLOW:0, //减速 FROST:0, //冰冻 - BURN:0, //易伤 + BURN:0, //易伤 DECD:0, //减cd DEHP:0, //减hp DEATK:0, //减atk DECOUNT:0, //减攻击次数 + CRITICAL:0, //暴击 + DODGE:0, //闪避 } } @@ -108,17 +119,28 @@ export const getBuffNum=()=>{ SKILL_CD:0, // 技能冷却缩减 CARD_EFFECT:0, // 卡牌效果 CARD_COUNT:0, // 卡牌起效次数,每3次多起效一次 + CRITICAL:0, //暴击 + CRITICAL_DMG:0, //暴击伤害 + CRITICAL_NO:0, //暴击免疫 + DODGE:0, //闪避 + DODGE_NO:0, //闪避免疫 } } - +export enum Quality{ + WHITE=1, + GREEN=2, + BLUE=3, + PURPLE=4, + ORANGE=5, +} /* path: 图片地址 [debuff] : 0:无,1:冰,2:灼烧,3:眩晕,4:降低攻击,5:降低hp,6:降低防御,7:吸血,8:击退 depb:触发比率 debtime :持续时间 derate:伤害比率 -in:持续时间 +deV:0,deC:0,in:持续时间 count:触发次数 def:增加防御比例 apup:增加攻击比例 @@ -126,7 +148,7 @@ ap:施法者攻击 mhp:增加最大生命比例 hp:增加当前生命比例 cd:buff/debuff持续时间 -/debhited:伤害时间 +/debhit:1,hited:伤害时间 shield:增加护盾占最大生命比例 speed:移动速度 sonsk:子技能id @@ -136,91 +158,89 @@ info:技能描述 */ export const HeroSkillList = [6001,6001,6001,6001,6001,6001] export const SkillSet = { - 6001:{uuid:6001,name:"凛冬之触",sp_name:"greenball",path:"6001",TType:TType.Frontline, - TGroup:3,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:3,fname:"max",flash:false,with:90, - debuff:0,in:0.8,ap:100,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"}, + 6001:{uuid:6001,name:"凛冬之触",sp_name:"greenball",path:"6001",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:EType.collision,fname:"max",flash:false,with:90, + debuff:0,deV:0,deC:0,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"}, - 6002:{uuid:6002,name:"穿心箭矢",sp_name:"arrow",path:"6006",TType:TType.Frontline, - TGroup:3,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:3,fname:"max",flash:false,with:90, - debuff:0,in:0.8,ap:100,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放箭矢,造成100%攻击的伤害"}, + 6002:{uuid:6002,name:"穿心箭矢",sp_name:"arrow",path:"6006",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:EType.collision,fname:"max",flash:false,with:90, + debuff:0,deV:0,deC:0,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人释放箭矢,造成100%攻击的伤害"}, - 6003:{uuid:6003,name:"神圣护盾",sp_name:"shield",path:"6018",TType:TType.Frontline, - TGroup:0,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:1,fname:"max",flash:false,with:90, - debuff:0,in:0.8,ap:100,cd:5,hited:0.3,shield:30,speed:720,sonsk:0,hero:0,info:"召唤圣盾保护自己,可以抵御3次攻击"}, + 6003:{uuid:6003,name:"神圣护盾",sp_name:"shield",path:"6018",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Self,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:EType.animationEnd,fname:"max",flash:false,with:90, + debuff:0,deV:0,deC:0,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:30,speed:720,sonsk:0,hero:0,info:"召唤圣盾保护自己,可以抵御3次攻击"}, - 6004:{uuid:6004,name:"自愈", sp_name:"heath_small",path:"6032",TType:TType.Frontline, - TGroup:0,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:1,fname:"max",flash:false,with:90, - debuff:0,in:2,ap:100,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"主动:自己回复自身5%最大生命值的生命"}, + 6004:{uuid:6004,name:"自愈", sp_name:"heath_small",path:"6032",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Self,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:EType.animationEnd,fname:"max",flash:false,with:90, + debuff:0,deV:0,deC:0,in:2,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"主动:自己回复自身5%最大生命值的生命"}, - 6007:{uuid:6007,name:"铁斧打击",sp_name:"mon_ft",path:"6007",TType:TType.Frontline, - TGroup:3,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:3,fname:"max",flash:false,with:90, - debuff:0,in:0.8,ap:100,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"}, - 6008:{uuid:6008,name:"木棍打击",sp_name:"mon_ly",path:"6008",TType:TType.Frontline, - TGroup:3,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:3,fname:"max",flash:false,with:90, - debuff:0,in:0.8,ap:100,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出木棍,造成100%攻击的伤害"}, - 6009:{uuid:6009,name:"飞刀打击",sp_name:"mon_xd",path:"6009",TType:TType.Frontline, - TGroup:3,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:3,fname:"max",flash:false,with:90, - debuff:0,in:0.8,ap:100,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"}, - 6010:{uuid:6010,name:"石斧打击",sp_name:"mon_sf",path:"6010",TType:TType.Frontline, - TGroup:3,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:3,fname:"max",flash:false,with:90, - debuff:0,in:0.8,ap:100,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"}, + 6007:{uuid:6007,name:"铁斧打击",sp_name:"mon_ft",path:"6007",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:EType.collision,fname:"max",flash:false,with:90, + debuff:0,deV:0,deC:0,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"}, + 6008:{uuid:6008,name:"木棍打击",sp_name:"mon_ly",path:"6008",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:EType.collision,fname:"max",flash:false,with:90, + debuff:0,deV:0,deC:0,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出木棍,造成100%攻击的伤害"}, + 6009:{uuid:6009,name:"飞刀打击",sp_name:"mon_xd",path:"6009",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:EType.collision,fname:"max",flash:false,with:90, + debuff:0,deV:0,deC:0,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"}, + 6010:{uuid:6010,name:"石斧打击",sp_name:"mon_sf",path:"6010",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Enemy,act:"atk",CdType:1,AType:AType.parabolic,RType:RType.bezier,EType:EType.collision,fname:"max",flash:false,with:90, + debuff:0,deV:0,deC:0,in:0.8,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"}, - 6011:{uuid:6011,name:"烈火呼吸",sp_name:"firequan",path:"6011",TType:TType.Frontline, - TGroup:3,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:1,fname:"max",flash:false,with:90, - debuff:0,in:3,ap:100,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤烈焰攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"}, + 6012:{uuid:6012,name:"大火球" ,sp_name:"fire",path:"6012",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Enemy,act:"atk",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90, + debuff:DebuffAttr.BURN,deV:20,deC:1,in:1,ap:300,cd:5,hit:2,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"}, - 6012:{uuid:6012,name:"大火球" ,sp_name:"fire",path:"6012",TType:TType.Frontline, - TGroup:3,act:"max",CdType:2,AType:AType.parabolic,RType:RType.linear,EType:1,fname:"max",flash:false,with:90, - debuff:2,in:1,ap:300,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"}, - - 6013:{uuid:6013,name:"火墙", sp_name:"firewall",path:"6013",TType:TType.Frontline, - TGroup:3,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.bezier,EType:1,fname:"max",flash:false,with:90, - debuff:0,in:10,ap:50,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"}, + 6013:{uuid:6013,name:"龙卷风", sp_name:"bwind",path:"6016",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Enemy,act:"max",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90, + debuff:DebuffAttr.BACK,deV:0,deC:0,in:3,ap:200,cd:5,hit:1,hited:1,shield:0,speed:360,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"}, - 6014:{uuid:6014,name:"寒冰箭", sp_name:"arrow_blue",path:"6014",TType:TType.Frontline, - TGroup:3,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:1,fname:"max",flash:false,with:90, - debuff:1,in:1,ap:200,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"}, + 6014:{uuid:6014,name:"寒冰箭", sp_name:"arrow_blue",path:"6014",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Enemy,act:"atk",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90, + debuff:DebuffAttr.FROST,deV:0,deC:0,in:1,ap:200,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"}, - 6015:{uuid:6015,name:"烈焰射击",sp_name:"arrow_yellow",path:"6015",TType:TType.Frontline, - TGroup:3,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:1,fname:"max",flash:false,with:90, - debuff:3,in:1,ap:200,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"}, + 6015:{uuid:6015,name:"烈焰射击",sp_name:"arrow_yellow",path:"6015",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Enemy,act:"atk",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:EType.collision,fname:"max",flash:false,with:90, + debuff:3,deV:0,deC:0,in:1,ap:200,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"}, + + 6016:{uuid:6016,name:"火墙", sp_name:"firewall",path:"6013",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.timeEnd,fname:"max",flash:false,with:90, + debuff:0,deV:0,deC:0,in:10,ap:50,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"}, + + 