局内经验添加 ,先完成局内技能,todo 完成管卡设置
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@@ -61,7 +61,7 @@ export class MissionComp extends CCComp {
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}
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start() {
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}
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protected update(dt: number): void {
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@@ -107,7 +107,15 @@ export class MissionComp extends CCComp {
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this.refresh_timer= new Timer(smc.vm_data.mission.refresh_timer);
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this.boss_num=1
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this.boss_timer = new Timer(smc.vm_data.mission.boss_cd)
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smc.vm_data.mission.coin = 0
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//局内数据初始化
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smc.vm_data.mission.a_exp=0 //近战经验石
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smc.vm_data.mission.b_exp=0 //远程经验石
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smc.vm_data.mission.c_exp=0 //辅助经验石
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smc.vm_data.mission.d_exp=0 //特殊经验石
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smc.vm_data.mission.ma_exp=0 //敌方近战经验石
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smc.vm_data.mission.mb_exp=0 //敌方远程经验石
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smc.vm_data.mission.mc_exp=0 //敌方辅助经验石
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smc.vm_data.mission.md_exp=0 //敌方特殊经验石
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}
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mission_end(){
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smc.vm_data.mission.play=false
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@@ -129,18 +137,6 @@ export class MissionComp extends CCComp {
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monsters[i].HeroView.ent.destroy()
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}
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}
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on_mon_dead(){
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let coin =(GameSet.MON_COIN_ADD*smc.vm_data.mission.coin_reward_add*(1+Talents[1006].bonus*smc.vm_data.talent[1006].lv)).toFixed(0)
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smc.vm_data.mission.coin += parseFloat(coin)
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smc.vm_data.mission.reward_num += 1;
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smc.vm_data.mission.reward_gold +=10+(1-smc.vm_data.mission.mission_lv)*1
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smc.vm_data.mission.reward_exp +=10+(1-smc.vm_data.mission.mission_lv)*1
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smc.vm_data.mission.m_alive -= 1;
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if(smc.vm_data.mission.m_alive <= 0){
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smc.vm_data.mission.victory = 1;
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oops.message.dispatchEvent("minssion_victory");
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}
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}
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monster_refresh(){
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