技能ui完成, todo 技能执行
This commit is contained in:
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@@ -920,7 +920,7 @@
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},
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": 27.99,
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"x": 5.975,
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"y": -29.758,
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"z": 0
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},
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@@ -998,7 +998,7 @@
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"a": 255
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},
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"_string": "0",
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"_horizontalAlign": 1,
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"_horizontalAlign": 2,
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"_verticalAlign": 1,
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"_actualFontSize": 25,
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"_fontSize": 25,
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@@ -1096,7 +1096,6 @@
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"__prefab": {
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"__id__": 47
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},
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"ii_uuid": null,
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"_id": ""
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},
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{
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@@ -223,12 +223,12 @@ export class BossViewComp extends CCComp {
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shoot(skill_uuid:number,y:number=0,x:number=0){
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// console.log("mon shoot");
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let skill = ecs.getEntity<Skill>(Skill);
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let atk = smc.skills[skill_uuid].atk+this.atk+this.buff_atk;
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let atk = SkillSet[skill_uuid].atk+this.atk+this.buff_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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pos.x=pos.x + x
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skill.load(pos,this.box_group,this.node,skill_uuid,atk,t_pos);
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// this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid);
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// this.tooltip(3,SkillSet[skill_uuid].name,this.skill_uuid);
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}
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//使用max_skill
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@@ -30,17 +30,6 @@ export class SingletonModuleComp extends ecs.Comp {
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// {uuid:6213,type:2},{uuid:6214,type:2},{uuid:6215,type:2},
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// {uuid:6216,type:2},{uuid:6217,type:2},{uuid:6218,type:2}
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];
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skills: any = [
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{uuid:1001,type:3,lv:0},
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{uuid:1002,type:3,lv:0},
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{uuid:1003,type:3,lv:0},
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{uuid:1004,type:3,lv:0},
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{uuid:1005,type:3,lv:0},
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{uuid:1006,type:3,lv:0},
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{uuid:1007,type:3,lv:0},
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{uuid:1008,type:3,lv:0},
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{uuid:1009,type:3,lv:0},
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]
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mission:any={
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play:false,
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pause:false,
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@@ -52,13 +41,31 @@ export class SingletonModuleComp extends ecs.Comp {
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mskill:1001,
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mmskill:1002,
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}
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};
