局内经验添加 ,先完成局内技能,todo 完成管卡设置
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@@ -14936,7 +14936,7 @@
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"__id__": 673
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},
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"templateMode": false,
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"watchPath": "data.mission.d_exp",
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"watchPath": "data.mission.md_exp",
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"labelType": "cc.Label",
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"watchPathArr": [],
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"_id": ""
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@@ -15967,7 +15967,7 @@
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"__id__": 719
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},
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"templateMode": false,
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"watchPath": "data.mission.c_exp",
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"watchPath": "data.mission.mc_exp",
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"labelType": "cc.Label",
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"watchPathArr": [],
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"_id": ""
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@@ -16859,7 +16859,7 @@
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"__id__": 759
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},
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"templateMode": false,
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"watchPath": "data.mission.b_exp",
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"watchPath": "data.mission.mb_exp",
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"labelType": "cc.Label",
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"watchPathArr": [],
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"_id": ""
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@@ -17890,7 +17890,7 @@
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"__id__": 805
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},
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"templateMode": false,
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"watchPath": "data.mission.a_exp",
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"watchPath": "data.mission.ma_exp",
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"labelType": "cc.Label",
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"watchPathArr": [],
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"_id": ""
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@@ -107,6 +107,10 @@ export class Hero extends ecs.Entity {
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hv.crit = HInf.crit; //暴击率
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hv.crit_add = HInf.crit_add;//暴击伤害加成
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hv.dodge = HInf.dodge; //闪避率
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hv.aep=HInf.aep;
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hv.uaep=HInf.uaep;
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hv.dep=HInf.dep;
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hv.edep=HInf.edep,
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this.add(hv);
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}
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set_ratio(uuid:number){
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@@ -74,6 +74,10 @@ export class HeroViewComp extends CCComp {
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uac:number=0;
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dgc:number=0;
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crc:number=0;
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aep:number=0;
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uaep:number=0;
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dep:number=0;
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edep:number=0;
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ap: number = 10; /**攻击力 */
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ap_buff: number = 0;
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ap_buffs:any = [];
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@@ -112,6 +116,7 @@ export class HeroViewComp extends CCComp {
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} /** 视图层逻辑代码分离演示 */
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start () {
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console.log(this.node.parent)
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this.as.idle()
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/** 方向 */
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this.node.setScale(this.scale,1);
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@@ -418,6 +423,7 @@ export class HeroViewComp extends CCComp {
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if(this.is_atking){
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this.at = 0;
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this.atk_count++
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this.exp_add(this.aep)
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// console.log("cd:"+this.cd);
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this.as.atk();
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this.scheduleOnce(()=>{
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@@ -426,6 +432,18 @@ export class HeroViewComp extends CCComp {
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}
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}
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}
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exp_add(exp:number){
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if(this.box_group==BoxSet.HERO){
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if(this.type == 1)smc.vm_data.mission.a_exp +=exp
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if(this.type == 2)smc.vm_data.mission.b_exp +=exp
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if(this.type == 3)smc.vm_data.mission.c_exp +=exp
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}
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if(this.box_group==BoxSet.MONSTER){
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if(this.type == 1)smc.vm_data.mission.ma_exp +=exp
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if(this.type == 2)smc.vm_data.mission.mb_exp +=exp
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if(this.type == 3)smc.vm_data.mission.mc_exp +=exp
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}
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}
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//使用max_skill
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handle_skill(skill:number){
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this.as.atk()
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@@ -648,6 +666,7 @@ export class HeroViewComp extends CCComp {
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node.setPosition(pos)
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node.parent = this.node;
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this.atked_count++;
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this.exp_add(this.uaep)
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}
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dead(){
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var path = "game/skills/dead";
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@@ -656,6 +675,7 @@ export class HeroViewComp extends CCComp {
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let pos = v3(this.node.position.x,this.node.position.y+30,this.node.position.z);
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node.parent = this.node.parent;
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node.setPosition(pos);
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this.exp_add(this.dep)
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}
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toDestroy(){
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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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