注释 打印+怪物变强

This commit is contained in:
2025-07-21 08:07:53 +08:00
parent c6dea41c80
commit 9fd8fa02af
8 changed files with 106 additions and 83 deletions

View File

@@ -116,7 +116,7 @@ export class HeroViewComp extends CCComp {
onLoad() {
this.as = this.getComponent(HeroSpine);
this.FIGHTCON=this.node.parent.getComponent(FightConComp);
console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
//console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
this.on(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,this.change_atk,this)
this.on(GameEvent.UpdateHP,this.update_hp,this)
this.on(GameEvent.EXPUP,this.exp_up,this)
@@ -159,7 +159,7 @@ export class HeroViewComp extends CCComp {
this.processDamageQueue();
}
use_enhancement(e:GameEvent,data:any){
console.log("[HeroViewComp]:use_enhancement",data)
//console.log("[HeroViewComp]:use_enhancement",data)
if(this.is_master){
switch(data.type){
case EnhancementType.ATTACK:
@@ -230,7 +230,7 @@ export class HeroViewComp extends CCComp {
// this.BUFFCOMP.tooltip(TooltipTypes.speedup,speed.toFixed(0));
}
add_ap(ap: number,is_num:boolean=true){
console.log("[HeroViewComp]:add_ap add:",ap,this.ap)
//console.log("[HeroViewComp]:add_ap add:",ap,this.ap)
if(is_num){
this.ap += Math.floor(ap);
}else{
@@ -242,7 +242,7 @@ export class HeroViewComp extends CCComp {
}
de_ap(ap: number,is_num:boolean=true){
console.log("[HeroViewComp]:de_ap de:",ap,this.ap)
//console.log("[HeroViewComp]:de_ap de:",ap,this.ap)
if(is_num){
this.ap -= Math.floor(ap);
}else{
@@ -251,7 +251,7 @@ export class HeroViewComp extends CCComp {
this.BUFFCOMP.vmdata_update()
}
update_hp(e:GameEvent,data:any){
console.log("[HeroViewComp]:update_hp",data)
//console.log("[HeroViewComp]:update_hp",data)
if(this.is_master===data.is_master&&this.fac===FacSet.HERO){
this.buff_hp += data.hp
if(data.hp > 0){
@@ -271,7 +271,7 @@ export class HeroViewComp extends CCComp {
}
de_hp_max(hp: number=0,is_num:boolean=true){ //最大值 只存在数值添加, 比例通过buff_hp处理
console.log("[HeroViewComp]:de_hp_max de:",hp,this.hp_max)
//console.log("[HeroViewComp]:de_hp_max de:",hp,this.hp_max)
this.hp_max -= Math.floor(hp) ;
this.BUFFCOMP.vmdata_update(true)
}
@@ -339,7 +339,7 @@ export class HeroViewComp extends CCComp {
do_dead(){
this.do_dead_trigger()
console.log("[HeroViewComp]:角色死亡",this.hero_uuid)
//console.log("[HeroViewComp]:角色死亡",this.hero_uuid)
if(this.fac==FacSet.MON){
let exp=getExpDrops(HeroInfo[this.hero_uuid].quality,this.lv)
@@ -353,7 +353,7 @@ export class HeroViewComp extends CCComp {
}
if(this.fac==FacSet.HERO){
console.log("[HeroViewComp]:英雄死亡")
//console.log("[HeroViewComp]:英雄死亡")
oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
}
@@ -384,7 +384,7 @@ export class HeroViewComp extends CCComp {
}
let n_deR=deR-DEBUFF_DOWN-buff_debuff_down // 触发概率
let r=RandomManager.instance.getRandomInt(0,100) // 随机数
console.log("[HeroViewComp]:类型,值,次数,技能概率,实际概率,随机数",type,deV,deC,deR,n_deR,r)
//console.log("[HeroViewComp]:类型,值,次数,技能概率,实际概率,随机数",type,deV,deC,deR,n_deR,r)
if(r < n_deR) {
// this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*抵抗*")
return
@@ -434,7 +434,7 @@ export class HeroViewComp extends CCComp {
}
break
}
console.log("[HeroViewComp]:debuffs",type,deV,deC,deR,this.DEBUFF_BURNS)
//console.log("[HeroViewComp]:debuffs",type,deV,deC,deR,this.DEBUFF_BURNS)
}
add_buff(buff:number,count:number,type:number){
@@ -482,7 +482,7 @@ export class HeroViewComp extends CCComp {
this.is_dead=true
this.BUFFCOMP.dead()
this.do_dead()
console.log("[HeroViewComp]:dead,fac => "+(this.fac==FacSet.HERO?"hero":"monster"))
//console.log("[HeroViewComp]:dead,fac => "+(this.fac==FacSet.HERO?"hero":"monster"))
if(this.ent == null) return;
if(this.fac ==FacSet.HERO){
this.to_grave()
@@ -519,7 +519,7 @@ export class HeroViewComp extends CCComp {
if(buff!==null) buff_def=buff.DEF
damage=remainingDamage*(100-(buff_def+def)+Burn)/100
console.log("[HeroViewComp]:最终伤害,敌人伤害值,免伤,防御,易伤",damage,remainingDamage,buff_def,def,Burn)
////console.log("[HeroViewComp]:最终伤害,敌人伤害值,免伤,防御,易伤",damage,remainingDamage,buff_def,def,Burn)
return Math.floor(damage)
}
count_debuff(){
@@ -559,11 +559,11 @@ export class HeroViewComp extends CCComp {
if(crit > 0){
let random = Math.random()*100
if(random < crit) {
console.log("[HeroViewComp]:crit",crit,random)
//console.log("[HeroViewComp]:crit",crit,random)
return true
}
}
console.log("[HeroViewComp]:crit",crit)
//console.log("[HeroViewComp]:crit",crit)
return false
}
// dead(){
@@ -575,14 +575,14 @@ export class HeroViewComp extends CCComp {
if(this.is_dead||this.fac==FacSet.MON||this.is_master) return
let count = 1
for(let i=0;i<count;i++){
console.log("[HeroViewComp]:dead"+i+"次")
//console.log("[HeroViewComp]:dead"+i+"次")
}
}
do_atked_trigger(){
if(this.is_dead||this.fac==FacSet.MON) return
let count = 1
if(this.double_atked) {
console.log("[HeroViewComp]:double_atked")
//console.log("[HeroViewComp]:double_atked")
count =2
}
@@ -611,7 +611,7 @@ export class HeroViewComp extends CCComp {
}
to_console(value:any,value2:any=null,value3:any=null){
console.log("["+this.scale+this.hero_name+']'+value,value2,value3)
//console.log("["+this.scale+this.hero_name+']'+value,value2,value3)
}
reset() {
@@ -641,13 +641,13 @@ export class HeroViewComp extends CCComp {
exp_up(e:any,data:any){
if(this.fac==FacSet.MON) return
console.log("[HeroViewComp]:经验提高",data.exp)
//console.log("[HeroViewComp]:经验提高",data.exp)
this.exp+=data.exp
this.next_exp=getUpExp(this.lv)
let diff=this.exp-this.next_exp
if(diff >= 0){
this.exp=diff
console.log("[HeroViewComp]:exp_up",this.exp,this.next_exp)
//console.log("[HeroViewComp]:exp_up",this.exp,this.next_exp)
oops.message.dispatchEvent(GameEvent.EnhancementSelect)
this.to_update()
}
@@ -704,10 +704,10 @@ export class HeroViewComp extends CCComp {
this.atked_count++;
if (isCrit) {
this.BUFFCOMP.tooltip(TooltipTypes.crit, damage.toFixed(0), damage);
// console.log("暴击伤害:" + damage);
// //console.log("暴击伤害:" + damage);
} else {
this.BUFFCOMP.tooltip(TooltipTypes.life, damage.toFixed(0), damage);
// console.log("普通伤害:" + damage);
// //console.log("普通伤害:" + damage);
}
}
}

