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This commit is contained in:
@@ -91,12 +91,12 @@ export class SingletonModuleComp extends ecs.Comp {
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hero:{
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atk:1,
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atk_cd:1,
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hp:0,
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hp:1,
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},
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role:{
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atk:1,
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atk_cd:1,
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hp:0,
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hp:1,
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}
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},
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role:{
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@@ -1,31 +1,31 @@
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export const HeroSet = {
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9001: {
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uuid: 9001, path: "k3", type: 1, level: 1,cost:2, name: "骑士", atk: 4, hp: 60, atk_dis: 40, atk_cd: 1, power: 0, power_max: 20, speed: 40,
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uuid: 9001, path: "k3", type: 1, level: 1,cost:2, name: "骑士", atk: 10, hp: 100, atk_dis: 40, atk_cd: 1, power: 0, power_max: 20, speed: 40,
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max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 2002, word: "守护", info: "自身护盾", atktype: 1,
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},
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9002: {
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uuid: 9002, path: "k1", type: 1, level: 1,cost:2, name: "战士", atk: 8, hp: 30, atk_dis: 40, atk_cd: 1, power: 0, power_max: 20, speed: 40,
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uuid: 9002, path: "k1", type: 1, level: 1,cost:2, name: "战士", atk: 20, hp: 50, atk_dis: 40, atk_cd: 1, power: 0, power_max: 20, speed: 40,
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max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 2003, word: "守护", info: "自身护盾", atktype: 1,
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},
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9011: {
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uuid: 9004, path: "m1", type: 3, level: 1,cost:2, name: "冰法", atk: 15, hp: 20, atk_dis: 260, atk_cd: 2.5, power: 0, power_max: 20, speed: 30,
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uuid: 9004, path: "m1", type: 3, level: 1,cost:2, name: "冰法", atk: 25, hp: 50, atk_dis: 260, atk_cd: 2.5, power: 0, power_max: 20, speed: 30,
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max_skill: "寒冰箭", skill_uuid: 9002, max_skill_uuid: 1002, word: "守护", info: "自身护盾", atktype: 1,
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},
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9021: {
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uuid: 9006, path: "m3", type: 3, level: 1,cost:2, name: "火法", atk: 10, hp: 20, atk_dis: 260, atk_cd: 2, power: 0, power_max: 20, speed: 30,
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uuid: 9006, path: "m3", type: 3, level: 1,cost:2, name: "火法", atk: 20, hp: 50, atk_dis: 260, atk_cd: 2, power: 0, power_max: 20, speed: 30,
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max_skill: "火球术", skill_uuid: 9002, max_skill_uuid: 1001, word: "守护", info: "自身护盾", atktype: 2
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},
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9031: {
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uuid: 9005, path: "m2", type: 3, level: 1,cost:2, name: "牧师", atk: 3, hp: 20, atk_dis: 260, atk_cd: 2, power: 15, power_max: 20, speed: 30,
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uuid: 9005, path: "m2", type: 3, level: 1,cost:2, name: "牧师", atk: 10, hp: 50, atk_dis: 260, atk_cd: 2, power: 1, power_max: 1, speed: 30,
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max_skill: "治愈术", skill_uuid: 9002, max_skill_uuid: 2001, word: "守护", info: "自身护盾", atktype: 2
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},
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9041: {
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uuid: 9009, path: "arc1", type: 2, level: 1,cost:2, name: "弓箭手", atk: 5, hp: 30, atk_dis: 200, atk_cd: 1.5, power: 0, power_max: 20, speed: 30,
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uuid: 9009, path: "arc1", type: 2, level: 1,cost:2, name: "弓箭手", atk: 15, hp: 50, atk_dis: 200, atk_cd: 1.5, power: 0, power_max: 20, speed: 30,
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max_skill: "精准射击", skill_uuid: 9003, max_skill_uuid: 1003, word: "狂暴", info: "全体攻击", atktype: 2
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},
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@@ -34,34 +34,34 @@ export const HeroSet = {
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export const MonSet = {
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1011: {
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uuid: 1011, path: "orc1", type: 1, level: 1,cost:2, name: "森林兽人", atk: 8, hp: 30, atk_dis: 40, atk_cd: 2, power: 0, power_max: 20, speed: 30,
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uuid: 1011, path: "orc1", type: 1, level: 1,cost:2, name: "森林兽人", atk: 10, hp: 100, atk_dis: 40, atk_cd: 2, power: 0, power_max: 20, speed: 30,
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max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 0, word: "守护", info: "自身护盾", atktype: 1
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},
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1012: {
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uuid: 1012, path: "orc2", type: 1, level: 1,cost:2, name: "荒野兽人", atk: 8, hp: 40, atk_dis: 40, atk_cd: 2, power: 0, power_max: 20, speed: 30,
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uuid: 1012, path: "orc2", type: 1, level: 1,cost:2, name: "荒野兽人", atk: 15, hp: 100, atk_dis: 40, atk_cd: 2, power: 0, power_max: 20, speed: 30,
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max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 0, word: "守护", info: "自身护盾", atktype: 1
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},
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1013: {
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uuid: 1013, path: "orc3", type: 1, level: 1,cost:2, name: "兽人战士", atk: 8, hp: 60, atk_dis: 40, atk_cd: 2, power: 0, power_max: 20, speed: 30,
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uuid: 1013, path: "orc3", type: 1, level: 1,cost:2, name: "兽人战士", atk: 20, hp: 100, atk_dis: 40, atk_cd: 2, power: 0, power_max: 20, speed: 30,
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max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 0, word: "守护", info: "自身护盾", atktype: 1
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},
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1031: {