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skills: any = {
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1001:{lv:0,num:4,x1:0,x10:0},
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1002:{lv:0,num:3,x1:0,x10:0},
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1003:{lv:0,num:0,x1:0,x10:0},
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1004:{lv:0,num:0,x1:0,x10:0},
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1005:{lv:0,num:0,x1:0,x10:0},
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1006:{lv:0,num:0,x1:0,x10:0},
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1007:{lv:0,num:0,x1:0,x10:0},
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1008:{lv:0,num:0,x1:0,x10:0},
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1009:{lv:0,num:0,x1:0,x10:0},
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};
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/** 游戏主角 */
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heros:any={
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9001:{uuid:9001,lv:1,exp:0,slv:0,stone:0},
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9002:{uuid:9002,lv:2,exp:0,slv:1,stone:0},
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9003:{uuid:9003,lv:3,exp:0,slv:2,stone:0},
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9001:{uuid:9001,lv:1,exp:0,slv:0,stone:0,num:0,x1:0,x10:0},
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9002:{uuid:9002,lv:2,exp:0,slv:1,stone:0,num:0,x1:0,x10:0},
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9003:{uuid:9003,lv:3,exp:0,slv:2,stone:0,num:0,x1:0,x10:0},
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};
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goods:any={
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free: [ {uuid:9001,num:100000}, {uuid:1001,num:10}, {uuid:1002,num:10}, {uuid:1007,num:10},],
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goods1:[ {uuid:1001,num:100}, {uuid:9002,num:1} ],
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goods2:[ {uuid:1002,num:100}, {uuid:9002,num:1} ],
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goods3:[ {uuid:1007,num:100}, {uuid:9002,num:1} ],
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goods4:[ {uuid:9001,num:100}, {uuid:9002,num:1} ],
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}
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fight_heros=[9001,9002]
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mheros:any = [];
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monsters:any = [];
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@@ -1,68 +0,0 @@
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/*
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type :
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1: 远距离攻击,碰撞后 结束
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2: 远距离攻击,碰撞后 持续,直到技能结束
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3: 远距离攻击,碰撞后 持续,带击退功能
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4: 双技能技能,1技能结束后,触发2技能
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5: 特殊技能,触发特殊弹窗选项
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6: 近距离攻击,碰撞后
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9: buff物品,
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91: 单体buff,加最少血,临时
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92:单体buff,随机或自己,临时
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93: 群体buff物品
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94:role buff
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tg: 对象,0 自己,1:同伴 ,2 自己和同伴,3:敌人,4,自己和对人
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dis: 是否移动 1 移动 0 原地
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sd: 持续时间
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cd: 卡片技能释放本技能cd
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count:卡片1次释放本技能数
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bsd:buff技能作用持续时间 ,bsd=0 为永久
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bcd:buff技能执行一次间隔
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sk_uuid:子技能id
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sk_count:子技能个数
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sp_name : 预制体名称
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path: 图片地址
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*/
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export const Sitems={
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6005:{uuid: 6005,path: "6005",type: 93,level: 3,name: "钢盾",sp_name:"",info:"",
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dis:1,count:1,in:0,run:0,atk:0,hp:0,shield:100,sd:30,cd:1,bsd:5,bcd:1,sk_uuid:1001,sk_count:0,speed:600, },
