继续
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@@ -30,6 +30,7 @@ export class MissionComp extends CCComp {
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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// this.on(GameEvent.CardsClose,this.after_used_skill_card,this)
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this.on(GameEvent.WaveUpdate,this.on_mon_wave_update,this)
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this.on(GameEvent.FriendCalled,this.friend_called,this)
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}
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protected update(dt: number): void {
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@@ -51,7 +52,7 @@ export class MissionComp extends CCComp {
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let wave=smc.vmdata.mission_data.current_wave
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if(wave==FightSet.FRIEND_WAVE_UP){
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console.log("[任务系统] FRIEND_WAVE_UP 英雄选择 :",wave,FightSet.FRIEND_WAVE_UP)
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this.to_hero_select()
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this.to_call_friend()
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}
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if(wave==FightSet.BOSS_WAVE_UP_1){
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console.log("[任务系统] BOSS_WAVE_UP_1 装备选择 :",wave,FightSet.BOSS_WAVE_UP_1)
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@@ -88,6 +89,7 @@ export class MissionComp extends CCComp {
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async mission_start(){
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oops.message.dispatchEvent(GameEvent.FightReady)
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this.node.getChildByName("herobar").getChildByName("fbar").active=false //隐藏伙伴栏
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this.node.active=true
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this.data_init()
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this.hart_hero_load()
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@@ -104,10 +106,12 @@ export class MissionComp extends CCComp {
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// oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
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}
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to_hero_select(){
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to_call_friend(){
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oops.message.dispatchEvent(GameEvent.HeroSelect)
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}
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friend_called(){
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this.node.getChildByName("herobar").getChildByName("fbar").active=true
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}
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to_fight(){
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smc.vmdata.mission_data.in_fight=true
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oops.message.dispatchEvent(GameEvent.FightStart) //MissionMonComp 监听刷怪
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