英雄召唤基本完成 下一步 满3个英雄后 不再出现其他英雄
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@@ -10,8 +10,9 @@ import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
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import { FriendModelComp } from "./FriendModel";
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import { MasterModelComp } from "./MasterModel";
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import { GameEvent } from "../common/config/GameEvent";
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import { BuffAttr } from "../common/config/SkillSet";
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import { BuffAttr, SkillSet } from "../common/config/SkillSet";
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import { FightSet } from "../common/config/Mission";
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import { Skill } from "../skills/Skill";
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/** 角色实体 */
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@ecs.register(`Hero`)
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@@ -39,20 +40,29 @@ export class Hero extends ecs.Entity {
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super.destroy();
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}
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/**
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* 获取所有英雄槽位
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* @returns 英雄槽位数组
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*/
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private getHeroSlots(): any[] {
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return [smc.vmdata.hero1, smc.vmdata.hero2, smc.vmdata.hero3]
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}
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/**
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* 查找可用的英雄槽位
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* @returns 可用的英雄槽位对象,如果没有可用槽位则返回null
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*/
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private findAvailableHeroSlot(): any {
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return this.getHeroSlots().find(slot => slot.uuid === 0) || null
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,info:any={ap:0,hp:0,lv:1,crit:0,crit_d:0,dod:0,dod_no:false,crit_no:false},fight_pos:number=1) {
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// console.log("英雄加载:",uuid,pos,scale,info)
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scale = 1
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if(smc.vmdata.hero1.uuid==0){
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this.vmHero=smc.vmdata.hero1
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}else if(smc.vmdata.hero2.uuid==0){
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this.vmHero=smc.vmdata.hero2
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}else if(smc.vmdata.hero3.uuid==0){
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this.vmHero=smc.vmdata.hero3
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}else{
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// 查找空闲英雄槽位
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this.vmHero = this.findAvailableHeroSlot()
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if (!this.vmHero) {
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console.log("[Hero] 英雄已满")
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return
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}
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@@ -95,7 +105,7 @@ export class Hero extends ecs.Entity {
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hv.hero_name= hero.name;
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hv.speed =hv.ospeed = hero.speed;
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hv.dis = hero.dis;
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this.vmHero.cd_max=hv.cd = hv.cd_base = hero.cd
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hv.cd = hv.cd_base = hero.cd
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this.vmHero.hp=this.vmHero.hp_max= hv.hp = hv.hp_max = hv.hp_base=hero.hp+info.hp
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hv.ap = hv.ap_base=hero.ap+info.ap;
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hero.buff.forEach((buff:any)=>{
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@@ -151,6 +161,8 @@ export class Hero extends ecs.Entity {
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}
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})
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hv.atk_skill=hero.skills[0]
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hv.skills=hero.skills
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this.vmHero.cd_max=SkillSet[hv.skills[1]].cd
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return hv
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}
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