暂时 解决 血条错位和 打到新产生的怪问题
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@@ -97,7 +97,7 @@
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": 0,
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"y": -15,
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"y": 0,
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"z": 0
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},
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"_lrot": {
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@@ -414,7 +414,7 @@
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"y": 0
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},
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"_fillStart": 0,
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"_fillRange": 1,
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"_fillRange": 0.2,
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"_isTrimmedMode": true,
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"_useGrayscale": false,
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"_atlas": null,
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@@ -509,7 +509,7 @@
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"node": {
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"__id__": 2
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},
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"_enabled": false,
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"_enabled": true,
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"__prefab": {
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"__id__": 22
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},
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@@ -563,7 +563,7 @@
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},
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"_mode": 2,
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"_totalLength": 1,
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"_progress": 1,
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"_progress": 0.2,
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"_reverse": false,
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"_id": ""
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},
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@@ -733,7 +733,7 @@
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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"x": 0.5,
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"y": 0
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"y": 0.5
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},
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"_id": ""
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},
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@@ -14,7 +14,7 @@ const { ccclass, property } = _decorator;
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@ccclass('Main')
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export class Main extends Root {
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start() {
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PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
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// PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
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}
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protected async run() {
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smc.initialize = ecs.getEntity<Initialize>(Initialize);
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@@ -53,24 +53,33 @@ export const HQuality = {
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ORANGE:5,
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}
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export const MonSet = {
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0:{pos:v3(370,0,0)},
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1:{pos:v3(370,+80,0)},
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2:{pos:v3(370,-80,0)},
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3:{pos:v3(400,0,0)},
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4:{pos:v3(420,0,0)},
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5:{pos:v3(440,0,0)},
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6:{pos:v3(460,0,0)},
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7:{pos:v3(480,0,0)},
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8:{pos:v3(500,0,0)},
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9:{pos:v3(520,0,0)},
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10:{pos:v3(540,0,0)},
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11:{pos:v3(560,0,0)},
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12:{pos:v3(580,0,0)},
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13:{pos:v3(600,0,0)},
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14:{pos:v3(620,0,0)},
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15:{pos:v3(640,0,0)},
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16:{pos:v3(660,0,0)},
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17:{pos:v3(680,0,0)},
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0:{pos:v3(390,0,0)},
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1:{pos:v3(390,+80,0)},
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2:{pos:v3(390,-80,0)},
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3:{pos:v3(420,0,0)},
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4:{pos:v3(420,+80,0)},
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5:{pos:v3(420,-80,0)},
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6:{pos:v3(450,0,0)},
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7:{pos:v3(450,+80,0)},
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8:{pos:v3(450,-80,0)},
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9:{pos:v3(480,0,0)},
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10:{pos:v3(480,+80,0)},
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11:{pos:v3(480,-80,0)},
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12:{pos:v3(510,0,0)},
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13:{pos:v3(510,+80,0)},
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14:{pos:v3(510,-80,0)},
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15:{pos:v3(540,0,0)},
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16:{pos:v3(540,+80,0)},
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17:{pos:v3(540,-80,0)},
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18:{pos:v3(570,0,0)},
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19:{pos:v3(570,+80,0)},
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20:{pos:v3(570,-80,0)},
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21:{pos:v3(600,0,0)},
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22:{pos:v3(600,+80,0)},
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23:{pos:v3(600,-80,0)},
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24:{pos:v3(630,0,0)},
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25:{pos:v3(630,+80,0)},
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26:{pos:v3(630,-80,0)},
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}
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// 经验值计算函数 - 复杂递增规律
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@@ -1,4 +1,4 @@
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import { _decorator, Component, instantiate, Label, Node, Prefab, ProgressBar, tween, v3, Vec3 } from 'cc';
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import { _decorator, Component, instantiate, Label, Node, Prefab, ProgressBar, tween, UITransform, v3, Vec3 } from 'cc';
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import { oops } from 'db://oops-framework/core/Oops';
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import { ecs } from 'db://oops-framework/libs/ecs/ECS';
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import { Tooltip } from '../skills/Tooltip';
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@@ -48,6 +48,8 @@ export class BuffComp extends Component {
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this.HeroView=this.node.getComponent(HeroViewComp)
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this.FIGHTCON=this.node.parent.getComponent(FightConComp)
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this.top_node = this.node.getChildByName("top");
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let hp_y=this.node.getComponent(UITransform).height+20
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this.top_node.setPosition(0,hp_y,0)
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// this.top_node.getChildByName("hp").active=(this.node.getComponent(HeroViewComp).fac == 1 ? true : false)
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this.vmdata_update()
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@@ -29,7 +29,7 @@ export class MissionMonCompComp extends CCComp {
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buffData?: any[] // 使用BuffAttr格式的buff数据
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}> = [];
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private isSpawning: boolean = false;// 是否正在生成怪物
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private spawnInterval: number = 2; // 每个怪物生成间隔时间
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private spawnInterval: number = 0.5; // 每个怪物生成间隔时间
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private spawnTimer: number = 0; // 生成计时器
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private is_fight:boolean = false;
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@@ -105,10 +105,9 @@ export class MissionMonCompComp extends CCComp {
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// 为每个怪物组生成指定数量的怪物
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for (let i = 0; i < count; i++) {
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// 随机选择位置 (0-9)
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let x=i%3 //0 1 2
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this.addToSpawnQueueWithAffixes(
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uuid,
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x,
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i,
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isBoss || false,
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monsterLevel,
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affixes,
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@@ -189,10 +188,9 @@ export class MissionMonCompComp extends CCComp {
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lv: number = 1,
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buffData?: any[]
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) {
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let x=RandomManager.instance.getRandomInt(0,2)
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let mon = ecs.getEntity<Monster>(Monster);
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let scale = -1;
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let pos: Vec3 = v3(MonSet[x].pos);
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let pos: Vec3 = v3(MonSet[i].pos);
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// 生成怪物,传递词条buff数据
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mon.load(pos, scale, uuid, is_boss, is_call, lv, buffData);
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