6017:{uuid:6017,name:"冰刺",sp_name:"icez",path:"6022",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90, + debuff:DebuffAttr.FROST,deV:0,deC:0,in:1,ap:300,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"}, + 6018:{uuid:6018,name:"潮汐", sp_name:"watert",path:"6026",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90, + debuff:DebuffAttr.BACK,deV:0,deC:0,in:3,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"}, + 6019:{uuid:6019,name:"陨石术", sp_name:"fireys",path:"6029",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90, + debuff:0,deV:0,deC:0,in:3,ap:500,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"}, + + 6020:{uuid:6020,name:"冰暴",sp_name:"bingyu",path:"6034",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.timeEnd,fname:"max",flash:false,with:90, + debuff:4,deV:0,deC:0,in:4,ap:80,cd:5,hit:1,hited:1,shield:0,speed:720,sonsk:0,hero:0,info:"射出能量暴风箭攻击最前方范围敌人,每波造成80%攻击的伤害"}, + + 6021:{uuid:6021,name:"烈火呼吸",sp_name:"firequan",path:"6011",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Ally,act:"max",CdType:2,AType:AType.linear,RType:RType.linear,EType:EType.timeEnd,fname:"max",flash:false,with:90, + debuff:0,deV:0,deC:0,in:3,ap:100,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤烈焰攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"}, - 6016:{uuid:6016,name:"龙卷风", sp_name:"bwind",path:"6016",TType:TType.Frontline, - TGroup:3,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:1,fname:"max",flash:false,with:90, - debuff:8,in:1,ap:200,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"}, - 6017:{uuid:6017,name:"冰刺",sp_name:"icez",path:"6022",TType:TType.Frontline, - TGroup:3,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.linear,EType:1,fname:"max",flash:false,with:90, - debuff:1,in:1,ap:300,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"}, - 6018:{uuid:6018,name:"潮汐", sp_name:"watert",path:"6026",TType:TType.Frontline, - TGroup:3,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.linear,EType:1,fname:"max",flash:false,with:90, - debuff:8,in:3,ap:100,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"}, - 6019:{uuid:6019,name:"陨石术", sp_name:"fireys",path:"6029",TType:TType.Frontline, - TGroup:3,act:"max",CdType:2,AType:AType.fixedEnd,RType:RType.bezier,EType:1,fname:"max",flash:false,with:90, - debuff:8,in:3,ap:500,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"}, + + 6023:{uuid:6023,name:"冰墙", sp_name:"icet",path:"6023",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Enemy,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:EType.animationEnd,fname:"max",flash:false,with:90, + debuff:DebuffAttr.BACK,deV:0,deC:0,in:1,ap:400,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"}, + + 6025:{uuid:6025,name:"火焰漩涡",sp_name:"fireball",path:"6025",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Enemy,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:EType.timeEnd,fname:"max",flash:false,with:90, + debuff:DebuffAttr.BACK,deV:0,deC:0,in:3,ap:500,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤一个能量球射向前方敌人,对遇到的第一个敌人造成500%攻击的伤害,并击退"}, - - 6023:{uuid:6023,name:"冰墙", sp_name:"icet",path:"6023",TType:TType.Frontline, - TGroup:3,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:1,fname:"max",flash:false,with:90, - debuff:8,in:1,ap:400,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"}, - - 6025:{uuid:6025,name:"火焰漩涡",sp_name:"fireball",path:"6025",TType:TType.Frontline, - TGroup:3,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:1,fname:"max",flash:false,with:90, - debuff:8,in:3,ap:500,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤一个能量球射向前方敌人,对遇到的第一个敌人造成500%攻击的伤害,并击退"}, - - - 6030:{uuid:6030,name:"闪电呼吸",sp_name:"dianquan",path:"6030",TType:TType.Frontline, - TGroup:3,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:1,fname:"max",flash:false,with:90, - debuff:0,in:3,ap:100,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"召唤闪电攻击前方敌人,造成200%攻击的伤害,烈焰维持3秒"}, - - 6031:{uuid:6031,name:"召唤仆从",sp_name:"zhaohuan",path:"6031",TType:TType.Frontline, - TGroup:0,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:1,fname:"max_blue",flash:true,with:90, - debuff:0,in:2,ap:70,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:5211,info:"召唤一个与施法者等级相同的骷髅战士为我方而战"}, + 6031:{uuid:6031,name:"召唤仆从",sp_name:"zhaohuan",path:"6031",quality:Quality.WHITE, TType:TType.Frontline, + TGroup:TGroup.Self,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:EType.animationEnd,fname:"max_blue",flash:true,with:90, + debuff:0,deV:0,deC:0,in:2,ap:70,cd:5,hit:1,hited:0.3,shield:0,speed:720,sonsk:0,hero:5211,info:"召唤一个与施法者等级相同的骷髅战士为我方而战"}, - 6034:{uuid:6034,name:"风暴之矢",sp_name:"bingyu",path:"6034",TType:TType.Frontline, - TGroup:3,act:"max",CdType:2,AType:AType.parabolic,RType:RType.bezier,EType:1,fname:"max",flash:false,with:90, - debuff:4,in:1,ap:80,cd:5,hited:0.3,shield:0,speed:720,sonsk:0,hero:0,info:"射出能量暴风箭攻击最前方范围敌人,每波造成80%攻击的伤害"} + }; \ No newline at end of file diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index 2f46a5c9..83877691 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -38,48 +38,113 @@ export const HeroSet = { Start_y:[70,0,-70] } export const HeroPos={ - 0:{pos:v3(-280,0,0)}, - 1:{pos:v3(-140,0,0)}, - 2:{pos:v3(-200,0,0)}, + 0:{pos:v3(-290,10,0)}, + 1:{pos:v3(-220,0,0)}, + 2:{pos:v3(-150,0,0)}, } export const MonSet = { - 0:{pos:v3(320,0,0)}, - 1:{pos:v3(320,15,0)}, - 2:{pos:v3(320,-15,0)}, + 0:{pos:v3(350,0,0)}, + 1:{pos:v3(400,0,0)}, + 2:{pos:v3(450,0,0)}, + 3:{pos:v3(500,0,0)}, + 4:{pos:v3(550,0,0)}, + 5:{pos:v3(600,0,0)}, + 6:{pos:v3(650,0,0)}, + 7:{pos:v3(700,0,0)}, + 8:{pos:v3(750,0,0)}, + 9:{pos:v3(800,0,0)}, } export const HeroInfo = { - 5001:{uuid:5001,name:"神圣守护",path:"k2", lv:3,kind:1,type:0,hp:50,ap:10,dis:700,a_cd:1,speed:30,skills:[6001],info:"说明"}, - 5002:{uuid:5002,name:"幻影剑豪",path:"k1", lv:3,kind:2,type:0,hp:50,ap:10,dis:700,a_cd:1,speed:30,skills:[6001],info:"说明"}, - 5003:{uuid:5003,name:"战争领主",path:"k5", lv:3,kind:2,type:0,hp:50,ap:10,dis:700,a_cd:1,speed:30,skills:[6001],info:"说明"}, - 5004:{uuid:5004,name:"混沌法师",path:"zh1", lv:3,kind:2,type:2,hp:50,ap:10,dis:700,a_cd:1.5,speed:30,skills:[6001],info:"说明"}, - 5005:{uuid:5005,name:"火焰法师",path:"zh2", lv:3,kind:2,type:2,hp:50,ap:15,dis:700,a_cd:1.5,speed:30,skills:[6001],info:"说明"}, - 5006:{uuid:5006,name:"风暴精灵",path:"m4", lv:3,kind:2,type:2,hp:50,ap:15,dis:700,a_cd:1.5,speed:30,skills:[6001],info:"说明"}, - 5007:{uuid:5007,name:"生命圣者",path:"d1", lv:3,kind:2,type:2,hp:50,ap:10,dis:700,a_cd:1.5,speed:30,skills:[6001],info:"说明"}, - 5008:{uuid:5008,name:"战争祭祀",path:"d2", lv:3,kind:2,type:2,hp:50,ap:10,dis:700,a_cd:1.5,speed:30,skills:[6001],info:"说明"}, - 5009:{uuid:5009,name:"暴风射手",path:"a5", lv:3,kind:2,type:1,hp:50,ap:15,dis:700,a_cd:1.2,speed:30,skills:[6002],info:"说明"}, - 5010:{uuid:5010,name:"苍穹射手",path:"a3", lv:3,kind:1,type:1,hp:50,ap:15,dis:700,a_cd:1.2,speed:30,skills:[6002],info:"说明"}, - 5011:{uuid:5011,name:"幽灵射手",path:"a4", lv:3,kind:2,type:1,hp:50,ap:15,dis:700,a_cd:1.2,speed:30,skills:[6002],info:"说明"}, + 5001:{uuid:5001,name:"神圣守护",path:"k2", lv:3,kind:1,type:0,hp:50,ap:10,dis:700,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, - 5201:{uuid:5201,name:"兽人战士",path:"mor1", lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1,speed:30,skills:[6001],info:"说明"}, - 5202:{uuid:5202,name:"兽人刺客",path:"mor2", lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1,speed:30,skills:[6001],info:"说明"}, - 5203:{uuid:5203,name:"兽人护卫",path:"mor3", lv:1,kind:1,type:1,hp:200,ap:5,dis:400,a_cd:1.2,speed:30,skills:[6001],info:"说明"}, - 5204:{uuid:5204,name:"石卫", path:"mgem1",lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1,speed:30,skills:[6001],info:"说明"}, - 5205:{uuid:5205,name:"土卫", path:"mgem2",lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1,speed:30,skills:[6001],info:"说明"}, - 5206:{uuid:5206,name:"树人", path:"mgem3",lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1,speed:30,skills:[6001],info:"说明"}, + 5002:{uuid:5002,name:"幻影剑豪",path:"k1", lv:3,kind:2,type:0,hp:50,ap:10,dis:700,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, - 5216:{uuid:5216,name:"元素1", path:"my1", lv:2,kind:1,type:2,hp:200,ap:5,dis:400,a_cd:1.5,speed:30,skills:[6001],info:"说明"}, - 5217:{uuid:5217,name:"元素2", path:"my2", lv:2,kind:1,type:2,hp:200,ap:5,dis:400,a_cd:1.5,speed:30,skills:[6001],info:"说明"}, - 