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6006:{uuid: 6006,path: "6006",type: 94,level: 3,name: "魔法盾",sp_name:"",info:"",
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dis:1,count:1,in:0,run:0,atk:0,hp:0,shield:300,sd:30,cd:1,bsd:5,bcd:1,sk_uuid:1001,sk_count:0,speed:600, },
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6101:{uuid: 6101,path: "6101",type: 91,level: 1,name: "初级药水",sp_name:"",info:"",
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dis:1,count:1,in:0,run:0,atk:0,hp:100,shield:0,sd:30,cd:5,bsd:5,bcd:1,sk_uuid:1001,sk_count:0,speed:600, },
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6102:{uuid: 6102,path: "6102",type: 93,level: 3,name: "高级药水",sp_name:"",info:"",
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dis:1,count:1,in:0,run:0,atk:0,hp:300,shield:0,sd:30,cd:5,bsd:5,bcd:1,sk_uuid:1001,sk_count:0,speed:600, },
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6210:{uuid: 6210,path: "6210",type: 92,level: 3,name: "普通攻击石",sp_name:"",info:"",
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dis:1,count:1,in:0,run:0,atk:20,hp:0,shield:0,sd:30,cd:1,bsd:0,bcd:1,sk_uuid:1001,sk_count:0,speed:600, },
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6211:{uuid: 6211,path: "6211",type: 93,level: 4,name: "特效攻击石",sp_name:"",info:"",
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dis:1,count:1,in:0,run:0,atk:30,hp:0,shield:0,sd:30,cd:1,bsd:0,bcd:1,sk_uuid:1001,sk_count:0,speed:600, },
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6212:{uuid: 6212,path: "6212",type: 94,level: 4,name: "精炼攻击石",sp_name:"",info:"",
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dis:1,count:1,in:0,run:0,atk:5,hp:0,shield:0,sd:0,cd:1,bsd:0,bcd:1,sk_uuid:1001,sk_count:0,speed:600, },
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6213:{uuid: 6213,path: "6213",type: 92,level: 3,name: "普通攻速石",sp_name:"",info:"",
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dis:1,count:1,in:0,run:0,atk:0,hp:30,shield:0,sd:30,cd:1,bsd:0,bcd:1,sk_uuid:1001,sk_count:0,speed:600, },
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6214:{uuid: 6214,path: "6214",type: 93,level: 4,name: "特效攻速石",sp_name:"",info:"",
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dis:1,count:1,in:0,run:0,atk:0,hp:30,shield:0,sd:30,cd:1,bsd:0,bcd:1,sk_uuid:1001,sk_count:0,speed:600, },
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6215:{uuid: 6215,path: "6215",type: 94,level: 4,name: "精炼攻速石",sp_name:"",info:"",
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dis:1,count:1,in:0,run:0,atk:5,hp:30,shield:0,sd:30,cd:1,bsd:0,bcd:1,sk_uuid:1001,sk_count:0,speed:600, },
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6216:{uuid: 6216,path: "6216",type: 92,level: 3,name: "普通技能石",sp_name:"",info:"",
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dis:1,count:1,in:0,run:0,atk:5,hp:30,shield:0,sd:30,cd:1,bsd:0,bcd:1,sk_uuid:1001,sk_count:0,speed:600, },
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6217:{uuid: 6217,path: "6217",type: 93,level: 4,name: "特效技能石",sp_name:"",info:"",
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dis:1,count:1,in:0,run:0,atk:5,hp:30,shield:0,sd:30,cd:1,bsd:0,bcd:1,sk_uuid:1001,sk_count:0,speed:600, },
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6218:{uuid: 6218,path: "6218",type: 94,level: 4,name: "精炼技能石",sp_name:"",info:"",
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dis:1,count:1,in:0,run:0,atk:5,hp:30,shield:0,sd:30,cd:1,bsd:0,bcd:1,sk_uuid:1001,sk_count:0,speed:600, },
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}
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@@ -6,22 +6,25 @@ type:
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*/
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export const Items={
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1001:{uuid: 1001,path: "1001",type:1,lv:1,r_num:10,name: "经验叶子",info:"提升英雄等级的神奇叶子", },
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1002:{uuid: 1002,path: "1002",type:1,lv:2,r_num:10,name: "一星凭证",info:"英雄升级一星需要的凭证", },
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1003:{uuid: 1003,path: "1003",type:1,lv:2,r_num:10,name: "二星凭证",info:"英雄升级二星需要的凭证", },
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1004:{uuid: 1004,path: "1004",type:1,lv:2,r_num:10,name: "三星凭证",info:"英雄升级三星需要的凭证", },
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1005:{uuid: 1005,path: "1005",type:1,lv:2,r_num:10,name: "四星凭证",info:"英雄升级四星需要的凭证", },
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1006:{uuid: 1006,path: "1006",type:1,lv:2,r_num:10,name: "五星凭证",info:"英雄升级五星需要的凭证", },
