dd zindex 调整一完成,优化技能动画
This commit is contained in:
@@ -1,7 +1,7 @@
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export const HeroSet = {
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9001: {
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uuid: 9001, path: "k3", type: 1, level: 1, name: "战士", atk: 4, hp: 35, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 9001, path: "k3", type: 1, level: 1, name: "战士", atk: 4, hp: 35, atk_dis: 30, 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: 9001, word: "守护", info: "自身护盾", atktype: 1,
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},
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@@ -30,51 +30,51 @@ export const HeroSet = {
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}
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export const MonSet = {
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1001: {
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uuid: 1001, path: "ge1", type: 1, level: 1, name: "战斗哥", atk: 4, hp: 30, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1001, path: "ge1", type: 1, level: 1, name: "战斗哥", atk: 4, hp: 30, atk_dis: 30, 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: 9001, word: "守护", info: "自身护盾", atktype: 1
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},
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1002: {
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uuid: 1002, path: "ge2", type: 1, level: 1, name: "墨西哥", atk: 4, hp: 30, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1002, path: "ge2", type: 1, level: 1, name: "墨西哥", atk: 4, hp: 30, atk_dis: 30, 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: 9001, word: "守护", info: "自身护盾", atktype: 1
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},
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1003: {
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uuid: 1003, path: "ge3", type: 1, level: 1, name: "铁头哥", atk: 4, hp: 30, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1003, path: "ge3", type: 1, level: 1, name: "铁头哥", atk: 4, hp: 30, atk_dis: 30, 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: 9001, word: "守护", info: "自身护盾", atktype: 1
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},
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1011: {
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uuid: 1011, path: "orc1", type: 1, level: 1, name: "森林兽人", atk: 4, hp: 30, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1011, path: "orc1", type: 1, level: 1, name: "森林兽人", atk: 4, hp: 30, atk_dis: 30, 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: 9001, 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, name: "荒野兽人", atk: 4, hp: 30, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1012, path: "orc2", type: 1, level: 1, name: "荒野兽人", atk: 4, hp: 30, atk_dis: 30, 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: 9001, 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, name: "兽人战士", atk: 4, hp: 30, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1013, path: "orc3", type: 1, level: 1, name: "兽人战士", atk: 4, hp: 30, atk_dis: 30, 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: 9001, word: "守护", info: "自身护盾", atktype: 1
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},
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1021: {
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uuid: 1021, path: "gou1", type: 1, level: 1, name: "黄皮豺狼", atk: 4, hp: 30, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1021, path: "gou1", type: 1, level: 1, name: "黄皮豺狼", atk: 4, hp: 30, atk_dis: 30, 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: 9001, word: "守护", info: "自身护盾", atktype: 1
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},
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1022: {
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uuid: 1022, path: "gou2", type: 1, level: 1, name: "白皮豺狼", atk: 4, hp: 30, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1022, path: "gou2", type: 1, level: 1, name: "白皮豺狼", atk: 4, hp: 30, atk_dis: 30, 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: 9001, word: "守护", info: "自身护盾", atktype: 1
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},
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1023: {
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uuid: 1023, path: "gou3", type: 1, level: 1, name: "灰皮豺狼", atk: 4, hp: 30, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1023, path: "gou3", type: 1, level: 1, name: "灰皮豺狼", atk: 4, hp: 30, atk_dis: 30, 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: 9001, 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: "gou1", type: 1, level: 1, name: "独眼巨人", atk: 4, hp: 30, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1031, path: "gou1", type: 1, level: 1, name: "独眼巨人", atk: 4, hp: 30, atk_dis: 30, 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: 9001, 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: "gou2", type: 1, level: 1, name: "狂暴独眼", atk: 4, hp: 30, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1032, path: "gou2", type: 1, level: 1, name: "狂暴独眼", atk: 4, hp: 30, atk_dis: 30, 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: 9001, 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: "gou3", type: 1, level: 1, name: "独眼首领", atk: 4, hp: 30, atk_dis: 40, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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uuid: 1033, path: "gou3", type: 1, level: 1, name: "独眼首领", atk: 4, hp: 30, atk_dis: 30, 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: 9001, word: "守护", info: "自身护盾", atktype: 1
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},
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1041: {
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@@ -145,13 +145,11 @@ export class HeroViewComp extends CCComp {
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}
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onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D) {
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if(selfCollider.group == otherCollider.group&&selfCollider.tag==otherCollider.tag){
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console.log("onBeginContact tag "+selfCollider.tag+otherCollider.tag)
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if(selfCollider.node.position.y < otherCollider.node.position.y){
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if(selfCollider.node.getSiblingIndex() < otherCollider.node.getSiblingIndex()){
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console.log("onPreSolve",selfCollider.node,otherCollider.node)
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console.log("onPreSolve f:"+selfCollider.node.uuid+":"+selfCollider.node.getSiblingIndex()+"/"+otherCollider.node.uuid+":"+otherCollider.node.getSiblingIndex());
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selfCollider.node.setSiblingIndex(otherCollider.node.getSiblingIndex()+1)