5218:{uuid:5218,name:"元素3", path:"my3", lv:2,kind:1,type:2,hp:200,ap:5,dis:400,a_cd:1.5,speed:30,skills:[6001],info:"说明"}, - 5219:{uuid:5219,name:"牛头战士",path:"mn1", lv:2,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1,speed:30,skills:[6001],info:"说明"}, - 5220:{uuid:5220,name:"牛头战士",path:"mn2", lv:1,kind:1,type:1,hp:200,ap:5,dis:400,a_cd:1.2,speed:30,skills:[6001],info:"说明"}, - 5221:{uuid:5221,name:"牛头战士",path:"mn3", lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1,speed:30,skills:[6001],info:"说明"}, - 5222:{uuid:5222,name:"独眼巨人",path:"md1", lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1,speed:30,skills:[6001],info:"说明"}, - 5223:{uuid:5223,name:"独眼巨人",path:"md2", lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1,speed:30,skills:[6001],info:"说明"}, - 5224:{uuid:5224,name:"独眼巨人",path:"md3", lv:1,kind:1,type:1,hp:200,ap:5,dis:400,a_cd:1.2,speed:30,skills:[6001],info:"说明"}, - 5225:{uuid:5225,name:"精英独眼",path:"md4", lv:3,kind:1,type:2,hp:200,ap:5,dis:400,a_cd:1,speed:30,skills:[6001],info:"说明"}, - 5226:{uuid:5226,name:"精英牛头",path:"mn4", lv:3,kind:1,type:2,hp:200,ap:5,dis:400,a_cd:1,speed:30,skills:[6001],info:"说明"}, - 5227:{uuid:5227,name:"精英兽人",path:"mor4", lv:3,kind:1,type:2,hp:200,ap:5,dis:400,a_cd:1,speed:30,skills:[6001],info:"说明"} -}; + 5003:{uuid:5003,name:"战争领主",path:"k5", lv:3,kind:2,type:0,hp:50,ap:10,dis:700,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5004:{uuid:5004,name:"混沌法师",path:"zh1", lv:3,kind:2,type:2,hp:50,ap:10,dis:700,a_cd:1.5, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5005:{uuid:5005,name:"火焰法师",path:"zh2", lv:3,kind:2,type:2,hp:50,ap:15,dis:700,a_cd:1.5, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5006:{uuid:5006,name:"风暴精灵",path:"m4", lv:3,kind:2,type:2,hp:50,ap:15,dis:700,a_cd:1.5, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5007:{uuid:5007,name:"生命圣者",path:"d1", lv:3,kind:2,type:2,hp:50,ap:10,dis:700,a_cd:1.5, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5008:{uuid:5008,name:"战争祭祀",path:"d2", lv:3,kind:2,type:2,hp:50,ap:10,dis:700,a_cd:1.5, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5009:{uuid:5009,name:"暴风射手",path:"a5", lv:3,kind:2,type:1,hp:50,ap:15,dis:700,a_cd:1.2, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6002],info:"说明"}, + + 5010:{uuid:5010,name:"苍穹射手",path:"a3", lv:3,kind:1,type:1,hp:50,ap:15,dis:700,a_cd:1.2, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6002],info:"说明"}, + + 5011:{uuid:5011,name:"幽灵射手",path:"a4", lv:3,kind:2,type:1,hp:50,ap:15,dis:700,a_cd:1.2, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6002],info:"说明"}, + + //怪物 + 5201:{uuid:5201,name:"兽人战士",path:"mor1", lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5202:{uuid:5202,name:"兽人刺客",path:"mor2", lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5203:{uuid:5203,name:"兽人护卫",path:"mor3", lv:1,kind:1,type:1,hp:200,ap:5,dis:400,a_cd:1.2, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5204:{uuid:5204,name:"石卫", path:"mgem1",lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5205:{uuid:5205,name:"土卫", path:"mgem2",lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5206:{uuid:5206,name:"树人", path:"mgem3",lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5216:{uuid:5216,name:"元素1", path:"my1", lv:2,kind:1,type:2,hp:200,ap:5,dis:400,a_cd:1.5, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5217:{uuid:5217,name:"元素2", path:"my2", lv:2,kind:1,type:2,hp:200,ap:5,dis:400,a_cd:1.5, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5218:{uuid:5218,name:"元素3", path:"my3", lv:2,kind:1,type:2,hp:200,ap:5,dis:400,a_cd:1.5, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5219:{uuid:5219,name:"牛头战士",path:"mn1", lv:2,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5220:{uuid:5220,name:"牛头战士",path:"mn2", lv:1,kind:1,type:1,hp:200,ap:5,dis:400,a_cd:1.2, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5221:{uuid:5221,name:"牛头战士",path:"mn3", lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5222:{uuid:5222,name:"独眼巨人",path:"md1", lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5223:{uuid:5223,name:"独眼巨人",path:"md2", lv:1,kind:1,type:0,hp:200,ap:5,dis:400,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5224:{uuid:5224,name:"独眼巨人",path:"md3", lv:1,kind:1,type:1,hp:200,ap:5,dis:400,a_cd:1.2, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5225:{uuid:5225,name:"精英独眼",path:"md4", lv:3,kind:1,type:2,hp:200,ap:5,dis:400,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5226:{uuid:5226,name:"精英牛头",path:"mn4", lv:3,kind:1,type:2,hp:200,ap:5,dis:400,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"}, + + 5227:{uuid:5227,name:"精英兽人",path:"mor4", lv:3,kind:1,type:2,hp:200,ap:5,dis:400,a_cd:1, + crt:5,crt_d:0,crt_no:false,dod:0,dod_no:false,speed:30,skills:[6001],info:"说明"} + }; + + export const HeroUpInfo = { 5001:{ap_up:0,ap_up_rate:10,self_ap_up:0,self_ap_up_rate:0,hp_up:0,self_hp_up:0}, 5002:{ap_up:5,ap_up_rate:0,self_ap_up:0,self_ap_up_rate:0,hp_up:0,self_hp_up:0}, diff --git a/assets/script/game/common/ecs/position/BattleMoveSystem.ts b/assets/script/game/common/ecs/position/BattleMoveSystem.ts index 97c96a2a..a7d6a0a9 100644 --- a/assets/script/game/common/ecs/position/BattleMoveSystem.ts +++ b/assets/script/game/common/ecs/position/BattleMoveSystem.ts @@ -27,7 +27,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU if (!shouldStop&&view.fac==1) { //在攻击范围内停止移动 取消这个判断 // if(view.fac==1){ - if(view.is_stop||view.is_dead) return //停止移动或者死亡不移动 + if(view.is_stop||view.is_dead||view.DEBUFF_STUN>0 ||view.DEBUFF_FROST>0) return //停止移动或者死亡不移动 // 计算移动量 const delta = (view.speed/3) * this.dt * move.direction; const newX = view.node.position.x + delta; diff --git a/assets/script/game/hero/BuffComp.ts b/assets/script/game/hero/BuffComp.ts index 99e63184..29c639a2 100644 --- a/assets/script/game/hero/BuffComp.ts +++ b/assets/script/game/hero/BuffComp.ts @@ -103,13 +103,14 @@ export class BuffComp extends Component { this.node.getChildByName("buff").active = true; } - + max_show(name:string){ var path = "game/skills/"+name; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); node.parent = this.node; } + show_do_buff(name:string){ var path = "game/skills/"+name; var prefab: Prefab = oops.res.get(path, Prefab)!; diff --git a/assets/script/game/hero/Hero.ts b/assets/script/game/hero/Hero.ts index 6bbe4c62..67fcf020 100644 --- a/assets/script/game/hero/Hero.ts +++ b/assets/script/game/hero/Hero.ts @@ -46,29 +46,17 @@ export class Hero extends ecs.Entity { node.parent = scene.entityLayer!.node! let pos=HeroPos[0].pos node.setPosition(pos) - var hv = node.getComponent(HeroViewComp)!; - let hero= HeroInfo[uuid] // 共用英雄数据 + var hv = this.hero_init(uuid,node) hv.scale = 1; - hv.fac = FacSet.HERO; hv.is_master=true; - hv.type = hero.type; - hv.box_group = box_group; - hv.hero_uuid= uuid; - hv.hero_name= hero.name; - hv.speed =hv.ospeed = hero.speed; - hv.dis = hero.dis; - hv.hp= hv.hp_max =hero.hp; - hv.ap = hero.ap; hv.lv=1 - hv.cd = hero.a_cd - hv.hp_up=hero.hp_up - hv.atk_skill=hero.skills[0] - console.log(hv.hero_name+"dis=>"+hv.dis) this.add(hv); this.addComponents(MasterModelComp) + console.log("[Hero]:master",hv) + } /** 加载角色 */ - load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,info:any={ap:0,hp:0},fight_pos:number=1) { + load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,info:any={ap:0,hp:0,lv:1,crt:0,crt_d:0,dod:0,dod_no:false,crt_no:false},fight_pos:number=1) { // console.log("英雄加载:",uuid,pos,scale,info) scale = 1 let box_group=BoxSet.HERO @@ -79,29 +67,39 @@ export class Hero extends ecs.Entity { node.parent = scene.entityLayer!.node! node.setPosition(pos) // console.log("hero load",pos) + var hv = this.hero_init(uuid,node,info) + hv.fight_pos=fight_pos + this.add(hv); + this.addComponents(FriendModelComp); + // const move = this.get(BattleMoveComp); + // move.direction = 1; // 向右移动 + // move.targetX = 800; // 右边界' + oops.message.dispatchEvent("hero_load",this) + console.log("[Hero]:friend",hv) + + } + hero_init(uuid:number=1001,node:Node,info:any={ap:0,hp:0,lv:1,crt:0,crt_d:0,dod:0,dod_no:false,crt_no:false}) { var hv = node.getComponent(HeroViewComp)!; let hero= HeroInfo[uuid] // 共用英雄数据 - hv.scale = scale; + hv.scale = 1; + hv.lv=info.lv hv.fac = FacSet.HERO; - hv.fight_pos=fight_pos hv.type = hero.type; - hv.box_group = box_group; + hv.box_group = BoxSet.HERO; hv.hero_uuid= uuid; hv.hero_name= hero.name; hv.speed =hv.ospeed = hero.speed; hv.dis = hero.dis; - hv.hp= hv.hp_max =hero.hp+info.hp; - hv.ap = hero.ap+info.ap; - hv.lv=info.lv+1 hv.cd = hero.a_cd - hv.hp_up=hero.hp_up + hv.hp= hv.hp_max =hero.hp+info.hp + hv.ap = hero.ap+info.ap; + hv.crt=hero.crt+info.crt + hv.crt_d=hero.crt_d+info.crt_d + hv.dod=hero.dod+info.dod + hv.dod_no=info.dod_no + hv.crt_no=info.crt_no hv.atk_skill=hero.skills[0] - this.add(hv); - this.addComponents(FriendModelComp); - const move = this.get(BattleMoveComp); - move.direction = 1; // 向右移动 - move.targetX = 800; // 右边界' - oops.message.dispatchEvent("hero_load",this) + return hv } diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index e466fc48..89f228e8 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -5,8 +5,8 @@ import { HeroSpine } from "./HeroSpine"; import { BoxSet, FacSet } from "../common/config/BoxSet"; import { smc } from "../common/SingletonModuleComp"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; -import { SkillSet, TGroup, TType } from "../common/config/SkillSet"; -import { BuffComp } from "./BuffComp"; +import { BuffAttr, DebuffAttr, SkillSet, TGroup, TType } from "../common/config/SkillSet"; +import { BuffComp } from "./BuffComp"; import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { FightConComp } from "../map/FightConComp"; @@ -62,8 +62,11 @@ export class HeroViewComp extends CCComp { def: number = 0; //防御 vun: number = 0; //易伤 - dodge: number = 10; //闪避率 - + dod: number = 10; //闪避率 + dod_no:boolean=false; + crt:number=0; //暴击率 + crt_no:boolean=false; //暴击免疫 + crt_d:number=0; //暴击伤害 shield:number = 0; //护盾,免伤1次减1 speed: number = 100; /** 角色移动速度 */ @@ -73,14 +76,17 @@ export class HeroViewComp extends CCComp { atked_count: number = 0; atk_add_count:number=0; stop_cd: number = 0; /*停止倒计时*/ - yun_cd: number = 0; //眩晕倒计时 - ice_cd: number = 0; //冰冻倒计时 dir_y:number = 0; speek_time:number = 0; is_stop_temp:boolean = false;i Friend_alive_cd:Timer=new Timer(10) double_dead:boolean=false double_atked:boolean=false + DEBUFF_BURN: Array<{burn: number, count: number}> = [] + DEBUFF_SLOW: number = 0; + DEBUFF_FROST: number = 0; + DEBUFF_STUN: number = 0; + BUFF_DEF: Array<{def: number, count: number}> = [] private damageQueue: Array<{ damage: number, isCrit: boolean, @@ -130,12 +136,12 @@ export class HeroViewComp extends CCComp { if(this.timer.update(dt)){ // this.add_ap(10) }; - if(this.ice_cd > 0){ - this.ice_cd -=dt; + if(this.DEBUFF_FROST > 0){ + this.DEBUFF_FROST -=dt; return } - if(this.yun_cd > 0){ - this.yun_cd -=dt; + if(this.DEBUFF_STUN > 0){ + this.DEBUFF_STUN -=dt; return } this.in_stop(dt); @@ -150,7 +156,7 @@ export class HeroViewComp extends CCComp { }else if(data.fire){ this.atk_skill=6012 }else if(data.wind){ - this.atk_skill=6016 + this.atk_skill=6013 }else{ this.atk_skill=6001 } @@ -320,35 +326,147 @@ export class HeroViewComp extends CCComp { } } - do_atked(remainingDamage:number){ - this.do_atked_trigger() - if (this.shield > 0) { + add_debuff(type:number,debuff:number,count:number,){ + switch(type){ + case DebuffAttr.BURN: + this.DEBUFF_BURN.push({burn:debuff,count:count}) + break + case DebuffAttr.SLOW: + this.DEBUFF_SLOW+=debuff + break + case DebuffAttr.FROST: + this.BUFFCOMP.in_iced(debuff) + this.DEBUFF_FROST+=debuff + break + case DebuffAttr.STUN: + this.BUFFCOMP.in_yun(debuff) + this.DEBUFF_STUN+=debuff + this.is_stop=true + break + case DebuffAttr.DECD: + this.cd-=debuff + break + case DebuffAttr.DEHP: + this.hp_max-=debuff + if(this.hp-this.hp_max>0) this.hp=this.hp_max + break + case DebuffAttr.DEATK: + this.ap-=debuff + break + case DebuffAttr.DECOUNT: + this.atk_count-=debuff + if(this.atk_count<0) this.atk_count=1 + break + case DebuffAttr.BACK: + if(this.fac==FacSet.MON) { + let tx=this.node.position.x+50 + if(tx > 320) tx=320 + tween(this.node).to(0.3, { position:v3(tx,this.node.position.y,0)}).start() + } + + break + } + } + add_buff(buff:number,count:number,type:number){ + switch(type){ + case BuffAttr.DEF: + this.BUFF_DEF.push({def:buff,count:count}) + break + } + } + + do_atked(remainingDamage:number,crt:number=0,crt_d:number=0){ + this.do_atked_trigger() + + if(this.check_shield()) return + if(this.check_dodge()) return + let is_crit = this.check_crit(crt) + + if(this == null) return; + let damage = this.count_damage(remainingDamage) + if(is_crit) { + damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crt_d)/100)) + } + this.hp -= damage; + if(this.hp <= 0) { + if(this == null) return; + this.is_dead=true + this.BUFFCOMP.dead() + this.do_dead() + console.log("[HeroViewComp]:dead,fac => "+(this.fac==FacSet.HERO?"hero":"monster")) + if(this.ent == null) return; + if(this.fac ==FacSet.HERO){ + this.to_grave() + }else{ + this.ent.destroy(); + } + } + this.BUFFCOMP.update_info_hp() + this.showDamage(damage, is_crit); + + } + //伤害计算 debuff 易伤 + count_damage(remainingDamage:number){ + let damage = 0; + let Burn = 0; + let def = 0; + for(let i=0;i0){ this.shield -= 1 this.BUFFCOMP.tooltip(5,"*吸收*"); - remainingDamage = 0 if (this.shield <= 0) { if(this == null) return; this.BUFFCOMP.show_shield(false); } - }else{ - if(this == null) return; - this.hp -= remainingDamage; - if(this.hp <= 0) { - if(this == null) return; - this.is_dead=true - this.BUFFCOMP.dead() - this.do_dead() - console.log("[HeroViewComp]:dead,fac => "+(this.fac==FacSet.HERO?"hero":"monster")) - if(this.ent == null) return; - if(this.fac ==FacSet.HERO){ - this.to_grave() - }else{ - this.ent.destroy(); - } - } - this.BUFFCOMP.update_info_hp() - this.showDamage(remainingDamage, true); + return true } + return false + } + + check_dodge(){ + if(this.dod > 0){ + let random = Math.random()*100 + if(random < this.dod) { + this.BUFFCOMP.tooltip(6,"*闪避*"); + return true + } + } + return false + } + + check_crit(crt:number=0){ + if(this.crt_no) return false + if(crt > 0){ + let random = Math.random()*100 + if(random < crt) { + console.log("[HeroViewComp]:crit",crt,random) + return true + } + } + console.log("[HeroViewComp]:crit",crt) + return false } // dead(){ // this.BUFFCOMP.dead() @@ -440,7 +558,16 @@ export class HeroViewComp extends CCComp { delay: this.damageInterval }); } - + ex_show(text:string){ + switch(text){ + case "blue": + this.BUFFCOMP.max_show("max_blue") + break + case "red": + this.BUFFCOMP.max_show("max_red") + break + } + } /** 处理伤害队列 */ private processDamageQueue() { if (this.isProcessingDamage || this.damageQueue.length === 0) return; diff --git a/assets/script/game/hero/Mon.ts b/assets/script/game/hero/Mon.ts index 5e127d94..80fbce1d 100644 --- a/assets/script/game/hero/Mon.ts +++ b/assets/script/game/hero/Mon.ts @@ -67,6 +67,11 @@ export class Monster extends ecs.Entity { hv.hp= hv.hp_max =hero.hp; hv.ap = hero.ap; hv.cd = hero.a_cd + hv.crt=hero.crt + hv.crt_d=hero.crt_d + hv.dod=hero.dod + hv.dod_no=hero.dod_no + hv.crt_no=hero.crt_no hv.atk_skill=hero.skills[0] this.add(hv); } diff --git a/assets/script/game/hero/SkillConComp.ts b/assets/script/game/hero/SkillConComp.ts index 38a66f3e..af6a301a 100644 --- a/assets/script/game/hero/SkillConComp.ts +++ b/assets/script/game/hero/SkillConComp.ts @@ -11,6 +11,7 @@ import { CCComp } from 'db://oops-framework/module/common/CCComp'; import { FightConComp } from '../map/FightConComp'; import { MonModelComp } from './MonModelComp'; import { HeroModelComp } from './HeroModelComp'; +import { FightSet } from '../common/config/Mission'; const { ccclass, property } = _decorator; @ccclass('SkillCon') @@ -37,7 +38,7 @@ export class SkillConComp extends CCComp { update(dt: number) { if(!smc.mission.play||smc.mission.pause) return - this.HeroView.at += dt; + if(this.HeroView.DEBUFF_STUN <= 0) this.HeroView.at += dt; let cd = this.get_cd(this.HeroView.cd,this.HeroView) let count=this.get_count(1,this.HeroView) @@ -55,29 +56,6 @@ export class SkillConComp extends CCComp { } } - get_cd(cd:number,view:HeroViewComp){ - if(view.fac==FacSet.HERO){ - if(view.is_master){ - return cd*(100-this.FIGHTCON.hero_buff.ATK_CD+this.FIGHTCON.hero_debuff.DECD)/100 - }else{ - return cd*(100-this.FIGHTCON.friend_buff.ATK_CD+this.FIGHTCON.friend_debuff.DECD)/100 - } - }else{ - return