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1007:{uuid: 1007,path: "1007",type:1,lv:1,r_num:10,name: "能量石",info:"充满能量的神秘石头,可以提升战场技能等级", },
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1008:{uuid: 1008,path: "1008",type:1,lv:1,r_num:10,name: "黄色叶子",info:"未知功能", },
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1009:{uuid: 1009,path: "1001",type:1,lv:1,r_num:1,name: "普通攻击石",info:"增加装备攻击力10,成功几率20%", },
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1010:{uuid: 1010,path: "1010",type:1,lv:2,r_num:1,name: "高级攻击石",info:"增加装备攻击力10,成功几率30%", },
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1011:{uuid: 1011,path: "1011",type:1,lv:3,r_num:1,name: "稀有攻击石",info:"增加装备攻击力10,成功几率40%", },
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1012:{uuid: 1012,path: "1012",type:1,lv:4,r_num:1,name: "传说攻击石",info:"增加装备攻击力10,成功几率50%", },
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1013:{uuid: 1013,path: "1013",type:1,lv:1,r_num:1,name: "普通生命石",info:"增加装备生命值50,成功几率20%", },
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1014:{uuid: 1015,path: "1014",type:1,lv:2,r_num:1,name: "高级生命石",info:"增加装备生命值50,成功几率30%", },
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1015:{uuid: 1015,path: "1015",type:1,lv:3,r_num:1,name: "稀有生命石",info:"增加装备生命值50,成功几率40%", },
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1016:{uuid: 1016,path: "1016",type:1,lv:4,r_num:1,name: "传说生命石",info:"增加装备生命值50,成功几率50%", },
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9001:{uuid: 9001,path: "9001",type:1,lv:0,r_num:1,name: "金币",info:"金币不是万能的,但是没有金币是万万不能的", },
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1001:{uuid: 1001,path: "1001",type:1,lv:1,name: "经验叶子",info:"提升英雄等级的神奇叶子", },
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1002:{uuid: 1002,path: "1002",type:1,lv:1,name: "一星凭证",info:"英雄升级一星需要的凭证", },
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1003:{uuid: 1003,path: "1003",type:1,lv:2,name: "二星凭证",info:"英雄升级二星需要的凭证", },
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1004:{uuid: 1004,path: "1004",type:1,lv:3,name: "三星凭证",info:"英雄升级三星需要的凭证", },
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1005:{uuid: 1005,path: "1005",type:1,lv:3,name: "四星凭证",info:"英雄升级四星需要的凭证", },
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1006:{uuid: 1006,path: "1006",type:1,lv:4,name: "五星凭证",info:"英雄升级五星需要的凭证", },
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1007:{uuid: 1007,path: "1007",type:1,lv:1,name: "能量石",info:"充满能量的神秘石头,可以提升战场技能等级", },
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1008:{uuid: 1008,path: "1008",type:1,lv:4,name: "黄色叶子",info:"未知功能", },
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1009:{uuid: 1009,path: "1001",type:1,lv:1,name: "普通攻击石",info:"增加装备攻击力10,成功几率20%", },
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1010:{uuid: 1010,path: "1010",type:1,lv:2,name: "高级攻击石",info:"增加装备攻击力10,成功几率30%", },
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1011:{uuid: 1011,path: "1011",type:1,lv:3,name: "稀有攻击石",info:"增加装备攻击力10,成功几率40%", },
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1012:{uuid: 1012,path: "1012",type:1,lv:4,name: "传说攻击石",info:"增加装备攻击力10,成功几率50%", },
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1013:{uuid: 1013,path: "1013",type:1,lv:1,name: "普通生命石",info:"增加装备生命值50,成功几率20%", },
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1014:{uuid: 1015,path: "1014",type:1,lv:2,name: "高级生命石",info:"增加装备生命值50,成功几率30%", },
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1015:{uuid: 1015,path: "1015",type:1,lv:3,name: "稀有生命石",info:"增加装备生命值50,成功几率40%", },
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1016:{uuid: 1016,path: "1016",type:1,lv:4,name: "传说生命石",info:"增加装备生命值50,成功几率50%", },
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9001:{uuid: 9001,path: "9001",type:1,lv:0,name: "金币",info:"金币不是万能的,但是没有金币是万万不能的", },
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9002:{uuid: 9002,path: "9002",type:1,lv:2,name: "宝箱",info:"打开宝箱获得随机奖励", },
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9003:{uuid: 9003,path: "9003",type:1,lv:3,name: "稀有宝箱",info:"打开宝箱获得随机奖励", },
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9004:{uuid: 9004,path: "9004",type:1,lv:4,name: "传说宝箱",info:"打开宝箱获得随机奖励", },
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}
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@@ -28,40 +28,40 @@ run:number = 0; // 0有目标 带方向,1贝塞尔曲线 2 不动 ,3 直线
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*/
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export const SkillSet={