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uuid: 1031, path: "du1", type: 1, level: 1,cost:2, name: "独眼巨人", atk: 4, hp: 50, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1031, path: "du1", type: 1, level: 1,cost:2, name: "独眼巨人", atk: 10, hp: 100, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 0, word: "守护", info: "自身护盾", atktype: 1
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},
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1032: {
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uuid: 1032, path: "du2", type: 1, level: 1,cost:2, name: "狂暴独眼", atk: 5, hp: 60, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1032, path: "du2", type: 1, level: 1,cost:2, name: "狂暴独眼", atk: 15, hp: 100, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 0, word: "守护", info: "自身护盾", atktype: 1
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},
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1033: {
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uuid: 1033, path: "du3", type: 1, level: 1,cost:2, name: "独眼首领", atk: 6, hp: 100, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1033, path: "du3", type: 1, level: 1,cost:2, name: "独眼首领", atk: 20, hp: 100, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 0, word: "守护", info: "自身护盾", atktype: 1
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},
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5001: {
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uuid: 5001, path: "boss1", type: 1, level: 1,cost:2, name: "骷髅王", atk: 20, hp: 1000, atk_dis: 200, atk_cd: 2, power: 0, power_max: 10, speed: 7,
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uuid: 5001, path: "boss1", type: 1, level: 1,cost:2, name: "骷髅王", atk: 30, hp: 1000, atk_dis: 200, atk_cd: 2, power: 0, power_max: 10, speed: 7,
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max_skill: "精准打击", skill_uuid: 1001, max_skill_uuid: 1002, word: "守护", info: "自身护盾", atktype: 1
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},
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@@ -62,14 +62,14 @@ export class Hero extends ecs.Entity {
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hv.speed =hv.ospeed = hero_set.speed;
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hv.hero_uuid= uuid;
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hv.hero_name= hero_set.name;
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hv.hp= hv.hp_max = hero_set.hp*(1+smc.vm_data.talent[11].bonus*smc.vm_data.talent[11].lv)*smc.vm_data.mission.hero.hp;
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hv.level = hero_set.level;
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hv.atk = hero_set.atk*(1+smc.vm_data.talent[12].bonus*smc.vm_data.talent[12].lv);
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hv.hp= hv.hp_max =Math.floor(hero_set.hp*(1+smc.vm_data.talent[11].bonus*smc.vm_data.talent[11].lv)*smc.vm_data.mission.hero.hp);
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hv.atk = Math.floor(hero_set.atk*(1+smc.vm_data.talent[12].bonus*smc.vm_data.talent[12].lv))
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hv.atk_cd = hero_set.atk_cd*(1-smc.vm_data.talent[13].bonus*smc.vm_data.talent[13].lv);
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hv.st_boncus=1+smc.vm_data.talent[15].bonus*smc.vm_data.talent[15].lv;
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hv.s_boncus=1+smc.vm_data.talent[16].bonus*smc.vm_data.talent[16].lv;
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hv.atk_dis = hero_set.atk_dis;
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hv.power = hero_set.power;
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hv.level = hero_set.level;
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hv.power_max= hero_set.power_max*(1-smc.vm_data.talent[14].bonus*smc.vm_data.talent[14].lv);;
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hv.type = hero_set.type;
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hv.skill_uuid = hero_set.skill_uuid;
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@@ -288,7 +288,8 @@ export class HeroViewComp extends CCComp {
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shoot_enemy(skill_uuid:number,y:number=0,x:number=0){
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// console.log("mon shoot_enemy");
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let skill = ecs.getEntity<Skill>(Skill);
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let atk = smc.skills[skill_uuid].atk+this.atk*smc.vm_data.mission.hero.atk+this.buff_atk;
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let increase_atk=Math.floor(this.atk*smc.vm_data.mission.hero.atk)
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let atk = smc.skills[skill_uuid].atk+this.buff_atk+increase_atk;
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let {pos,t_pos}=this.get_enemy_pos()
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pos.y=pos.y + y
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@@ -302,13 +303,16 @@ export class HeroViewComp extends CCComp {
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let {pos,t_pos}=this.get_hero_pos(hero)
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skill.load(pos,BoxSet.HERO,this.node,this.max_skill_uuid,atk,t_pos);
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if(smc.skills[s_uuid].hp > 0){ //buff加血
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hero.HeroView.add_hp(smc.skills[s_uuid].hp*this.atk*this.s_boncus*smc.vm_data.mission.hero.atk)
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let increase_hp=Math.floor(smc.skills[s_uuid].hp*this.atk*this.s_boncus*smc.vm_data.mission.hero.atk)
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hero.HeroView.add_hp(increase_hp)
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}
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if(smc.skills[s_uuid].atk > 0){ //buff加攻击
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hero.HeroView.add_atk(smc.skills[s_uuid].atk*this.atk*this.s_boncus*smc.vm_data.mission.hero.atk,smc.skills[s_uuid].bsd*this.st_boncus)
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let increase_atk=Math.floor(smc.skills[s_uuid].atk*this.atk*this.s_boncus*smc.vm_data.mission.hero.atk)
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hero.HeroView.add_atk(increase_atk,smc.skills[s_uuid].bsd*this.st_boncus)
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}
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if(smc.skills[s_uuid].shield > 0){ //buff护盾
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hero.HeroView.add_shield(smc.skills[s_uuid].shield*this.atk*this.s_boncus*smc.vm_data.mission.hero.atk,smc.skills[s_uuid].bsd*this.st_boncus)
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let increase_shield=Math.floor(smc.skills[s_uuid].shield*this.atk*this.s_boncus*smc.vm_data.mission.hero.atk)
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hero.HeroView.add_shield(increase_shield,smc.skills[s_uuid].bsd*this.st_boncus)
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}
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}
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push_least_buff(skill:number){
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@@ -419,8 +423,8 @@ export class HeroViewComp extends CCComp {
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}