cd*(100-this.FIGHTCON.enemy_buff.ATK_CD+this.FIGHTCON.enemy_debuff.DECD)/100 - } - } - get_count(count:number,view:HeroViewComp){ - if(view.fac==FacSet.HERO){ - if(view.is_master){ - return count+(this.FIGHTCON.hero_buff.ATK_COUNT-this.FIGHTCON.hero_debuff.DECOUNT) - }else{ - return count+(this.FIGHTCON.friend_buff.ATK_COUNT-this.FIGHTCON.friend_debuff.DECOUNT) - } - }else{ - return count+(this.FIGHTCON.enemy_buff.ATK_COUNT-this.FIGHTCON.enemy_debuff.DECOUNT) - } - - } cast_master_skill(e:string,uuid:any){ if(!this.HeroView) return if(!this.HeroView.is_master) return @@ -85,15 +63,15 @@ export class SkillConComp extends CCComp { const config = SkillSet[uuid]; this.castSkill(config,1,this.FIGHTCON.hero_buff.SKILL_DMG) } - /** 施放技能 */ - castSkill(config: typeof SkillSet[keyof typeof SkillSet],count:number=1,dmg:number=0) { + castSkill(config: typeof SkillSet[keyof typeof SkillSet],count:number=1,dmg:number=0) { // console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid); this.doSkill(config,count,dmg); } + private doSkill(config: typeof SkillSet[keyof typeof SkillSet],count:number=1,angle:number=0,dmg:number=0) { // 添加节点有效性检查 if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) { @@ -144,17 +122,22 @@ export class SkillConComp extends CCComp { dmg ); }, 300); - count-=1 - if(count>0){ - let angle=10*count + if(count > 1 && this.check_double_atk(count)){ this.scheduleOnce(()=>{ - this.doSkill(config,count,angle) - },0.1) + this.HeroView.ex_show("blue") + this.doSkill(config,1) + },0.05) } // 保存定时器ID this._timers[`skill_${config.uuid}`] = timerId; } - + check_double_atk(count:number){ + let random = Math.random()*100 + if(random < FightSet.DOUBLE_ATK_RATE*count){ + return true + } + return false + } /** 筛选最前排单位 */ @@ -202,7 +185,29 @@ export class SkillConComp extends CCComp { // console.log("clear_timer"); Object.values(this._timers).forEach(clearTimeout); } - + get_cd(cd:number,view:HeroViewComp){ + if(view.fac==FacSet.HERO){ + if(view.is_master){ + return cd*(100-this.FIGHTCON.hero_buff.ATK_CD+this.FIGHTCON.hero_debuff.DECD)/100 + }else{ + return cd*(100-this.FIGHTCON.friend_buff.ATK_CD+this.FIGHTCON.friend_debuff.DECD)/100 + } + }else{ + return cd*(100-this.FIGHTCON.enemy_buff.ATK_CD+this.FIGHTCON.enemy_debuff.DECD)/100 + } + } + get_count(count:number,view:HeroViewComp){ + if(view.fac==FacSet.HERO){ + if(view.is_master){ + return count+(this.FIGHTCON.hero_buff.ATK_COUNT-this.FIGHTCON.hero_debuff.DECOUNT) + }else{ + return count+(this.FIGHTCON.friend_buff.ATK_COUNT-this.FIGHTCON.friend_debuff.DECOUNT) + } + }else{ + return count+(this.FIGHTCON.enemy_buff.ATK_COUNT-this.FIGHTCON.enemy_debuff.DECOUNT) + } + + } reset() { this.clear_timer(); } diff --git a/assets/script/game/map/CardComp.ts b/assets/script/game/map/CardComp.ts index 674302a3..472a63d8 100644 --- a/assets/script/game/map/CardComp.ts +++ b/assets/script/game/map/CardComp.ts @@ -9,7 +9,7 @@ import { HeroModelComp } from "../hero/HeroModelComp"; import { HeroViewComp } from "../hero/HeroViewComp"; import { smc } from "../common/SingletonModuleComp"; import { HeroSkillList, SkillSet } from "../common/config/SkillSet"; -import { cardType, getRandomCardUUID, SuperCards } from "../common/config/CardSet"; +import { cardType, getRandomCardUUID, Quality, SuperCards } from "../common/config/CardSet"; import { EquipInfo } from "../common/config/Equips"; const { ccclass, property } = _decorator; @@ -105,7 +105,17 @@ export class CardComp extends CCComp { show_skill(uuid:number){ let show=this.node.getChildByName("show") - show.getChildByName("name").getComponent(Label).string=SkillSet[uuid].name + show.getChildByName("name").getChildByName("name").getComponent(Label).string=SkillSet[uuid].name + show.getChildByName("q1").active=SkillSet[uuid].quality==Quality.WHITE + show.getChildByName("q2").active=SkillSet[uuid].quality==Quality.GREEN + show.getChildByName("q3").active=SkillSet[uuid].quality==Quality.BLUE + show.getChildByName("q4").active=SkillSet[uuid].quality==Quality.PURPLE + show.getChildByName("q5").active=SkillSet[uuid].quality==Quality.ORANGE + show.getChildByName("mask").getChildByName("q1").active=SkillSet[uuid].quality==Quality.WHITE + show.getChildByName("mask").getChildByName("q2").active=SkillSet[uuid].quality==Quality.GREEN + show.getChildByName("mask").getChildByName("q3").active=SkillSet[uuid].quality==Quality.BLUE + show.getChildByName("mask").getChildByName("q4").active=SkillSet[uuid].quality==Quality.PURPLE + show.getChildByName("mask").getChildByName("q5").active=SkillSet[uuid].quality==Quality.ORANGE this.do_card_bg_show() var icon_path = "game/skills/skill_icon" resources.load(icon_path, SpriteAtlas, (err: any, atlas) => { @@ -117,15 +127,25 @@ export class CardComp extends CCComp { show_hero(uuid:number){ let show=this.node.getChildByName("show") this.do_card_bg_show() - show.getChildByName("ap").active=true - show.getChildByName("hp").active=true - show.getChildByName("name").getComponent(Label).string=HeroInfo[uuid].name - show.getChildByName("ap").getChildByName("num").getComponent(Label).string=HeroInfo[uuid].ap.toString() - show.getChildByName("hp").getChildByName("num").getComponent(Label).string=HeroInfo[uuid].hp.toString() + // show.getChildByName("ap").active=true + // show.getChildByName("hp").active=true + show.getChildByName("name").getChildByName("name").getComponent(Label).string=HeroInfo[uuid].name + // show.getChildByName("ap").getChildByName("num").getComponent(Label).string=HeroInfo[uuid].ap.toString() + // show.getChildByName("hp").getChildByName("num").getComponent(Label).string=HeroInfo[uuid].hp.toString() // show.getChildByName("type").getChildByName("war").active=HeroInfo[uuid].type==0 // show.getChildByName("type").getChildByName("bow").active=HeroInfo[uuid].type==1 // show.getChildByName("type").getChildByName("mag").active=HeroInfo[uuid].type==2 // show.getChildByName("lv").getChildByName("num").getComponent(Label).string=HeroInfo[uuid].lv.toString() + show.getChildByName("q1").active=HeroInfo[uuid].quality==Quality.WHITE + show.getChildByName("q2").active=HeroInfo[uuid].quality==Quality.GREEN + show.getChildByName("q3").active=HeroInfo[uuid].quality==Quality.BLUE + show.getChildByName("q4").active=HeroInfo[uuid].quality==Quality.PURPLE + show.getChildByName("q5").active=HeroInfo[uuid].quality==Quality.ORANGE + show.getChildByName("mask").getChildByName("q1").active=HeroInfo[uuid].quality==Quality.WHITE + show.getChildByName("mask").getChildByName("q2").active=HeroInfo[uuid].quality==Quality.GREEN + show.getChildByName("mask").getChildByName("q3").active=HeroInfo[uuid].quality==Quality.BLUE + show.getChildByName("mask").getChildByName("q4").active=HeroInfo[uuid].quality==Quality.PURPLE + show.getChildByName("mask").getChildByName("q5").active=HeroInfo[uuid].quality==Quality.ORANGE var icon_path = "game/heros/herois" resources.load(icon_path, SpriteAtlas, (err: any, atlas) => { const sprite = show.getChildByName("mask").getChildByName("hero").getComponent(Sprite); @@ -137,7 +157,17 @@ export class CardComp extends CCComp { show_equip(uuid:number){ let show=this.node.getChildByName("show") this.do_card_bg_show() - show.getChildByName("name").getComponent(Label).string=EquipInfo[uuid].name + show.getChildByName("q1").active=EquipInfo[uuid].quality==Quality.WHITE + show.getChildByName("q2").active=EquipInfo[uuid].quality==Quality.GREEN + show.getChildByName("q3").active=EquipInfo[uuid].quality==Quality.BLUE + show.getChildByName("q4").active=EquipInfo[uuid].quality==Quality.PURPLE + show.getChildByName("q5").active=EquipInfo[uuid].quality==Quality.ORANGE + show.getChildByName("mask").getChildByName("q1").active=EquipInfo[uuid].quality==Quality.WHITE + show.getChildByName("mask").getChildByName("q2").active=EquipInfo[uuid].quality==Quality.GREEN + show.getChildByName("mask").getChildByName("q3").active=EquipInfo[uuid].quality==Quality.BLUE + show.getChildByName("mask").getChildByName("q4").active=EquipInfo[uuid].quality==Quality.PURPLE + show.getChildByName("mask").getChildByName("q5").active=EquipInfo[uuid].quality==Quality.ORANGE + show.getChildByName("name").getChildByName("name").getComponent(Label).string=EquipInfo[uuid].name var icon_path = "game/heros/equips" resources.load(icon_path, SpriteAtlas, (err: any, atlas) => { const