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1001:{uuid: 1001,path: "1001",type: 1,tg:3,angle:true,exp:30,level: 1,name: "火球术",sp_name:"fire",info:"释放一个火球术攻击敌人",
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1001:{uuid: 1001,path: "1001",type: 1,tg:3,angle:true,exp:30,upcost:2,level: 1,name: "火球术",sp_name:"fire",info:"释放一个火球术攻击敌人",
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dis:1,count:1,in:0,run:0,ap:10,hp:0,shield:0,sd:10,cd:3,bsd:0,bcd:0,sk_uuid:1001,sk_count:0,speed:600, },
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1002:{uuid: 1002,path: "1002",type: 1,tg:3,angle:true,exp:30,level: 3,name: "寒冰箭",sp_name:"ice",info:"释放一个寒冰箭攻击敌人",
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1002:{uuid: 1002,path: "1002",type: 1,tg:3,angle:true,exp:30,upcost:2,level: 3,name: "寒冰箭",sp_name:"ice",info:"释放一个寒冰箭攻击敌人",
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dis:1,count:1,in:0,run:0,ap:10,hp:0,shield:0,sd:10,cd:1,bsd:0,bcd:0,sk_uuid:1001,sk_count:0,speed:600, },
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1003:{uuid: 1003,path: "1003",type: 1,tg:3,angle:true,exp:30,level: 3,name: "强效射击",sp_name:"b_arrow",info:"释放一个火球术攻击敌人",
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1003:{uuid: 1003,path: "1003",type: 1,tg:3,angle:true,exp:30,upcost:2,level: 3,name: "强效射击",sp_name:"b_arrow",info:"释放一个火球术攻击敌人",
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dis:1,count:1,in:0,run:1,ap:10,hp:0,shield:0,sd:10,cd:1,bsd:0,bcd:0,sk_uuid:1001,sk_count:0,speed:600, },
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1004:{uuid: 1004,path: "1004",type: 1,tg:3,angle:true,exp:30,level: 3,name: "奥术冲击",sp_name:"bm_ball",info:"释放一个寒冰箭攻击敌人",
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1004:{uuid: 1004,path: "1004",type: 1,tg:3,angle:true,exp:30,upcost:2,level: 3,name: "奥术冲击",sp_name:"bm_ball",info:"释放一个寒冰箭攻击敌人",
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dis:1,count:1,in:0,run:0,ap:10,hp:0,shield:0,sd:10,cd:1,bsd:0,bcd:0,sk_uuid:1001,sk_count:0,speed:600, },
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|
||||
2001:{uuid: 2001,path: "2001",type: 91,tg:1,angle:false,exp:30,level: 1,name: "治愈术",sp_name:"heath",info:"释放一个寒冰箭攻击敌人",
|
||||
2001:{uuid: 2001,path: "2001",type: 91,tg:1,angle:false,exp:30,upcost:2,level: 1,name: "治愈术",sp_name:"heath",info:"释放一个寒冰箭攻击敌人",
|
||||
dis:1,count:1,in:0,run:1,ap:0,hp:3,shield:0,sd:10,cd:1,bsd:0,bcd:0,sk_uuid:1001,sk_count:0,speed:450, },
|
||||
2002:{uuid: 2002,path: "2002",type: 91,tg:0,angle:false,exp:30,level: 1,name: "魔法盾",sp_name:"shield",info:"释放一个寒冰箭攻击敌人",
|
||||
2002:{uuid: 2002,path: "2002",type: 91,tg:0,angle:false,exp:30,upcost:2,level: 1,name: "魔法盾",sp_name:"shield",info:"释放一个寒冰箭攻击敌人",
|
||||
dis:1,count:1,in:0.2,run:2,ap:0,hp:0,shield:1,sd:0,cd:0,bsd:8,bcd:0,sk_uuid:1001,sk_count:0,speed:450, },
|
||||
2003:{uuid: 2003,path: "2003",type: 91,tg:0,angle:false,exp:30,level: 1,name: "狂暴",sp_name:"atkup",info:"释放一个寒冰箭攻击敌人",
|
||||
2003:{uuid: 2003,path: "2003",type: 91,tg:0,angle:false,exp:30,upcost:2,level: 1,name: "狂暴",sp_name:"atkup",info:"释放一个寒冰箭攻击敌人",
|
||||
dis:1,count:1,in:0.2,run:2,ap:1,hp:0,shield:0,sd:0,cd:0,bsd:8,bcd:0,sk_uuid:1001,sk_count:0,speed:450, },
|
||||
|
||||
|
||||
3001:{uuid: 3001,path: "3001",type: 1,tg:3,angle:true,exp:30,level: 1,name: "三连击",sp_name:"patk",info:"释放一个魔法球攻击敌人",
|
||||
3001:{uuid: 3001,path: "3001",type: 1,tg:3,angle:true,exp:30,upcost:2,level: 1,name: "三连击",sp_name:"patk",info:"释放一个魔法球攻击敌人",
|
||||
dis:1,count:3,in:0.3,run:2,ap:0,hp:0,shield:0,sd:0,cd:0,bsd:0,bcd:0,sk_uuid:1001,sk_count:0,speed:600,},
|
||||
|
||||
4011:{uuid: 4011,path: "1011",type: 11,tg:3,angle:true,exp:30,level: 3,name: "火焰风暴",sp_name:"fire",info:"释放多个个火球术攻击敌人",
|
||||
4011:{uuid: 4011,path: "1011",type: 11,tg:3,angle:true,exp:30,upcost:2,level: 3,name: "火焰风暴",sp_name:"fire",info:"释放多个个火球术攻击敌人",
|
||||
dis:1,count:5,in:0,run:0,ap:10,hp:0,shield:0,sd:10,cd:2,bsd:0,bcd:0,sk_uuid:1001,sk_count:0,speed:600, },
|
||||
4012:{uuid: 4012,path: "1012",type: 11,tg:3,angle:true,exp:30,level: 3,name: "冰晶风暴",sp_name:"ice",info:"释放多个个寒冰箭攻击敌人",
|
||||
4012:{uuid: 4012,path: "1012",type: 11,tg:3,angle:true,exp:30,upcost:2,level: 3,name: "冰晶风暴",sp_name:"ice",info:"释放多个个寒冰箭攻击敌人",
|
||||
dis:1,count:5,in:0,run:0,ap:10,hp:0,shield:0,sd:10,cd:2,bsd:0,bcd:0,sk_uuid:1001,sk_count:0,speed:600, },
|
||||
|
||||
9001:{uuid: 9001,path: "1001",type: 1,tg:3,angle:true,exp:30,level: 1,name: "普攻",sp_name:"patk",info:"释放一个魔法球攻击敌人",
|
||||
9001:{uuid: 9001,path: "1001",type: 1,tg:3,angle:true,exp:30,upcost:2,level: 1,name: "普攻",sp_name:"patk",info:"释放一个魔法球攻击敌人",
|
||||
dis:1,count:1,in:0,run:0,ap:0,hp:0,shield:0,sd:0,cd:0,bsd:0,bcd:0,sk_uuid:1001,sk_count:0,speed:1000,},
|
