引导系统基本完成,开始制作 引导步骤
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@@ -13,8 +13,9 @@ import { EquipSpecialAttr } from "../common/config/Equips";
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import { FightSet, getExpDrops, getStoneDrops, TooltipTypes } from "../common/config/Mission";
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import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
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import { EnhancementType } from "../common/config/LevelUp";
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import { MonsterDropManager } from "../common/config/Items";
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import { Items, MonsterDropManager } from "../common/config/Items";
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import { HeroInfo } from "../common/config/heroSet";
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import { finishCurrGuide, GuideConfig, startGuide } from "../common/config/Guide";
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const { ccclass, property } = _decorator;
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@@ -124,7 +125,6 @@ export class HeroViewComp extends CCComp {
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onLoad() {
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this.as = this.getComponent(HeroSpine);
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//console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
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this.on(GameEvent.HeroLvUp,this.to_update_lv,this)
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this.on(GameEvent.FightEnd,this.do_fight_end,this)
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const collider = this.node.getComponent(BoxCollider2D);
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this.scheduleOnce(()=>{
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@@ -273,13 +273,18 @@ export class HeroViewComp extends CCComp {
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}
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do_drop(){
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let drop_item=MonsterDropManager.calculateMonsterDrops(this.hero_uuid,smc.data.mission,1)
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startGuide(2)
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this.scheduleOnce(()=>{
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if(smc.guides[2]==0&&smc.current_guide==2&&smc.guides[1]==1) {
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drop_item.push({item_uuid:Items[1008].uuid,count:20})
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}
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},0.1)
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let {exp,gold,diamond}=MonsterDropManager.calculateBaseResourceDrops(HeroInfo[this.hero_uuid].quality,smc.data.mission,this.BUFFS.length)
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oops.message.dispatchEvent(GameEvent.MonDead,{mon_uuid:this.hero_uuid,drops:drop_item,game_data:{exp:exp, gold:gold, diamond:diamond}})
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if(drop_item.length>0){
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for(let i=0;i<drop_item.length;i++){
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let d_item=drop_item[i]
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smc.addItem(d_item.item_uuid,d_item.count)
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}
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}
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if(exp>0){
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@@ -583,16 +588,6 @@ export class HeroViewComp extends CCComp {
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}
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to_update_lv(event:string,data:any){
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if(this.fac==FacSet.MON) return
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// console.log("[HeroViewComp]:升级",this.BUFFCOMP)
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if(this.hero_uuid!=data.uuid) return
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this.apply_buff(BuffAttr.HP_MAX,data.hp)
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this.apply_buff(BuffAttr.AP,data.ap)
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this.BUFFCOMP.lv_up()
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// this.BUFFCOMP.tooltip(TooltipTypes.lvup)
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}
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/** 显示伤害数字 */
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showDamage(damage: number, isCrit: boolean,anm:string="atked") {
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