技能ui完成, todo 技能执行

This commit is contained in:
2024-12-16 16:18:37 +08:00
parent b9a188a7bb
commit 70cac957a9
19 changed files with 4310 additions and 25074 deletions

View File

@@ -48,103 +48,6 @@ export class HeroBuffComp extends CCComp {
this.mv= this.getComponent(HeroViewComp);
} /** 视图层逻辑代码分离演示 */
start () {
}
add_buff(uuid:number=0,args:any[]){
let new_buff={
skill_uuid:uuid,
skill_name:smc.skills[uuid].name,
atk:smc.skills[uuid].atk,
hp:smc.skills[uuid].hp,
shield:smc.skills[uuid].shield,
time:smc.skills[uuid].bsd,
bcd:smc.skills[uuid].bcd,
sk_uuid:smc.skills[uuid].uuid,
args:args
}
this.buff_add(new_buff);
}
update(dt: number){
if (this.timer.update(dt)) {
this.buff_update()
}
}
reset() {
this.node.destroy();
}
show_buff_atk(){
var path = "game/skills/buff/atk"
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.setPosition(this.node.position.x,this.node.position.y+40,this.node.position.z);
}
buff_add(buff:any){
if(!this.node.isValid){ return }
let i = 0
if(this.buffs.length >=0){
this.buffs.forEach((b:any,index:number)=>{
if(b.skill_uuid==buff.skill_uuid){
b.time=buff.time;
if(buff.atk>0){
this.mv.atk+=(buff.atk+buff.args.atk-b.atk);
}
if(buff.hp>0){
this.mv.hp+=(buff.hp+buff.args.hp);
this.mv.add_hp(buff.hp+buff.args.hp);
// this.mv.hp_max+=(buff.hp-b.hp);
}
if(buff.shield>0){
this.mv.shield=(buff.shield+buff.args.shield);
// this.mv.shield_max=(buff.shield+buff.args.shield);
}
i=index
}
})
}
if (i==0||this.buffs.length==0) {
this.buffs.push(buff);
if(buff.atk>0){
this.mv.atk+=(buff.atk+buff.args.atk);
this.show_buff_atk();
}
if(buff.hp>0){
this.mv.hp+=(buff.hp+buff.args.hp);
this.mv.add_hp(buff.hp+buff.args.hp);
// this.mv.hp_max+=buff.hp;
}
if(buff.shield>0){
this.mv.shield=(buff.shield+buff.args.shield);
// this.mv.shield_max=(buff.shield+buff.args.shield);
}
}
}
buff_remove(index:number){
if(this.buffs[index].atk>0){
this.mv.atk-=(this.buffs[index].atk+this.buffs[index].args.atk);
}
if(this.buffs[index].shield>0){
this.mv.shield=0
// this.mv.shield_max-=(this.buffs[index].shield+this.buffs[index].args.shield);
}
// if(this.buffs[index].hp>0){
// this.mv.hp_max-=this.buffs[index].hp;
// }
}
buff_update(){
this.buffs.forEach((buff:any,index:number)=>{
buff.time -= 0.1;
if(buff.time <= 0){
this.buff_remove(index);
}
})
this.buffs = this.buffs.filter((buff:any) => buff.time > 0);
}
}

View File

@@ -483,9 +483,9 @@ export class HeroViewComp extends CCComp {
handle_skill(skill:number){
this.as.max()
this.at = 0;
this.tooltip(3,smc.skills[skill].name,skill);
this.tooltip(3,SkillSet[skill].name,skill);
switch (smc.skills[skill].tg) {
switch (SkillSet[skill].tg) {
case 0: //自己
this.to_add_buff(this.node.getComponent(HeroViewComp),skill)
break;
@@ -521,25 +521,25 @@ export class HeroViewComp extends CCComp {
}
to_add_buff(hero:any,sk:number){
let skill = ecs.getEntity<Skill>(Skill);
let AP = smc.skills[sk].ap+this.ap+smc.vmdata.mission.ap; //攻击力需要加上局内buff
let AP = SkillSet[sk].ap+this.ap+smc.vmdata.mission.ap; //攻击力需要加上局内buff
if(this.box_group == BoxSet.MONSTER){
AP = smc.skills[sk].ap+this.ap+smc.vmdata.mission.map;
AP = SkillSet[sk].ap+this.ap+smc.vmdata.mission.map;
}
let {pos,t_pos}=this.get_hero_pos(hero)
console.log("to_add_buff:"+hero.hero_name+" "+sk);
let is_crit=this.check_crit()
skill.load(pos,this.box_group,this.node,sk,AP,t_pos,is_crit,this.crit_add);
if(smc.skills[sk].hp > 0){ //buff加血
let increase_hp=Math.floor(smc.skills[sk].hp*AP)
if(SkillSet[sk].hp > 0){ //buff加血
let increase_hp=Math.floor(SkillSet[sk].hp*AP)
hero.add_hp(increase_hp)
}
if(smc.skills[sk].ap > 0){ //buff加攻击
let increase_atk=Math.floor(smc.skills[sk].ap*AP)
hero.add_ap(increase_atk,smc.skills[sk].bsd)
if(SkillSet[sk].ap > 0){ //buff加攻击
let increase_atk=Math.floor(SkillSet[sk].ap*AP)
hero.add_ap(increase_atk,SkillSet[sk].bsd)
}
if(smc.skills[sk].shield > 0){ //buff护盾
hero.add_shield(smc.skills[sk].shield)
if(SkillSet[sk].shield > 0){ //buff护盾
hero.add_shield(SkillSet[sk].shield)
}
}
@@ -549,7 +549,7 @@ export class HeroViewComp extends CCComp {
let least_hp:number=0
let t_hero:any= null
if (heros.length > 0) {
if(smc.skills[skill].type==92){ //随机添加buff
if(SkillSet[skill].type==92){ //随机添加buff
let i = RandomManager.instance.getRandomInt(0,heros.length-1,3)
while(!heros[i].HeroView){
@@ -563,7 +563,7 @@ export class HeroViewComp extends CCComp {
for (let i = 0; i < heros.length; i++) {
if(!heros[i].HeroView) continue
let hero = heros[i].HeroView;
if(smc.skills[skill].type==91){ //血量最少单体
if(SkillSet[skill].type==91){ //血量最少单体
if((hero.hp_max-hero.hp) > least_hp){
least_hp = (hero.hp_max-hero.hp)
t_hero = hero