||||
9002:{uuid: 9002,path: "1001",type: 1,tg:3,angle:true,exp:30,level: 1,name: "魔法小球",sp_name:"mball",info:"释放一个魔法球攻击敌人",
|
||||
9002:{uuid: 9002,path: "1001",type: 1,tg:3,angle:true,exp:30,upcost:2,level: 1,name: "魔法小球",sp_name:"mball",info:"释放一个魔法球攻击敌人",
|
||||
dis:1,count:1,in:0,run:0,ap:0,hp:0,shield:0,sd:0,cd:0,bsd:0,bcd:0,sk_uuid:1001,sk_count:0,speed:600,},
|
||||
9003:{uuid: 9003,path: "1001",type: 1,tg:3,angle:true,exp:30,level: 1,name: "射击",sp_name:"arrow",info:"释放一个魔法球攻击敌人",
|
||||
9003:{uuid: 9003,path: "1001",type: 1,tg:3,angle:true,exp:30,upcost:2,level: 1,name: "射击",sp_name:"arrow",info:"释放一个魔法球攻击敌人",
|
||||
dis:1,count:1,in:0,run:1,ap:0,hp:0,shield:0,sd:0,cd:0,bsd:0,bcd:0,sk_uuid:1001,sk_count:0,speed:600,},
|
||||
|
||||
|
||||
8001:{uuid: 8001,path: "8001",type: 1,tg:3,angle:true,exp:30,level: 1,name: "飞刀",sp_name:"sword1",info:"释放一个魔法球攻击敌人",
|
||||
8001:{uuid: 8001,path: "8001",type: 1,tg:3,angle:true,exp:30,upcost:2,level: 1,name: "飞刀",sp_name:"sword1",info:"释放一个魔法球攻击敌人",
|
||||
dis:1,count:1,in:0,run:0,ap:0,hp:0,shield:0,sd:0,cd:0,bsd:0,bcd:0,sk_uuid:8001,sk_count:0,speed:600,},
|
||||
|
||||
}
|
||||
|
||||
@@ -49,102 +49,5 @@ export class HeroBuffComp extends CCComp {
|
||||
} /** 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);
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
|
||||
@@ -86,7 +86,6 @@ export class Initialize extends ecs.Entity {
|
||||
private onComplete(queue: AsyncQueue) {
|
||||
queue.complete = () => {
|
||||
// console.log("加载完成!",smc.heros);
|
||||
smc.skills=SkillSet;
|
||||
var uic: UICallbacks = {
|
||||
onAdded: (node: Node, params: any) => {
|
||||
var comp = node.getComponent(LoadingViewComp) as ecs.Comp;
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
import { instantiate, Prefab } from "cc";
|
||||
import { instantiate, Label, Prefab, resources, Sprite, SpriteAtlas } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
||||
import { MSCardComp } from "./MSCardComp";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { HeroInfo } from "../common/config/heroSet";
|
||||
import { SkillSet } from "../common/config/SkillSet";
|
||||
|
||||
/** MSCard 模块 */
|
||||
@ecs.register(`MSCard`)
|
||||
@@ -15,17 +17,21 @@ export class MSCard extends ecs.Entity {
|
||||
}
|
||||
load(uuid:number=1001,parent:any,zone:number=0) {
|
||||
var path = "game/gui/MSCard";
|
||||
// var icon_path = "game/heros/herois"
|
||||
// resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
|
||||
// const sprite = node.getChildByName("Mask").getChildByName("icon").getComponent(Sprite);
|
||||
// sprite.spriteFrame = atlas.getSpriteFrame(HeroInfo[uuid].path);
|
||||
// });
|
||||
var icon_path = "game/skills/skill_icon"
|
||||
var prefab: Prefab = oops.res.get(path, Prefab)!;
|
||||
console.log("load_hcard",prefab)
|
||||
var node = instantiate(prefab);
|
||||
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
|
||||
const sprite = node.getChildByName("icon").getComponent(Sprite);
|
||||
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[uuid].path);
|
||||
});
|
||||
|
||||
node.getChildByName("name").getComponent(Label).string = SkillSet[uuid].name
|
||||
|
||||
node.parent = parent
|
||||
var msc = node.getComponent(MSCardComp)!;
|
||||
msc.s_uuid= uuid
|
||||
msc.update_data()
|
||||
if(zone==1) {msc.is_update=true }else{msc.is_update=false}
|
||||
if(zone==2) {msc.is_select=true}else{msc.is_select=false}
|
||||
this.add(msc)
|
||||
|
||||
@@ -1,10 +1,11 @@
|
||||
import { _decorator } from "cc";
|
||||
import { _decorator, Label } 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 { MissionHomeComp } from "./MissionHomeComp";
|
||||
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { SkillSet } from "../common/config/SkillSet";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -35,7 +36,10 @@ export class MSCardComp extends CCComp {
|
||||
this.node.getChildByName("set").active=false
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
update_data(){
|
||||
this.node.getChildByName("lv").getComponent(Label).string = smc.skills[this.s_uuid].lv.toString()+"级";
|
||||
this.node.getChildByName("update").getChildByName("cost").getComponent(Label).string =smc.skills[this.s_uuid].num.toString()+ " / "+(SkillSet[this.s_uuid].upcost*(1+smc.skills[this.s_uuid].lv)).toString()
|
||||
}
|
||||
select(){
|
||||
smc.mission.mskill=this.s_uuid
|
||||
@@ -50,6 +54,18 @@ export class MSCardComp extends CCComp {
|
||||
this.node.getChildByName("set").getChildByName("btn").active=true
|
||||
}
|
||||
}
|
||||
update_lv(){
|
||||
if(smc.skills[this.s_uuid].num <= (SkillSet[this.s_uuid].upcost*(1+smc.skills[this.s_uuid].lv))){
|
||||