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console.log("onPreSolve b:"+selfCollider.node.uuid+":"+selfCollider.node.getSiblingIndex()+"/"+otherCollider.node.uuid+":"+otherCollider.node.getSiblingIndex());
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// console.log("onPreSolve b:"+selfCollider.node.uuid+":"+selfCollider.node.getSiblingIndex()+"/"+otherCollider.node.uuid+":"+otherCollider.node.getSiblingIndex());
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}
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}
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@@ -201,38 +199,7 @@ export class HeroViewComp extends CCComp {
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var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp);
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move.target = v3(smc.Role.RoleView.node.position.x+10,smc.Role.RoleView.node.position.y);
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move.node = this.node;
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move.speed = this.ospeed;
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// if(this.box_group == BoxSet.MON){
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// if(smc.t_hero.eid != 0){
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// var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp);
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// if(smc.t_hero.pos.x < this.node.position.x){
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// // this.node.setScale(-Math.abs(this.node.scale.x),this.node.scale.y)
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// move.target = v3(smc.t_hero.pos.x+20,smc.t_hero.pos.y);
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// }else{
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// // this.node.setScale(Math.abs(this.node.scale.x),this.node.scale.y)
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// move.target = v3(smc.t_hero.pos.x-20,smc.t_hero.pos.y);
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// }
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// move.node = this.node;
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// move.speed = this.ospeed;
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// }
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// }
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// if(this.box_group == BoxSet.HERO){
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// if(smc.t_mon.eid != 0){
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// var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp);
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// if(smc.t_mon.pos.x < this.node.position.x){
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// // this.node.setScale(-Math.abs(this.node.scale.x),this.node.scale.y)
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// move.target = v3(smc.t_mon.pos.x+20,smc.t_mon.pos.y);
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// }else{
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// // this.node.setScale(Math.abs(this.node.scale.x),this.node.scale.y)
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// move.target = v3(smc.t_mon.pos.x-20,smc.t_mon.pos.y);
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// }
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// move.node = this.node;
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// move.speed = this.ospeed;
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// }
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// }
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move.speed = this.ospeed;
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}
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power_change(power: number){
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this.power += power;
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@@ -34,7 +34,7 @@ export class MapMonsterComp extends CCComp {
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mission_list:any = []
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setp_timer: Timer = new Timer(0.3);
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target_timer: Timer = new Timer(0.1);
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setp_num:number = 1;
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setp_num:number = 5;
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game_over:boolean = false;
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onLoad(){
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// 监听全局事件
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@@ -62,7 +62,7 @@ export class MapMonsterComp extends CCComp {
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this.monster_refresh()
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}
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if (this.refresh_timer.update(dt)) {
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this.setp_num = 1
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this.setp_num = 5
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}
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if (this.mission_up_timer.update(dt)) {
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// 刷新怪物定时器
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@@ -101,25 +101,11 @@ export class MapMonsterComp extends CCComp {
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if (this.setp_num <= 0){
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return
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}
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// console.log("当前波数",this.cur_count)
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// console.log("当前怪物池",this.mission_list[this.monster_level])
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let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
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let m1:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
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let m2:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
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// console.log("刷怪",m)
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var scene = smc.map.MapView.scene;
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(80,130, 1))
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let pos1:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(10,60, 1))
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let pos2:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE-RandomManager.instance.getRandomInt(10,60, 1))
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let pos3:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE-RandomManager.instance.getRandomInt(80,130, 1))
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+RandomManager.instance.getRandomInt(-130,130, 1))
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let monster_layer = scene.entityLayer!.node!
