关卡大致以 怪物的种类和等级不同而区别, todo 英雄设定
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@@ -16,7 +16,7 @@ import { HeroSpine } from "./HeroSpine";
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import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet } from "../common/config/BoxSet";
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import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
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import { HeroInfo,MonSet } from "../common/config/heroSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { MoveToComp } from "../common/ecs/position/MoveTo";
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import { Talents } from "../common/config/TalentSet";
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import { MonModelComp } from "./MonModelComp";
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@@ -77,7 +77,6 @@ export class Hero extends ecs.Entity {
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hv.box_group = box_group;
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hv.hero_uuid= uuid;
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hv.hero_name= hero.name;
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hv.hero_type= hero.type;
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hv.speed =hv.ospeed = hero.speed;
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hv.dis = hero.dis;
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hv.pw = hero.pw;
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@@ -90,20 +89,26 @@ export class Hero extends ecs.Entity {
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hv.dopw=hero.dopw;
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hv.lv = role.lv;
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hv.slv = role.slv;
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hv.type = hero.type;
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hv.sk1 = hero.sk1[hv.slv];
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hv.sk2 = hero.sk2[hv.slv];
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hv.sk3 = hero.sk3[hv.slv];
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hv.akc = hero.akc[hv.slv];
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hv.uac = hero.uac[hv.slv];
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hv.crc = hero.crc[hv.slv];
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hv.dgc = hero.dgc[hv.slv];
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hv.akr = hero.akr[hv.slv];
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hv.uar = hero.uar[hv.slv];
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hv.crr = hero.crr[hv.slv];
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hv.dgr = hero.dgr[hv.slv];
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hv.type = hero.type;
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let slv=0
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if (role.slv >= 5) slv=1
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if (role.slv >= 10) slv=2
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if (role.slv >= 15) slv=3
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if (role.slv >= 20) slv=4
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if (role.slv >= 25) slv=5
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hv.sk1 = hero.sk1[slv];
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hv.sk2 = hero.sk2[slv];
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hv.sk3 = hero.sk3[slv];
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hv.akc = hero.akc[slv];
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hv.uac = hero.uac[slv];
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hv.crc = hero.crc[slv];
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hv.dgc = hero.dgc[slv];
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hv.akr = hero.akr[slv];
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hv.uar = hero.uar[slv];
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hv.crr = hero.crr[slv];
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hv.dgr = hero.dgr[slv];
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hv.hp= hv.hp_max =hero.hp+hero.hp_up*hv.lv ;
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hv.ap = hero.ap+hero.ap_up*hv.lv ;
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hv.def= hero.def+hero.def_up*hv.lv;
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@@ -39,11 +39,9 @@ export class HeroViewComp extends CCComp {
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hero_uuid:number = 1001;
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hero_name : string = "hero";
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hero_type:number = 1;
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lv:number =1;
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slv:number = 1;
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scale: number = 1; /** 角色阵营 1:hero -1 :mon */
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type: number = 1; /**角色类型 1近战 2 远程 3 辅助 */
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type: number = 0; /**角色类型 0近战 1 远程 2 辅助 */
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box_group:number = BoxSet.HERO;
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atk_range:number = 150;
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@@ -726,7 +724,7 @@ export class HeroViewComp extends CCComp {
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}
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toAlive(){
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let pos =v3(HeroSet.StartPos[this.hero_type],this.node.position.y,this.node.position.z)
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let pos =v3(HeroSet.StartPos[this.type],this.node.position.y,this.node.position.z)
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this.node.setPosition(pos)
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}
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reset() {
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@@ -16,7 +16,7 @@ import { HeroSpine } from "./HeroSpine";
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import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet } from "../common/config/BoxSet";
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import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
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import { HeroInfo,MonSet } from "../common/config/heroSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { MoveToComp } from "../common/ecs/position/MoveTo";
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import { Talents } from "../common/config/TalentSet";
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import { MonModelComp } from "./MonModelComp";
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@@ -68,7 +68,6 @@ export class Monster extends ecs.Entity {
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hv.box_group = box_group;
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hv.hero_uuid= uuid;
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hv.hero_name= hero.name;
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hv.hero_type= hero.type;
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hv.speed =hv.ospeed = hero.speed;
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hv.dis = hero.dis;
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hv.pw = hero.pw;
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@@ -80,21 +79,24 @@ export class Monster extends ecs.Entity {
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hv.dpw=hero.dpw;
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hv.dopw=hero.dopw;
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hv.lv = 1;
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hv.slv = 0;
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hv.type = hero.type;
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hv.sk1 = hero.sk1[hv.slv];
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hv.sk2 = hero.sk2[hv.slv];
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hv.sk3 = hero.sk3[hv.slv];
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hv.akc = hero.akc[hv.slv];
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hv.uac = hero.uac[hv.slv];
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hv.crc = hero.crc[hv.slv];
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hv.dgc = hero.dgc[hv.slv];
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hv.akr = hero.akr[hv.slv];
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hv.uar = hero.uar[hv.slv];
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hv.crr = hero.crr[hv.slv];
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hv.dgr = hero.dgr[hv.slv];
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let slv=0
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if (hero.slv >= 5) slv=1
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if (hero.slv >= 10) slv=2
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if (hero.slv >= 15) slv=3
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if (hero.slv >= 20) slv=4
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if (hero.slv >= 25) slv=5
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hv.type = hero.type;
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hv.sk1 = hero.sk1[slv];
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hv.sk2 = hero.sk2[slv];
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hv.sk3 = hero.sk3[slv];
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hv.akc = hero.akc[slv];
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hv.uac = hero.uac[slv];
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hv.crc = hero.crc[slv];
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hv.dgc = hero.dgc[slv];
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hv.akr = hero.akr[slv];
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hv.uar = hero.uar[slv];
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hv.crr = hero.crr[slv];
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hv.dgr = hero.dgr[slv];
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hv.hp= hv.hp_max =hero.hp+hero.hp_up*hv.lv ;
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hv.ap = hero.ap+hero.ap_up*hv.lv ;
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hv.def= hero.def+hero.def_up*hv.lv;
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