oops.gui.toast("升级需要消耗"+SkillSet[this.s_uuid].upcost+"个能力石")
|
||||
return
|
||||
}
|
||||
smc.skills[this.s_uuid].num -= (SkillSet[this.s_uuid].upcost*(1+smc.skills[this.s_uuid].lv))
|
||||
smc.skills[this.s_uuid].lv++
|
||||
let mscards:any= ecs.query(ecs.allOf(MSCardComp));
|
||||
for(let i=0;i<mscards.length;i++){
|
||||
mscards[i].MSCardComp.update_data()
|
||||
}
|
||||
}
|
||||
|
||||
/** 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() {
|
||||
|
||||
@@ -149,23 +149,16 @@ export class MissionComp extends CCComp {
|
||||
this.clear_x1()
|
||||
}
|
||||
clear_x1(){
|
||||
smc.vmdata.items[9001].x1=smc.vmdata.items[9001].x10=0
|
||||
smc.vmdata.items[1001].x1=smc.vmdata.items[1001].x10=0
|
||||
smc.vmdata.items[1002].x1=smc.vmdata.items[1002].x10=0
|
||||
smc.vmdata.items[1003].x1=smc.vmdata.items[1003].x10=0
|
||||
smc.vmdata.items[1004].x1=smc.vmdata.items[1004].x10=0
|
||||
smc.vmdata.items[1005].x1=smc.vmdata.items[1005].x10=0
|
||||
smc.vmdata.items[1006].x1=smc.vmdata.items[1006].x10=0
|
||||
smc.vmdata.items[1007].x1=smc.vmdata.items[1007].x10=0
|
||||
smc.vmdata.items[1008].x1=smc.vmdata.items[1008].x10=0
|
||||
smc.vmdata.items[1009].x1=smc.vmdata.items[1009].x10=0
|
||||
smc.vmdata.items[1010].x1=smc.vmdata.items[1010].x10=0
|
||||
smc.vmdata.items[1011].x1=smc.vmdata.items[1011].x10=0
|
||||
smc.vmdata.items[1012].x1=smc.vmdata.items[1012].x10=0
|
||||
smc.vmdata.items[1013].x1=smc.vmdata.items[1013].x10=0
|
||||
smc.vmdata.items[1014].x1=smc.vmdata.items[1014].x10=0
|
||||
smc.vmdata.items[1015].x1=smc.vmdata.items[1015].x10=0
|
||||
smc.vmdata.items[1016].x1=smc.vmdata.items[1016].x10=0
|
||||
for (let i in smc.vmdata.items) {
|
||||
smc.vmdata.items[i].x1=smc.vmdata.items[i].x10=0
|
||||
}
|
||||
for (let i in smc.skills) {
|
||||
smc.skills[i].x1=smc.skills[i].x10=0
|
||||
}
|
||||
for (let i in smc.heros) {
|
||||
smc.heros[i].x1=smc.heros[i].x10=0
|
||||
}
|
||||
console.log("clear_x1",smc.vmdata.items,smc.skills,smc.heros)
|
||||
}
|
||||
mskill_init(){
|
||||
this.MSComp.group=BoxSet.HERO
|
||||
|
||||
@@ -4,6 +4,8 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
|
||||
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
||||
import { UIID } from "../common/config/GameUIConfig";
|
||||
import { Items } from "../common/config/Items";
|
||||
import { Item } from "./Item";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -13,26 +15,80 @@ const { ccclass, property } = _decorator;
|
||||
export class ShopHomeComp extends CCComp {
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
start() {
|
||||
this.get_items();
|
||||
}
|
||||
get_items(){
|
||||
let free = this.node.getChildByName("goods_list").getChildByName("free").getChildByName("items");
|
||||
let goods1 = this.node.getChildByName("goods_list").getChildByName("goods1").getChildByName("items");
|
||||
let goods2 = this.node.getChildByName("goods_list").getChildByName("goods2").getChildByName("items");
|
||||
let goods3 = this.node.getChildByName("goods_list").getChildByName("goods3").getChildByName("items");
|
||||
|
||||
for (let x = 0; x < smc.goods.free.length; x++) {
|
||||
let item=ecs.getEntity<Item>(Item)
|
||||
item.load(smc.goods.free[x].uuid,smc.goods.free[x].num,free)
|
||||
}
|
||||
for (let x = 0; x < smc.goods.goods1.length; x++) {
|
||||
let item=ecs.getEntity<Item>(Item)
|
||||
item.load(smc.goods.goods1[x].uuid,smc.goods.goods1[x].num,goods1)
|
||||
}
|
||||
for (let x = 0; x < smc.goods.goods2.length; x++) {
|
||||
let item=ecs.getEntity<Item>(Item)
|
||||
item.load(smc.goods.goods2[x].uuid,smc.goods.goods2[x].num,goods2)
|
||||
}
|
||||
|
||||
for (let x = 0; x < smc.goods.goods3.length; x++) {
|
||||
let item=ecs.getEntity<Item>(Item)
|
||||
item.load(smc.goods.goods3[x].uuid,smc.goods.goods3[x].num,goods3)
|
||||
}
|
||||
// for (let x = 0; x < smc.goods.goods4.length; x++) {
|
||||
// let item=ecs.getEntity<Item>(Item)
|
||||
// item.load(smc.goods.goods4[x].uuid,smc.goods.goods4[x].num,goods4)
|
||||
// }
|
||||
|
||||
|
||||
}
|
||||
|
||||
item_show(e:any,val:any){
|
||||
oops.gui.open(UIID.ItemInfo, Items[val]);
|
||||
}
|
||||
get_free(){
|
||||
console.log("免费领取")
|
||||
if(smc.vmdata.free.buy <= 0){
|
||||
oops.gui.toast("今日领取次数已用完");
|
||||
return
|
||||
}
|
||||
smc.vmdata.free.buy--
|
||||
}
|
||||
get_goods1(){
|
||||
console.log("购买商品1")
|
||||
if(smc.vmdata.goods1.buy <= 0){
|
||||
oops.gui.toast("今日购买次数已用完");
|
||||
return
|
||||
}
|
||||
smc.vmdata.goods1.buy--
|
||||
}
|
||||
get_goods2(){
|
||||
console.log("购买商品2")
|
||||
if(smc.vmdata.goods2.buy <= 0){
|
||||
oops.gui.toast("今日购买次数已用完");
|
||||
return
|
||||
}
|
||||
smc.vmdata.goods2.buy--
|
||||
}
|
||||