sprite = show.getChildByName("mask").getChildByName("equip").getComponent(Sprite); @@ -148,7 +178,19 @@ export class CardComp extends CCComp { show_func(uuid:number){ let show=this.node.getChildByName("show") this.do_card_bg_show() - show.getChildByName("name").getComponent(Label).string=SuperCards[uuid].name + show.getChildByName("q1").active=SuperCards[uuid].quality==Quality.WHITE + show.getChildByName("q2").active=SuperCards[uuid].quality==Quality.GREEN + show.getChildByName("q3").active=SuperCards[uuid].quality==Quality.BLUE + show.getChildByName("q4").active=SuperCards[uuid].quality==Quality.PURPLE + show.getChildByName("q5").active=SuperCards[uuid].quality==Quality.ORANGE + show.getChildByName("mask").getChildByName("q1").active=SuperCards[uuid].quality==Quality.WHITE + show.getChildByName("mask").getChildByName("q2").active=SuperCards[uuid].quality==Quality.GREEN + show.getChildByName("mask").getChildByName("q3").active=SuperCards[uuid].quality==Quality.BLUE + show.getChildByName("mask").getChildByName("q4").active=SuperCards[uuid].quality==Quality.PURPLE + show.getChildByName("mask").getChildByName("q5").active=SuperCards[uuid].quality==Quality.ORANGE + show.getChildByName("name").getChildByName("name").getComponent(Label).string=SuperCards[uuid].name + + var icon_path = "game/heros/cards" resources.load(icon_path, SpriteAtlas, (err: any, atlas) => { const sprite = show.getChildByName("mask").getChildByName("func").getComponent(Sprite); @@ -162,32 +204,24 @@ export class CardComp extends CCComp { show.getChildByName("ap").active=false show.getChildByName("hp").active=false show.getChildByName("mask").getChildByName("skill").active=false - show.getChildByName("mask").getChildByName("s_bg").active=false show.getChildByName("mask").getChildByName("equip").active=false - show.getChildByName("mask").getChildByName("e_bg").active=false show.getChildByName("mask").getChildByName("hero").active=false - show.getChildByName("mask").getChildByName("h_bg").active=false show.getChildByName("mask").getChildByName("func").active=false - show.getChildByName("mask").getChildByName("f_bg").active=false switch(this.c_type){ case cardType.HERO: show.getChildByName("mask").getChildByName("hero").active=true - show.getChildByName("mask").getChildByName("h_bg").active=true show.getChildByName("type").getChildByName("name").getComponent(Label).string="英雄" break case cardType.SKILL: show.getChildByName("mask").getChildByName("skill").active=true - show.getChildByName("mask").getChildByName("s_bg").active=true show.getChildByName("type").getChildByName("name").getComponent(Label).string="技能" break case cardType.EQUIP: show.getChildByName("mask").getChildByName("equip").active=true - show.getChildByName("mask").getChildByName("e_bg").active=true show.getChildByName("type").getChildByName("name").getComponent(Label).string="装备" break case cardType.SPECIAL: show.getChildByName("mask").getChildByName("func").active=true - show.getChildByName("mask").getChildByName("f_bg").active=true show.getChildByName("type").getChildByName("name").getComponent(Label).string="特效" break } @@ -202,7 +236,7 @@ export class CardComp extends CCComp { // return "替换" // } // } - return "选择" + return "购买" } use_card(){ switch(this.c_type){ diff --git a/assets/script/game/map/CardsComp.ts b/assets/script/game/map/CardsComp.ts index 16b14310..fef5b334 100644 --- a/assets/script/game/map/CardsComp.ts +++ b/assets/script/game/map/CardsComp.ts @@ -32,13 +32,14 @@ export class CardsCompComp extends CCComp { this.on(GameEvent.HeroSkillSelect, this.addToQueue, this); this.on(GameEvent.HeroSelect, this.addToQueue, this); this.on(GameEvent.CardRefresh, this.addToQueue, this); + this.on(GameEvent.FuncSelect, this.addToQueue, this); this.on(GameEvent.MissionEnd, this.clear_cards, this); this.on(GameEvent.HeroSkillSelectEnd, this.close_cards, this); this.on(GameEvent.CardsClose, this.close_cards, this); - - this.card1=this.node.getChildByName("card1") - this.card2=this.node.getChildByName("card2") - this.card3=this.node.getChildByName("card3") + this.on(GameEvent.EquipSelect, this.addToQueue, this); + this.card1=this.node.getChildByName("cards").getChildByName("card1") + this.card2=this.node.getChildByName("cards").getChildByName("card2") + this.card3=this.node.getChildByName("cards").getChildByName("card3") // this.card4=this.node.getChildByName("card4") this.card1c=this.card1.getComponent(CardComp) this.card2c=this.card2.getComponent(CardComp) @@ -116,11 +117,15 @@ export class CardsCompComp extends CCComp { console.log("[CardsComp]:显示技能选择卡牌") this.hero_skill_select() break - case GameEvent.CardRefresh: - console.log("[CardsComp]:显示随机刷新卡牌") + case GameEvent.FuncSelect: + console.log("[CardsComp]:显示功能卡牌") this.node.getChildByName("Button").active=true this.func_select() break + case GameEvent.EquipSelect: + console.log("[CardsComp]:显示装备选择卡牌") + this.equip_select() + break } this.show() } @@ -144,8 +149,8 @@ export class CardsCompComp extends CCComp { show(){ // 设置初始状态 smc.mission.pause=true - this.node.getChildByName("Button").setPosition(v3(0, this.node.getChildByName("Button").getPosition().y, 0)) - this.node.getChildByName("top").setPosition(v3(0, this.node.getChildByName("top").getPosition().y, 0)) + // this.node.getChildByName("Button").setPosition(v3(0, this.node.getChildByName("Button").getPosition().y, 0)) + // this.node.getChildByName("top").setPosition(v3(0, this.node.getChildByName("top").getPosition().y, 0)) this.node.setPosition(v3(0, 0, 0)); this.node.setScale(v3(0, 0, 1)); diff --git a/assets/script/game/map/FightConComp.ts b/assets/script/game/map/FightConComp.ts index f3e5544a..f5872031 100644 --- a/assets/script/game/map/FightConComp.ts +++ b/assets/script/game/map/FightConComp.ts @@ -48,7 +48,7 @@ export class FightConComp extends Component { private aoe_timer: number = 0; // 技能执行计时器 private readonly AOE_INTERVAL: number = 0.4; // 执行间隔,单位秒 - aoe_pos:Vec3=new Vec3(-280,300,0) + aoe_pos:Vec3=new Vec3(-280,20,0) aoe_target_pos:Vec3=new Vec3(180,0,0) buff_pos:Vec3=new Vec3(-280,100,0) debuff_pos:Vec3=new Vec3(-280,100,0) @@ -185,9 +185,10 @@ export class FightConComp extends Component { }else{ target_pos= new Vec3(targets[0].get(HeroViewComp).node.position.x,0,0) } - + let start_pos=new Vec3(-280,50,0) + // console.log("[Skill]:node=>",start_pos) skill.load( - this.aoe_pos, + start_pos, this.node, data.s_uuid, target_pos, diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts index c6c7abca..1242f929 100644 --- a/assets/script/game/map/MissionComp.ts +++ b/assets/script/game/map/MissionComp.ts @@ -48,15 +48,42 @@ export class MissionComp extends CCComp { private on_mon_wave_update(){ smc.vmdata.mission_data.current_wave++ - console.log("[任务系统] 当前波次 :",smc.vmdata.mission_data.current_wave) - switch(smc.vmdata.mission_data.current_wave){ - case FightSet.FRIEND_WAVE_UP: + let wave=smc.vmdata.mission_data.current_wave + if(wave==FightSet.FRIEND_WAVE_UP){ + console.log("[任务系统] FRIEND_WAVE_UP 英雄选择 :",wave,FightSet.FRIEND_WAVE_UP) this.to_hero_select() - break - case 2: - break - case 3: } + if(wave==FightSet.BOSS_WAVE_UP_1){ + console.log("[任务系统] BOSS_WAVE_UP_1 装备选择 :",wave,FightSet.BOSS_WAVE_UP_1) + } + if(wave==FightSet.BOSS_WAVE_UP_2){ + console.log("[任务系统] BOSS_WAVE_UP_2 装备选择 :",wave,FightSet.BOSS_WAVE_UP_2) + } + if(wave==FightSet.BOSS_WAVE_UP_3){ + console.log("[任务系统] BOSS_WAVE_UP_3 装备选择 :",wave,FightSet.BOSS_WAVE_UP_3) + } + if(wave==FightSet.EQUIP_WAVE_UP_1){ + console.log("[任务系统] EQUIP_WAVE_UP_1 装备选择 :",wave,FightSet.EQUIP_WAVE_UP_1) + } + if(wave==FightSet.EQUIP_WAVE_UP_2){ + console.log("[任务系统] EQUIP_WAVE_UP_2 装备选择 :",wave,FightSet.EQUIP_WAVE_UP_2) + } + if(wave==FightSet.EQUIP_WAVE_UP_3){ + console.log("[任务系统] EQUIP_WAVE_UP_3 装备选择 :",wave,FightSet.EQUIP_WAVE_UP_3) + } + if(wave==FightSet.SKILL_WAVE_UP_1){ + console.log("[任务系统] SKILL_WAVE_UP_1 技能选择 :",wave,FightSet.SKILL_WAVE_UP_1) + oops.message.dispatchEvent(GameEvent.HeroSkillSelect) + } + if(wave==FightSet.SKILL_WAVE_UP_2){ + console.log("[任务系统] SKILL_WAVE_UP_2 技能选择 :",wave,FightSet.SKILL_WAVE_UP_2) + oops.message.dispatchEvent(GameEvent.HeroSkillSelect) + } + if(wave==FightSet.SKILL_WAVE_UP_3){ + console.log("[任务系统] SKILL_WAVE_UP_3 技能选择 :",wave,FightSet.SKILL_WAVE_UP_3) + oops.message.dispatchEvent(GameEvent.HeroSkillSelect) + } + } async