金币系统
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@@ -12,6 +12,7 @@ import { HeroSkillsComp } from "../skill/heroSkillsComp";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { Hero } from "../hero/Hero";
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import { HartModelComp } from "../hero/HartModelComp";
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import { TimerManager } from "db://oops-framework/core/common/timer/TimerManager";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@@ -21,10 +22,13 @@ export class MissionComp extends CCComp {
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VictoryComp:any = null;
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reward:number = 0;
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reward_num:number = 0;
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GlodAddTimer:Timer = new Timer(1);
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mission_data:any={
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gold:10,//金币
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refresh_gold:1,//刷新金币
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call_gold:3,//召唤金币
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add_gold:1,//金币增加
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change_gold:1,//金币变化
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exp:0,//经验
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skp:0,//技能点
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box:0,//宝箱
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@@ -42,6 +46,9 @@ export class MissionComp extends CCComp {
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if(!smc.mission.play||smc.mission.pause){
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return
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}
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if(this.GlodAddTimer.update(dt)){
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smc.vmdata.mission_data.gold+=smc.vmdata.mission_data.add_gold
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}
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}
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@@ -70,21 +77,12 @@ export class MissionComp extends CCComp {
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}
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data_init(){
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//局内数据初始化
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this.GlodAddTimer=new Timer(1)
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smc.mission.status=1
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smc.mission.play = true;
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smc.mission.is_victory=false
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smc.mission.is_defeat=false
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smc.vmdata.mission_data ={
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gold:10,//金币
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refresh_gold:1,//刷新金币
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call_gold:3,//召唤金币
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exp:0,//经验
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skp:0,//技能点
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box:0,//宝箱
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energy:0,//能量
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hp:0,//血量
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ap:0,//攻击
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}
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smc.vmdata.mission_data ={...smc.vmdata.mission_data}
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}
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//角色初始化
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@@ -99,7 +97,13 @@ export class MissionComp extends CCComp {
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oops.message.dispatchEvent(GameEvent.CardRefresh)
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}
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card_refresh(){
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if(smc.vmdata.mission_data.gold< smc.vmdata.mission_data.refresh_gold){
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oops.gui.toast("金币不足", false);
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return
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}
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oops.message.dispatchEvent(GameEvent.CardRefresh)
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smc.vmdata.mission_data.gold-=smc.vmdata.mission_data.refresh_gold
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}
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private cleanComponents() {
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