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add_hp_max(hp: number=0){
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this.hp_max_add()
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// this.hp = this.hp + hp;
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// this.hp_max = this.hp_max +hp;
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this.hp += hp;
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this.hp_max += hp;
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console.log("hp_max:"+this.hp_max+":"+hp+":"+this.hp)
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let hp_progress= this.hp/this.hp_max;
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this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress;
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@@ -397,17 +397,16 @@ export class CardControllerComp extends CCComp {
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this.node.getChildByName('rewards').active = false;
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smc.vm_data.game_pause = false;
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let reward=this.rewards[value]
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console.log("reward:",this.rewards,value)
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if(reward.type==1){
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if(reward.atk > 0){
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smc.vm_data.mission.hero.atk += reward.atk*100;
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smc.vm_data.mission.hero.atk += reward.atk / 100
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}
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if(reward.atk_cd > 0){
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smc.vm_data.mission.hero.atk_cd -= reward.atk_cd/100;
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smc.vm_data.mission.hero.atk_cd -= reward.atk_cd/100
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}
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if(reward.hp > 0){
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smc.vm_data.mission.hero.hp += reward.hp;
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this.add_hero_hp_max(reward.hp)
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smc.vm_data.mission.hero.hp += reward.hp / 100;
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this.add_hero_hp_max(reward.hp / 100)
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}
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}
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}
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@@ -422,13 +421,11 @@ export class CardControllerComp extends CCComp {
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}
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add_hero_hp_max(hp:number){
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let heros:any = ecs.query(ecs.allOf(HeroModelComp));
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console.log("heros:",heros)
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if (heros.length > 0) {
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for (let i = 0; i < heros.length; i++) {
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let hero = heros[i];
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if(!hero.HeroView) continue
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let add_hp=smc.heros[hero.HeroView.hero_uuid].hp*hp/100
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hero.HeroView.add_hp_max(add_hp)
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hero.HeroView.add_hp_max(Math.floor(hero.HeroView.hp_max*hp))
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}
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}
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}
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@@ -149,6 +149,7 @@ export class MonViewComp extends CCComp {
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if(selfCollider.group != otherCollider.group&&otherCollider.tag == 0){
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this.stop_cd = 0.1;
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this.is_atking=true
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}
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}
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onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D) {}
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@@ -177,15 +178,17 @@ export class MonViewComp extends CCComp {
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}
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check_enemy_alive(){
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let dir = 320
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this.enemy = v3(720,this.node.position.y)
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for (let i = 0; i < GameSet.ATK_LINES; i++) {
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let hero:any = smc.hero_pos[i];
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let x=Math.abs(hero.x-this.node.position.x)
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let y = Math.abs(hero.y-this.node.position.y)
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let ho:any = smc.hero_pos[i];
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let x=Math.abs(ho.x-this.node.position.x)
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let y = Math.abs(ho.y-this.node.position.y)
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let squaredDistance =x*x+y*y
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let distance = Math.sqrt(squaredDistance);
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if(distance < dir){
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dir = distance
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this.enemy = hero
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this.enemy = ho
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}
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}
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@@ -280,14 +283,12 @@ export class MonViewComp extends CCComp {
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if(this.atk_time >= this.atk_cd){
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if(this.is_atking){
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this.atk_time = 0;
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// console.log("atk_cd:"+this.atk_cd);
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this.as.atk();
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this.scheduleOnce(()=>{
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console.log("mon skill_cd:"+this.skill_uuid);
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this.shoot(this.skill_uuid);
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},0.4)
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}
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}else{
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this.atk_time += dt;
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}
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}
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Reference in New Issue
Block a user