mission_start(){ @@ -74,7 +101,7 @@ export class MissionComp extends CCComp { } to_ready(){ console.log("英雄技能选择") - oops.message.dispatchEvent(GameEvent.HeroSkillSelect) + // oops.message.dispatchEvent(GameEvent.HeroSkillSelect) } to_hero_select(){ @@ -133,7 +160,26 @@ export class MissionComp extends CCComp { mission_data.gold-=(mission_data.refresh_gold+mission_data.buff_refresh_gold) } - + call_equip_card(){ + let mission_data=smc.vmdata.mission_data + if(mission_data.gold < (mission_data.refresh_gold+mission_data.buff_refresh_gold)){ + oops.gui.toast("金币不足", false); + return + } + oops.message.dispatchEvent(GameEvent.EquipSelect) + mission_data.gold-=(mission_data.refresh_gold+mission_data.buff_refresh_gold) + + } + call_func_card(){ + let mission_data=smc.vmdata.mission_data + if(mission_data.gold < (mission_data.refresh_gold+mission_data.buff_refresh_gold)){ + oops.gui.toast("金币不足", false); + return + } + oops.message.dispatchEvent(GameEvent.FuncSelect) + mission_data.gold-=(mission_data.refresh_gold+mission_data.buff_refresh_gold) + + } private cleanComponents() { ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()}); } diff --git a/assets/script/game/map/MissionHeroComp.ts b/assets/script/game/map/MissionHeroComp.ts index 7383d35a..eccf9be7 100644 --- a/assets/script/game/map/MissionHeroComp.ts +++ b/assets/script/game/map/MissionHeroComp.ts @@ -10,6 +10,7 @@ import { HeroViewComp } from "../hero/HeroViewComp"; import { oops } from "db://oops-framework/core/Oops"; import { HeroPos } from "../common/config/heroSet"; import { FightSet } from "../common/config/Mission"; +import { FriendModelComp } from "../hero/FriendModel"; const { ccclass, property } = _decorator; /** 视图层对象 */ @@ -21,7 +22,7 @@ export class MissionHeroCompComp extends CCComp { Friend_is_dead:boolean=false current_hero_uuid:number=0 onLoad(){ - this.on(GameEvent.UseHeroCard,this.call_friend,this) + this.on(GameEvent.UseHeroCard,this.call_hero,this) this.on(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,this.change_equip_qpecial_attr,this) this.on(GameEvent.FightReady,this.fight_ready,this) @@ -113,21 +114,20 @@ export class MissionHeroCompComp extends CCComp { // } - // call_hero(event: string, args: any){ - // // this.node.getChildByName("location").active=false - // // console.log("call_hero",args) - // // let fight_pos=args - // // this.timer.reset() - // // let hero_list =HeroList - // // let x=RandomManager.instance.getRandomInt(0,hero_list.length,1) - // // // let uuid=args.uuid - // // // console.log("call_hero",uuid) - // this.addHero(args.uuid) - // } + call_hero(event: string, args: any){ + // this.node.getChildByName("location").active=false + // console.log("call_hero",args) + // let fight_pos=args + // this.timer.reset() + // let hero_list =HeroList + // let x=RandomManager.instance.getRandomInt(0,hero_list.length,1) + // // let uuid=args.uuid + // // console.log("call_hero",uuid) + this.addHero(args.uuid) + } /** 添加英雄 */ - private addHero(uuid:number=1001,freind_pos:number=0) { - console.log("call_hero addHero",uuid) + private addHero(uuid:number=1001,freind_pos:number=1) { let info:any=this.get_info_and_remove(freind_pos,uuid) // let info:any={ap:0,hp:0,lv:0} let hero = ecs.getEntity(Hero); @@ -138,27 +138,22 @@ export class MissionHeroCompComp extends CCComp { } get_info_and_remove(fight_pos:number,uuid:number){ - let info:any={ap:0,hp:0,lv:0} - let heros=ecs.query(ecs.allOf(HeroModelComp)) - for(let hero of heros){ + let info:any={ap:0,hp:0,lv:1,crt:0,crt_d:0,dod:0,dod_no:false,crt_no:false} + let heros=ecs.query(ecs.allOf(FriendModelComp)) + if(heros.length>0){ + let hero = heros[0] let hv = hero.get(HeroViewComp) - if(hv.fight_pos==fight_pos&&!hv.is_master){ - // let AP_UP_RATE = hv.hero_uuid === uuid ? FightSet.AP_UPDATE_RATE : FightSet.AP_CHANGE_RATE; - // let heroUpData = HeroUpInfo[hv.hero_uuid] || {} - // let o_ap_rate = heroUpData.ap_up_rate || 0 //被替换 升级的英雄额外被替换攻击增长比率 - // let o_ap = heroUpData.ap_up || 0 //被替换 升级的英雄额外被替换攻击增长值 - // let s_ap_rate = (HeroUpInfo[uuid] || {}).ap_up_rate || 0 //替换 升级的英雄额外替换攻击增长比率 - // let s_ap = (HeroUpInfo[uuid] || {}).ap_up || 0 //替换 升级的英雄额外替换攻击增长值 - // let o_hp_up = heroUpData.hp_up || 0 //被替换 升级的英雄额外被替换血量增长值 - // let s_hp_up = (HeroUpInfo[uuid] || {}).hp_up || 0 //替换 升级的英雄额外替换血量增长值 - // info.ap=Math.floor(hv.ap*(AP_UP_RATE+o_ap_rate+s_ap_rate)/100+o_ap+s_ap) - // info.hp=Math.floor(o_hp_up+s_hp_up) - info.ap=hv.ap - info.hp=hv.hp_max - info.lv=hv.lv - hero.destroy() - return info - } + info.ap=hv.ap + info.hp=hv.hp_max + info.lv=hv.lv + info.crt=hv.crt + info.crt_d=hv.crt_d + info.dod=hv.dod + info.dod_no=hv.dod_no + info.crt_no=hv.crt_no + hero.destroy() + return info + } return info } diff --git a/assets/script/game/skills/SkillCom.ts b/assets/script/game/skills/SkillCom.ts index e45ba9fe..1834e208 100644 --- a/assets/script/game/skills/SkillCom.ts +++ b/assets/script/game/skills/SkillCom.ts @@ -1,16 +1,18 @@ -import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math, RigidBody2D, Animation, sp} from "cc"; +import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math, RigidBody2D, Animation, sp, Tween} from "cc"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { smc } from "../common/SingletonModuleComp"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { AType, EType, RType, SkillSet } from "../common/config/SkillSet"; -import { BoxSet } from "../common/config/BoxSet"; +import { BoxSet, FacSet } from "../common/config/BoxSet"; import { HeroFac, HeroSet } from "../common/config/heroSet"; import { HeroViewComp } from "../hero/HeroViewComp"; import { BezierMove } from "../BezierMove/BezierMove"; import { FightConComp } from "../map/FightConComp"; import { MonModelComp } from "../hero/MonModelComp"; +import { FightSet } from "../common/config/Mission"; +import { HeroModelComp } from "../hero/HeroModelComp"; const { ccclass, property } = _decorator; @@ -41,10 +43,15 @@ export class SkillCom extends CCComp { distance_y:number=0; ap:number=0; FIGHTCON:FightConComp=null; + run_time:number=0; hited_time:number=0; hit_count:number=0; spine:sp.Skeleton=null; anim:Animation=null; + tweenInstance:Tween = null; + t_end_x:number=0; + caster_crt:number=0; + caster_crt_d:number=0; private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向 protected onLoad(): void { @@ -53,6 +60,8 @@ export class SkillCom extends CCComp { } start() { + + this.node.setPosition(this.startPos.x,this.startPos.y,0) if(this.node.getChildByName('anm')){ this.spine=this.node.getChildByName('anm').getComponent('sp.Skeleton') as sp.Skeleton; }else{ @@ -60,6 +69,19 @@ export class SkillCom extends CCComp { } oops.message.on(GameEvent.MissionEnd, this.doDestroy, this); this.node.active = true; + console.log("[SkillCom]:caster",this.caster) + if(this.caster.fac==FacSet.HERO){ + if(this.caster.is_master){ + this.caster_crt = this.caster.crt+this.FIGHTCON.hero_buff.CRITICAL+this.FIGHTCON.hero_debuff.CRITICAL + this.caster_crt_d = this.caster.crt_d+this.FIGHTCON.hero_buff.CRITICAL_DMG + }else{ + this.caster_crt = this.caster.crt+this.FIGHTCON.friend_buff.CRITICAL+this.FIGHTCON.hero_debuff.CRITICAL + this.caster_crt_d = this.caster.crt_d+this.FIGHTCON.friend_buff.CRITICAL_DMG + } + }else{ + this.caster_crt = this.caster.crt+this.FIGHTCON.enemy_buff.CRITICAL+this.FIGHTCON.enemy_debuff.CRITICAL + this.caster_crt_d = this.caster.crt_d+this.FIGHTCON.enemy_buff.CRITICAL_DMG + } let collider = this.getComponent(Collider2D); if(collider) { collider.group = this.group; @@ -71,22 +93,21 @@ export class SkillCom extends CCComp { this.node.angle +=10 let bm=this.node.getComponent(BezierMove) // bm.speed=700 - if(this.group==BoxSet.MONSTER) bm.controlPointSide=-1 - if(SkillSet[this.s_uuid].RType==RType.linear) bm.controlPointOffset=0 - + if(this.group==BoxSet.MONSTER) bm.controlPointSide=-1 bm.moveTo(this.targetPos) break; case AType.linear: - let tx =400 - if(this.group==BoxSet.MONSTER){ - tx=-400 - this.node.scale=v3(this.node.scale.x*-1,1,1) - } - tween(this.node).to(1, { position:v3(tx,this.node.position.y,0)},{ - onComplete: (target?: object) => { - this.node.setPosition(tx,this.node.position.y-300,0) - } - }).start() + // this.distance_x=SkillSet[this.s_uuid].in*this.speed + // this.t_end_x =400 + // if(this.group==BoxSet.MONSTER){ + // this.t_end_x=-400 + // this.node.scale=v3(this.node.scale.x*-1,1,1) + // } + // this.tweenInstance = tween(this.node).to(SkillSet[this.s_uuid].in, { position:v3(this.t_end_x,this.node.position.y,0)},{ + // onComplete: (target?: object) => { + // // this.node.setPosition(tx,this.node.position.y-300,0) + // } + // }).start() break; case AType.fixedStart: @@ -95,15 +116,15 @@ export class SkillCom extends CCComp { this.node.setPosition(this.targetPos.x,this.targetPos.y,0) if(this.node.getComponent(Animation)){ let anim = this.node.getComponent(Animation); - console.log("has anim",anim) - anim.on(Animation.EventType.FINISHED, this.onAnimationFinishedToDestroy, this); + console.log("[SkillCom]:has anim",anim) + anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this); } if(this.node.getChildByName('anm')){ if(this.node.getChildByName('anm').getComponent('sp.Skeleton')){ - console.log("has spine",this.spine) + console.log("[SkillCom]:has spine",this.spine) this.spine.setCompleteListener((trackEntry) => { - this.onAnimationFinishedToDestroy() - console.log("[track %s][animation %s] complete: %s", trackEntry.trackIndex); + this.onAnimationFinished() + console.log("[SkillCom]:[track %s][animation %s] complete: %s", trackEntry.trackIndex); }); } } @@ -112,55 +133,56 @@ export class SkillCom extends CCComp { } - onAnimationFinishedToDestroy(){ + + + onAnimationFinished(){ + if(SkillSet[this.s_uuid].EType==EType.timeEnd) return this.is_destroy=true } - onAnimationFinished(){ + //范围伤害 + range_damage(){ this.hit_count++ - let remainingDamage = this.ap; - remainingDamage=remainingDamage*(100-this.FIGHTCON.enemy_buff.DEF+this.FIGHTCON.enemy_debuff.BURN)/100 let enemys=ecs.query(ecs.allOf(MonModelComp)) - console.log("onAnimationFinished",enemys) - + if(this.fac==FacSet.MON) enemys=ecs.query(ecs.allOf(HeroModelComp)) enemys.forEach(entity => { let view=entity.get(HeroViewComp) if(view){ let dis =Math.abs(this.node.position.x-view.node.position.x) if(dis > SkillSet[this.s_uuid].with) return - view.do_atked(remainingDamage) + view.do_atked(this.ap,this.caster_crt,this.caster_crt_d) } }); - } - onBeginContact (seCol: Collider2D, oCol: Collider2D) { + //单体伤害 + single_damage(target:HeroViewComp,crt:number=0,crt_d:number=0){ + this.hit_count++ + console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit) + if(this.hit_count>=SkillSet[this.s_uuid].hit) this.is_destroy=true // 技能命中次数 + if(target == null) return; + target.do_atked(this.ap,crt,crt_d) + if(SkillSet[this.s_uuid].debuff>0){ + target.add_debuff(SkillSet[this.s_uuid].debuff,SkillSet[this.s_uuid].deV,SkillSet[this.s_uuid].deC) + } + } + + onBeginContact (seCol: Collider2D, oCol: Collider2D) { // console.log(this.scale+"碰撞开始 ",seCol,oCol); let target = oCol.getComponent(HeroViewComp) - let caster = seCol.getComponent(HeroViewComp) if(oCol.group!=this.group){ if(target == null) return; - let remainingDamage = this.ap; - if(target.fac == BoxSet.HERO ){ - remainingDamage=remainingDamage*(100-this.FIGHTCON.hero_buff.DEF+this.FIGHTCON.hero_debuff.BURN)/100 - } - if(target.fac == BoxSet.MONSTER){ - remainingDamage=remainingDamage*(100-this.FIGHTCON.enemy_buff.DEF+this.FIGHTCON.enemy_debuff.BURN)/100 - } - target.do_atked(remainingDamage) - this.ent.destroy() + this.single_damage(target,this.caster_crt,this.caster_crt_d) + // this.ent.destroy() } - } - + } + - - - private startLinearMove(dt: number) { if (!this.speed || this.is_destroy) return; // 使用角度方向移动 - const newX = this.node.position.x + this.distance_x * dt; - const newY = this.node.position.y + this.distance_y * dt; - this.node.setPosition(newX, newY, this.node.position.z); + const newX = this.node.position.x + this.speed * dt; + const newY = this.node.position.y; + this.node.setPosition(newX, this.node.position.y, this.node.position.z); // 检查是否超出边界 if (newX < -400 || newX > 400) { @@ -169,10 +191,6 @@ export class SkillCom extends CCComp { } - to_console(value:any,value2:any=null,value3:any=null){ - console.log("["+this.s_name+this.s_uuid+"]:",value,value2,value3) - } - update(deltaTime: number) { let config=SkillSet[this.s_uuid] if(smc.mission.pause) { @@ -183,14 +201,24 @@ export class SkillCom extends CCComp { if(this.anim) this.anim.resume() if(this.spine) this.spine.paused=false if (!this.node || !this.node.isValid) return; - this.hited_time+=deltaTime - if(this.hited_time>config.hited&&this.AType==AType.fixedEnd&&this.hit_count == 0){ - this.hited_time=0 - this.onAnimationFinished() + if(config.EType==EType.timeEnd){ + this.run_time+=deltaTime + if(this.run_time>config.in){ + console.log("[SkillCom]: timeEnd destroy",this.s_uuid,this.run_time) + this.is_destroy=true + } } - // if(this.AType == AType.linear) this.startLinearMove(deltaTime); + //范围伤害 + this.hited_time+=deltaTime + if(this.hited_time>config.hited&&this.hit_count == 0&&(config.EType==EType.animationEnd||config.EType==EType.timeEnd)){ + this.hited_time=0 + this.range_damage() + } + //直线移动 + if(this.AType == AType.linear) this.startLinearMove(deltaTime); this.toDestroy(); } + toDestroy() { if(this.is_destroy){ if (this.ent) { @@ -204,9 +232,13 @@ export class SkillCom extends CCComp { } } doDestroy(){ - // console.log("doDestroy") + // console.log("[SkillCom]:doDestroy") this.is_destroy=true } + to_console(value:any,value2:any=null,value3:any=null){ + console.log("[SkillCom]:["+this.s_name+this.s_uuid+"]:",value,value2,value3) + } + /** 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 */ reset() { this.is_destroy = false; diff --git a/assets/script/game/skills/TooltipCom.ts b/assets/script/game/skills/TooltipCom.ts index 3054e538..5804ceb9 100644 --- a/assets/script/game/skills/TooltipCom.ts +++ b/assets/script/game/skills/TooltipCom.ts @@ -26,6 +26,7 @@ export class TooltipCom extends CCComp { start() { switch(this.stype){ case 1: + this.node.setPosition(v3(this.node.position.x,this.node.position.y-50)) this.node.setSiblingIndex(100); this.node.getChildByName("loss_life").getChildByName("hp").getComponent(Label).string = this.value; this.node.getChildByName("loss_life").active=true; @@ -42,6 +43,7 @@ export class TooltipCom extends CCComp { },0.5) break case 4: + this.node.setPosition(v3(this.node.position.x,this.node.position.y-50)) this.node.setSiblingIndex(200); this.node.getChildByName("bloss").getChildByName("hp").getComponent(Label).string = this.value; this.node.getChildByName("bloss").active=true; diff --git a/assets/script/todo.md b/assets/script/todo.md index 4db252b8..028227e6 100644 --- a/assets/script/todo.md +++ b/assets/script/todo.md @@ -20,17 +20,67 @@ - [x] 每攻击n次 加伙伴ap - [x] 每攻击n次后 增加1金币 - [x] 死亡 , 被攻击触发 2次 - +- [x] 暴击闪避 加入 - [ ] 卡牌设定,卡牌icon - [ ] 清理技能动画 及设置 - [ ] 伙伴特殊技能设定 - [ ] 技能需要重新设计 +- [x] debuff 设定 易伤 为次数和伤害累加 +- [ ] 冰冻 眩晕 功能更新 还需要检验 +- [ ] 分按钮三选一, 装备, 功能卡, 副将和技能,特殊情况下 触发更换和获取 +- [ ] 修改 发现都是1金币,加白色0金币 绿色+1金币,蓝色+2金币 +- [ ] 刷新免费1回合,看广告 再刷新一回 +- [ ] 广告拿紫色品质, 各品质装备 属性相差20% ,紫色品质 一定几率出现,出现后 10秒后消失 +- [ ] 装备设定,借助AI +- [ ] 添加玩家自主 激活额外boss 按钮,额外boss 有特殊事件 - [ ] -- [ ] -- [ ] -- [ ] -- [ ] -- [ ] -- [ ] -- [ ] -- [ ] + + + + + +波数 升级 获取装备的等级 + + +# 装备系统三维度分层模型 + +## 1. 核心分层维度 +| 维度 | 作用域 | 设计目标 | 玩家感知重点 | +|------------------|----------------|---------------------------|---------------------| +| ​**基础值**​ | 单件装备 | 定义初始强度基准 | "这件装备基础怎么样" | +| ​**品质系数**​ | 装备品质(白→紫)| 决定特效能力与成长潜力 | "颜色代表特殊能力" | +| ​**等级成长系数**​ | 装备升级过程 | 强化基础值+特效 | "升级后的蜕变效果" | + +## 2. 品质维度设计(按颜色分级) + +| 品质 | 攻击基础值 | 品质系数 | 独有特效 | 成长潜力 | +|------|------------|----------|------------------------|----------| +| ​**白**​ | 80% | 0% | 无 | ★☆☆ | +| ​**绿**​ | 85% | +5% | 低阶特效(减速5%) | ★★☆ | +| ​**蓝**​ | 90% | +15% | 中阶特效(溅射10%) | ★★★ | +| ​**紫**​ | 95% | +30% | 高阶特效(吸血15%) | ★★★★ | + +> ✅ 品质核心规则: +> 1. 同等级下品质越高→**基础值+品质系数越高**​ +> 2. 品质决定**特效类型与强度**​ + +## 3. 等级维度设计(可升级3次) + +| 等级 | 成长系数 | 对基础值影响 | 对特效影响 | 升级成本(金币) | +|------|----------|--------------|------------------------|----------------| +| ​**1级**​ | 0% | 基准值 | 基准特效强度 | - | +| ​**2级**​ | +10% | +10%基础值 | 特效强度+20% | 10/15/25/40* | +| ​**3级**​ | +21% | +21%基础值 | 特效强度+42% | 20/30/50/80* | + +`*成本顺序:白/绿/蓝/紫装` +> ✅ 升级核心规则: +> 1. 升级**同时强化基础属性与特效**​ +> 2. 高品质装备升级收益**更高**​ + +--- + +## 4. 三维综合计算规则 + +### 总攻击力公式: +```math +总攻击 = 基础值 \times (1 + 品质系数) \times (1 + \ No newline at end of file