添加 缓冲倒计时
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@@ -48,7 +48,7 @@ export enum GameEvent {
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FuncSelect = "FuncSelect",
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TalentSelect = "TalentSelect",
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RefreshCard = "RefreshCard",
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WaveUpdate = "WaveUpdate",
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NewWave = "NewWave",
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ChangeATK = "ChangeATK",
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ChangeATK_EQUIP_SPECIAL_ATTR = "ChangeATK_EQUIP_SPECIAL_ATTR",
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UpdateVMData = "UpdateVMData",
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@@ -68,6 +68,8 @@ export enum FightSet {
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ATK_TO_POWER=1,//攻击涨能量
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CRIT_TO_POWER=1,//暴击涨能量
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DODGE_TO_POWER=1,//闪避涨能量
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ONE_WAVE_TIME=30,//单波时间
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DOWN_TIME=5,//倒计时时间
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// ATK_TO_ATK_RATIO=0.1,
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// ATK_TO_HP_RATIO=0.2,
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// ATK_TO_SHIELD_RATIO=2,
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@@ -95,6 +97,8 @@ export const MissionData = {
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buff_refrsh_time:0,//额外刷新时间
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buff_refresh_gold:0,//额外发现所需的金币
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current_wave:0,
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mon_num:0,//怪物数量
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wave_time_num:0,//波次时间
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in_fight:false,
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fight_time:0,//战斗时间
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equip_stone:0,//装备石
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@@ -9,6 +9,7 @@ import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { Hero } from "../hero/Hero";
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import { defaultEnhancements, EnhancementOptions } from "../common/config/LevelUp";
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import { MonModelComp } from "../hero/MonModelComp";
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const { ccclass, property } = _decorator;
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@@ -22,7 +23,6 @@ export class MissionComp extends CCComp {
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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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waveTimer:Timer = new Timer(10);
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normal_max_wave:number = 10;
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is_fight:boolean = false;
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enhancements:any=[0,0,0,0,0]
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@@ -30,13 +30,19 @@ export class MissionComp extends CCComp {
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is_show_time:boolean = false;
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time_num:number = 0;
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time_cd:Timer=new Timer(1);
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next_func?:Function;
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wave_time_num:number = 0;
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wave_time_cd:Timer=new Timer(1);
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is_in_wave:boolean = false;
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onLoad(){
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this.on(GameEvent.MissionStart,this.mission_start,this)
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this.on(GameEvent.MasterCalled,this.ready_to_fight,this)
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// this.on(GameEvent.CardsClose,this.after_used_skill_card,this)
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this.on(GameEvent.MonDead,this.do_mon_dead,this)
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this.on(GameEvent.FightEnd,this.fight_end,this)
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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// this.on(GameEvent.CardsClose,this.after_used_skill_card,this)
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this.on(GameEvent.WaveUpdate,this.on_mon_wave_update,this)
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// this.on(GameEvent.CanUpdateLv,this.show_uplv_button,this)
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// this.on(GameEvent.UseEnhancement,this.hide_uplv_button,this)
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@@ -57,13 +63,55 @@ export class MissionComp extends CCComp {
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this.run_time()
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}
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}
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if(this.is_in_wave){
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if(this.wave_time_cd.update(dt)){
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smc.vmdata.mission_data.wave_time_num--
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if(smc.vmdata.mission_data.wave_time_num<=0){
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this.hide_wave_time()
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this.show_time(this.do_next_wave.bind(this))
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}
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}
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}
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}
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//奖励发放
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do_reward(){
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// 奖励发放
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}
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do_mon_dead(){
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smc.vmdata.mission_data.mon_num--
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if(smc.vmdata.mission_data.mon_num<=0) {
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this.show_time(this.do_next_wave.bind(this))
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}
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}
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do_next_wave(){ //怪物死亡后,重置时间
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smc.vmdata.mission_data.current_wave++
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oops.message.dispatchEvent(GameEvent.NewWave)
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this.show_wave_time()
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}
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show_wave_time(){
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smc.vmdata.mission_data.wave_time_num=FightSet.ONE_WAVE_TIME
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this.is_in_wave=true
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}
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hide_wave_time(){
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this.is_in_wave=false
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}
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show_time(onHide?:Function){
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this.time_num=FightSet.DOWN_TIME
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this.node.getChildByName("time").active=true
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this.is_show_time=true
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this.next_func=onHide
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}
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hide_time(){
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if(this.next_func){
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this.next_func()
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@@ -72,11 +120,12 @@ export class MissionComp extends CCComp {
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this.is_show_time=false
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this.next_func=undefined
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}
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run_time(){
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this.node.getChildByName("time").setScale(0,0,0)
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tween(this.node.getChildByName("time"))
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.to(0.2, {scale:v3(1.5,1.5,1.5)}, {easing:"backOut"})
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.to(0.2, {scale:v3(1,1,1)}, {easing:"backIn"})
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.to(0.2, {scale:v3(1.5,1.5,1.5)}, {easing:"backOut"})
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.to(0.2, {scale:v3(1,1,1)}, {easing:"backOut"})
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.to(0.2, {scale:v3(0,0,0)}, {easing:"backIn"})
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.start()
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this.time_num--