get_goods3(){
|
||||
console.log("购买商品3")
|
||||
if(smc.vmdata.goods3.buy <= 0){
|
||||
oops.gui.toast("今日购买次数已用完");
|
||||
return
|
||||
}
|
||||
smc.vmdata.goods3.buy--
|
||||
}
|
||||
get_goods4(){
|
||||
console.log("购买商品4")
|
||||
if(smc.vmdata.goods4.buy <= 0){
|
||||
oops.gui.toast("今日购买次数已用完");
|
||||
return
|
||||
}
|
||||
smc.vmdata.goods4.buy--
|
||||
}
|
||||
/** 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() {
|
||||
|
||||
35
assets/script/game/map/SkillHomeComp.ts
Normal file
35
assets/script/game/map/SkillHomeComp.ts
Normal file
@@ -0,0 +1,35 @@
|
||||
import { _decorator, UITransform } 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 { MSklist } from "../common/config/SkillSet";
|
||||
import { MSCard } from "./MSCard";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 视图层对象 */
|
||||
@ccclass('SkillHomeComp')
|
||||
@ecs.register('SkillHome', false)
|
||||
export class SkillHomeComp extends CCComp {
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
start() {
|
||||
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
|
||||
// this.on(ModuleEvent.Cmd, this.onHandler, this);
|
||||
this.load_skill_card()
|
||||
}
|
||||
|
||||
load_skill_card(){
|
||||
let ms_num:number =MSklist.length
|
||||
let parent= this.node.getChildByName("skills").getChildByName("view").getChildByName("content")
|
||||
let height=ms_num*135
|
||||
parent.getComponent(UITransform).width=height
|
||||
for (let i = 0; i < ms_num; i++) {
|
||||
let msc =ecs.getEntity<MSCard>(MSCard)
|
||||
msc.load(MSklist[i],parent,1)
|
||||
}
|
||||
}
|
||||
|
||||
/** 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.node.destroy();
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "5207ea65-7d56-4895-974a-613fa815c084",
|
||||
"uuid": "cf5847e5-a4d7-4a84-8064-024371ea2125",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
@@ -9,20 +9,12 @@ import { instantiate, Node, Prefab, Vec3 ,tween, v3,animation,Label,resources,Sp
|
||||
/** Skill 模块 */
|
||||
@ecs.register(`Skill`)
|
||||
export class Skill extends ecs.Entity {
|
||||
/** ---------- 数据层 ---------- */
|
||||
// SkillModel!: SkillModelComp;
|
||||
|
||||
/** ---------- 业务层 ---------- */
|
||||
// SkillBll!: SkillBllComp;
|
||||
|
||||
/** ---------- 视图层 ---------- */
|
||||
SkillView!: SkillCom;
|
||||
|
||||
/** 实始添加的数据层组件 */
|
||||
protected init() {
|
||||
|
||||
}
|
||||
|
||||
/** 模块资源释放 */
|
||||
destroy() {
|
||||
// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
|
||||
@@ -32,7 +24,7 @@ export class Skill extends ecs.Entity {
|
||||
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)
|
||||
{
|
||||
var path = "game/skills/"+smc.skills[uuid].sp_name;
|
||||
var path = "game/skills/"+SkillSet[uuid].sp_name;
|
||||
var prefab: Prefab = oops.res.get(path, Prefab)!;
|
||||
// console.log("load skill :",path,prefab)
|
||||
var node = instantiate(prefab);
|
||||
@@ -42,29 +34,29 @@ export class Skill extends ecs.Entity {
|
||||
node.setPosition(pos)
|
||||
var sv = node.getComponent(SkillCom)!;
|
||||
let angle=0
|
||||
if(smc.skills[uuid].angle){
|
||||
if(SkillSet[uuid].angle){
|
||||
angle = Math.atan2(t_pos.y,t_pos.x) * 180 / Math.PI;
|
||||
|
||||
}
|
||||
sv.angle = angle;
|
||||
// console.log(smc.skills[uuid].name+"angle:"+angle)
|
||||
// console.log(SkillSet[uuid].name+"angle:"+angle)
|
||||
sv.s_uuid = uuid;
|
||||
sv.ap = ap;
|
||||
sv.is_crit=is_crit
|
||||
sv.crit_add=crit_add
|
||||
// node.setScale(v3(node.scale.x*scale,node.scale.y))
|
||||
|
||||
sv.speed=smc.skills[uuid].speed;
|
||||
sv.dis=smc.skills[uuid].dis;
|
||||
sv.run_type=smc.skills[uuid].run;
|
||||
sv.speed=SkillSet[uuid].speed;
|
||||
sv.dis=SkillSet[uuid].dis;
|
||||
sv.run_type=SkillSet[uuid].run;
|
||||
if(sv.dis == 0){
|
||||
sv.run_type=2
|
||||
}
|
||||
|
||||
sv.in_time=smc.skills[uuid].in;
|
||||
sv.in_time=SkillSet[uuid].in;
|
||||
|
||||
sv.t_pos = t_pos; // 目标增量
|
||||
sv.type = smc.skills[uuid].type;
|
||||
sv.type = SkillSet[uuid].type;
|
||||
sv.box_tag= BoxSet.SKILL_TAG;
|
||||
sv.box_group=group
|
||||
// console.log("load skill :",sv)
|
||||
|
||||
@@ -51,7 +51,7 @@ export class TooltipCom extends CCComp {
|
||||
).start()
|
||||
break
|
||||
case 3:
|
||||
this.node.getChildByName("skill").getChildByName("name").getComponent(Label).string = "<"+smc.skills[this.s_uuid].name+">";
|
||||
this.node.getChildByName("skill").getChildByName("name").getComponent(Label).string = "<"+SkillSet[this.s_uuid].name+">";
|
||||
this.node.getChildByName("skill").active=true;
|
||||
this.node.setPosition(v3(this.node.position.x,this.node.position.y+60))
|
||||
// this.alive_time = 2
|
||||
|
||||
Reference in New Issue
Block a user