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// let monster_layer1 = scene.entityLayer1!.node!;
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// let monster_layer2 = scene.entityLayer2!.node!;
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this.addMonster(m[0],monster_layer,pos)
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this.addMonster(m1[0],monster_layer,pos1)
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this.addMonster(m2[0],monster_layer,pos2)
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this.addMonster(m2[0],monster_layer,pos3)
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this.setp_num -= 1
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}
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private addMonster(uuid:number=1001,layer:any,pos:Vec3=v3(0,0,0)) {
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@@ -138,30 +138,18 @@ export class MonViewComp extends CCComp {
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}
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onEndContact (selfCollider: Collider2D, otherCollider: Collider2D) { }
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onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D) {
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// if(selfCollider.group != otherCollider.group&&otherCollider.tag == 0){
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// this.is_atking = true;
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// this.stop_cd = 0.1;
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// }
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if(selfCollider.group == otherCollider.group&&selfCollider.tag==otherCollider.tag){
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if(selfCollider.node.position.y < otherCollider.node.position.y){
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if(selfCollider.node.getSiblingIndex() < otherCollider.node.getSiblingIndex()){
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selfCollider.node.setSiblingIndex(otherCollider.node.getSiblingIndex()+1)
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// console.log("onPreSolve b:"+selfCollider.node.uuid+":"+selfCollider.node.getSiblingIndex()+"/"+otherCollider.node.uuid+":"+otherCollider.node.getSiblingIndex());
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}
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}
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}
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}
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onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D) {
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// if(selfCollider.group == otherCollider.group&&otherCollider.tag == 0&&selfCollider.tag == 0){
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// let self_pos=selfCollider.node.getPosition();
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// let other_pos=otherCollider.node.getPosition();
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// // console.log('mon view group 相同');
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// switch (selfCollider.group) {
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// case BoxSet.HERO:
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// if(self_pos.x < other_pos.x){
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// // this.stop_cd=0.1
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// }
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// break;
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// case BoxSet.MONSTER:
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// if(self_pos.x > other_pos.x){
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// // this.stop_cd=0.1
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// }
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// break
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// }
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// }
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}
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@@ -191,50 +179,18 @@ export class MonViewComp extends CCComp {
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if(this.scale===-1&&this.node.position.x <= BoxSet.HERO_START+this.atk_cd){
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return;
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}
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// if(this.enemy){
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// return
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// }
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this.set_diry()
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this.node.setPosition(this.node.position.x+dt*this.speed*this.scale, this.node.position.y+dt*this.dir_y, this.node.position.z);
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}
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set_diry(){
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this.dir_y=-(this.node.position.y-BoxSet.GAME_LINE)/60
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} move_to(){
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}
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move_to(){
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var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp);
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move.target = v3(smc.Role.RoleView.node.position.x+10,smc.Role.RoleView.node.position.y);
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move.node = this.node;
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move.speed = this.ospeed;
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// if(this.box_group == BoxSet.MON){
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// if(smc.t_hero.eid != 0){
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// var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp);
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// if(smc.t_hero.pos.x < this.node.position.x){
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// // this.node.setScale(-Math.abs(this.node.scale.x),this.node.scale.y)
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// move.target = v3(smc.t_hero.pos.x+20,smc.t_hero.pos.y);
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// }else{
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// // this.node.setScale(Math.abs(this.node.scale.x),this.node.scale.y)
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// move.target = v3(smc.t_hero.pos.x-20,smc.t_hero.pos.y);
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// }
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// move.node = this.node;
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// move.speed = this.ospeed;
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// }
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// }
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// if(this.box_group == BoxSet.HERO){
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// if(smc.t_mon.eid != 0){
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// var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp);
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// if(smc.t_mon.pos.x < this.node.position.x){
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// // this.node.setScale(-Math.abs(this.node.scale.x),this.node.scale.y)
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// move.target = v3(smc.t_mon.pos.x+20,smc.t_mon.pos.y);
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// }else{
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// // this.node.setScale(Math.abs(this.node.scale.x),this.node.scale.y)
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// move.target = v3(smc.t_mon.pos.x-20,smc.t_mon.pos.y);
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// }
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// move.node = this.node;
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// move.speed = this.ospeed;
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// }
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// }
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}
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power_change(power: number){
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this.power += power;
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