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this.node.getChildByName("time").getChildByName("time").getComponent(Label).string=this.time_num.toString()
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@@ -85,11 +134,6 @@ export class MissionComp extends CCComp {
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}
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}
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private on_mon_wave_update(){
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smc.vmdata.mission_data.current_wave++
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let wave=smc.vmdata.mission_data.current_wave
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}
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async mission_start(){
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oops.message.dispatchEvent(GameEvent.FightReady)
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@@ -102,13 +146,16 @@ export class MissionComp extends CCComp {
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loading.active=false
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},0.5)
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this.to_ready()
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this.time_num=5
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this.show_time(this.to_fight.bind(this))
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}
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to_ready(){
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oops.message.dispatchEvent(GameEvent.HeroSelect,{is_master:true})
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}
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ready_to_fight(){
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this.time_num=5
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this.show_time(this.to_fight.bind(this))
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}
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// show_uplv_button(){
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// this.update_count++
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// this.node.getChildByName("uplv").active=true
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@@ -129,6 +176,7 @@ export class MissionComp extends CCComp {
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console.log("[MissionComp] to_fight")
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smc.vmdata.mission_data.in_fight=true
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oops.message.dispatchEvent(GameEvent.FightStart) //MissionMonComp 监听刷怪
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this.do_next_wave()
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}
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@@ -160,6 +208,9 @@ export class MissionComp extends CCComp {
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this.update_count=0
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this.GlodAddTimer=new Timer(smc.vmdata.mission_data.refrsh_time)
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smc.enhancements=defaultEnhancements()
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this.hide_time()
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this.hide_wave_time()
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smc.vmdata.mission_data.wave_time_num=FightSet.ONE_WAVE_TIME
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console.log("局内数据初始化",smc.enhancements,defaultEnhancements())
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}
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@@ -18,9 +18,7 @@ const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('MissionMonCompComp')
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@ecs.register('MissionMonComp', false)
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export class MissionMonCompComp extends CCComp {
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timer:Timer=new Timer(1)
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// 添加刷怪队列 - 扩展支持词条
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export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 扩展支持词条
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private monsterQueue: Array<{
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uuid: number,
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position: number,
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@@ -34,43 +32,20 @@ export class MissionMonCompComp extends CCComp {
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private isSpawning: boolean = false;// 是否正在生成怪物
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private spawnInterval: number = 0.1; // 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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onLoad(){
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this.on(GameEvent.FightStart,this.to_fight,this)
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this.on(GameEvent.MonDead,this.check_mon,this)
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this.on(GameEvent.NewWave,this.do_mon_wave,this)
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}
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/** 视图层逻辑代码分离演示 */
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start() {
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// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
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// this.on(ModuleEvent.Cmd, this.onHandler, this);
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// this.test_call()
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}
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check_mon(){
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let mon=ecs.query(ecs.allOf(MonModelComp))
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console.log("[MissionMonComp]:check_mon",mon)
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if(mon.length==1) {
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// do 倒计时
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this.do_mon_wave()
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}
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}
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//奖励发放
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do_reward(){
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let wave=smc.vmdata.mission_data.current_wave
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// 奖励发放
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}
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protected update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause) return
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if(this.is_fight) {
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// if(this.timer.update(dt)){
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// this.do_mon_wave()
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// }
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}
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// 处理刷怪队列
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if (this.monsterQueue.length > 0 && !this.isSpawning) {
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this.spawnTimer += dt;
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@@ -81,18 +56,8 @@ export class MissionMonCompComp extends CCComp {
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}
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}
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to_fight(){
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console.log("[MissionMonComp]:to_fight")
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this.is_fight=true
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this.do_mon_wave()
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this.timer=new Timer(FightSet.MON_WAVE_TIME)
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}
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test_call(){
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this.addToSpawnQueue(5202, 0, true, 1);
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}
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do_mon_wave(){
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oops.message.dispatchEvent(GameEvent.WaveUpdate)
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console.log("[MissionMonComp]:怪物登场,当前波次 :",smc.vmdata.mission_data.current_wave)
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const currentWave = smc.vmdata.mission_data.current_wave;
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// 使用肉鸽模式配置
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@@ -107,7 +72,7 @@ export class MissionMonCompComp extends CCComp {
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const { monsters, waveType } = rogueWaveConfig;
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const currentWave = smc.vmdata.mission_data.current_wave;
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const monsterLevel = RogueConfig.getMonsterLevel(currentWave);
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smc.vmdata.mission_data.mon_num=monsters.reduce((total: number, group: any) => total + group.count, 0);
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// 固定9波模式,所有波次都是战斗波次
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console.log(`[MissionMonComp]:第${currentWave}波 - ${waveType}战斗波次`);
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