召唤师技能完成

This commit is contained in:
2025-01-16 20:53:52 +08:00
parent 6dc489a362
commit 65b03af516
6 changed files with 583 additions and 602 deletions

File diff suppressed because it is too large Load Diff

View File

@@ -35,7 +35,7 @@ export class Hero extends ecs.Entity {
}
/** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_hero:boolean=true) {
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_call:boolean=false,lv:number=1) {
scale = 1
let box_group=BoxSet.HERO
this.addComponents<ecs.Comp>( HeroModelComp);
@@ -47,16 +47,18 @@ export class Hero extends ecs.Entity {
node.parent = scene.entityLayer!.node!
node.setPosition(pos)
this.hero_init(uuid,node,scale,box_group)
this.hero_init(uuid,node,scale,box_group,is_call,lv)
oops.message.dispatchEvent("hero_load",this)
}
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO){
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_call:boolean=false,lv:number=1){
var hv = node.getComponent(HeroViewComp)!;
// console.log("hero_init",buff)
let hero= HeroInfo[uuid] // 共用英雄数据
let talent= smc.vmdata.talent //角色英雄数据
let role =smc.heros[uuid]
if(is_call){
role={slv:0,lv:lv}
}
let talents=Talents;
hv.scale = scale;
hv.box_group = box_group;

View File

@@ -22,7 +22,7 @@ export class Skill extends ecs.Entity {
super.destroy();
}
load(pos: Vec3 = Vec3.ZERO,group:number,parent:Node,uuid:number=1001,
ap:number =10,t_pos:Vec3 = null,is_crit:boolean=false,crit_add:number=0,hp:number=0)
ap:number =10,t_pos:Vec3 = null,is_crit:boolean=false,crit_add:number=0,hp:number=0,lv:number=1)
{
var path = "game/skills/"+SkillSet[uuid].sp_name;
var prefab: Prefab = oops.res.get(path, Prefab)!;
@@ -49,6 +49,7 @@ export class Skill extends ecs.Entity {
sv.s_uuid = uuid;
sv.s_name = SkillSet[uuid].name;
sv.hero = SkillSet[uuid].hero;
sv.lv=lv
sv.ap = ap*SkillSet[uuid].ap/100; // 技能伤害
sv.def = ap*SkillSet[uuid].def/100; // 技能伤害
sv.apup = ap*SkillSet[uuid].apup/100; // 伤害增量

View File

@@ -21,6 +21,7 @@ export class SkillCom extends CCComp {
hero:number = 0;
speed:number = 200;
scale:number = 1;
lv:number = 1;
ap:number = 10;
def:number = 10;
apup:number = 0;//

View File

@@ -14,73 +14,29 @@ const { ccclass, property } = _decorator;
export class ZhanCom extends Component {
base:SkillCom = null
start() {
console.log("ZhanCom:",this.base)
this.base =this.node.getComponent(SkillCom)
let pos = this.node.position
let hero:any=null
var path = "game/skills/dead";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.parent = this.node.parent;
node.setPosition(pos);
if(this.base.box_group==BoxSet.HERO) {
hero = ecs.getEntity<Hero>(Hero);
let scale = 1
hero.load(pos,scale,this.base.hero);
hero.load(pos,scale,this.base.hero,true,this.base.lv);
}
if(this.base.box_group==BoxSet.MONSTER) {
hero = ecs.getEntity<Monster>(Monster);
}
if(this.base.box_group==BoxSet.MONSTER) hero = ecs.getEntity<Monster>(Monster);
}
update(deltaTime: number) {
}
call_hero() {
let scale = 1
let box_group=BoxSet.HERO
var path = "game/heros/"+HeroInfo[this.base.hero].path;
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
var scene = smc.map.MapView.scene;
node.parent = scene.entityLayer!.node!
node.setPosition(this.node.position)
oops.message.dispatchEvent("hero_load",this)
var hv = node.getComponent(HeroViewComp)!;
// console.log("hero_init",buff)
let hero= HeroInfo[this.base.hero] // 共用英雄数据数据
hv.scale = scale;
hv.box_group = box_group;
hv.hero_uuid= this.base.hero;
hv.hero_name= hero.name;
hv.speed =hv.ospeed = hero.speed;
hv.dis = hero.dis;
hv.pw = hero.pw;
hv.pwm= hero.pwm;
hv.pws= hero.pws
hv.apw=hero.apw;
hv.uapw=hero.uapw;
hv.cpw=hero.cpw;
hv.dpw=hero.dpw;
hv.dopw=hero.dopw;
hv.type = hero.type;
let slv = hv.slv = 1;
hv.sk1 = hero.sk1[slv];
hv.sk2 = hero.sk2[slv];
hv.sk3 = hero.sk3[slv];
hv.akc = hero.akc[slv];
hv.uac = hero.uac[slv];
hv.crc = hero.crc[slv];
hv.dgc = hero.dgc[slv];
hv.akr = hero.akr[slv];
hv.uar = hero.uar[slv];
hv.crr = hero.crr[slv];
hv.dgr = hero.dgr[slv];
hv.rhp_max=this.base.hp
hv.ap = this.base.ap
hv.def=this.base.def
hv.cd = hero.a_cd
hv.crit = hero.crit; //暴击率
hv.crit_add = hero.crit_add;//暴击伤害加成
hv.dodge = hero.dodge; //闪避率
hv.aexp=hero.aexp;
hv.uaexp=hero.uaexp;
hv.cexp=hero.cexp
hv.doexp=hero.doexp
hv.dexp=hero.dexp;
}
}
}