View File

@@ -76,8 +76,8 @@ export class Monster extends ecs.Entity {
// 怪物属性随等级增长 (根据Design.md中的公式)
// HP增长: Math.floor(baseHp * (1 + (level-1) * 0.3))
// AP增长: Math.floor(baseAp * (1 + (level-1) * 0.25))
const levelHp = Math.floor(baseHp * (1 + (lv - 1) * 0.3));
const levelAp = Math.floor(baseAp * (1 + (lv - 1) * 0.25));
const levelHp = Math.floor(baseHp * (1 + (lv - 1) * 0.5));
const levelAp = Math.floor(baseAp * (1 + (lv - 1) * 0.1));
hv.hp = hv.hp_max = levelHp;
hv.ap = levelAp;

View File

@@ -37,13 +37,13 @@ export class SkillConComp extends CCComp {
onLoad(){
this.HeroView=this.node.getComponent(HeroViewComp)
this.FIGHTCON=this.node.parent.getComponent(FightConComp)
// console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"=> SkillConComp onLoad")
// //console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"=> SkillConComp onLoad")
this.on(GameEvent.CastHeroSkill,this.cast_master_skill,this)
oops.message.on(GameEvent.MaxSkill,this.use_max_skill,this)
}
start() {
// console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"=> SkillConComp start")
// //console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"=> SkillConComp start")
this.HeroEntity=this.HeroView.ent
}
@@ -61,7 +61,7 @@ export class SkillConComp extends CCComp {
this.HeroView.at = 0;
}
if (this.aoe_queues.length > 0) {
console.log("[FightConComp]:aoe_queues:",this.aoe_queues)
//console.log("[FightConComp]:aoe_queues:",this.aoe_queues)
// 遍历所有必杀技技能,更新它们的计时器
for (let i = this.aoe_queues.length - 1; i >= 0; i--) {
@@ -93,13 +93,13 @@ export class SkillConComp extends CCComp {
cast_master_skill(e:string,uuid:any){
if(!this.HeroView) return
if(!this.HeroView.is_master) return
console.log("hart cast_skill",uuid ,e)
//console.log("hart cast_skill",uuid ,e)
const config = SkillSet[uuid];
this.castSkill(config,false,this.FIGHTCON.hero_buff.SKILL_DMG)
}
/** 施放技能 */
castSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,dmg:number=0) {
// console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
// //console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
this.doSkill(config,is_wfuny,dmg);
@@ -109,7 +109,7 @@ export class SkillConComp extends CCComp {
use_max_skill(e:GameEvent,data:any){
if(!this.HeroView) return
if(!this.HeroView.is_master) return
console.log("[SkillConComp]:use_max_skill:",data)
//console.log("[SkillConComp]:use_max_skill:",data)
this.skill_id_counter++;
this.aoe_queues.push({
id: this.skill_id_counter,
@@ -258,7 +258,7 @@ export class SkillConComp extends CCComp {
target_pos= new Vec3(targets[0].get(HeroViewComp).node.position.x,0,0)
}
let start_pos=new Vec3(-280,50,0)
// console.log("[Skill]:node=>",start_pos)
// //console.log("[Skill]:node=>",start_pos)
skill.load(
start_pos,
this.node.parent,
@@ -284,7 +284,7 @@ export class SkillConComp extends CCComp {
public clear_timer() {
// console.log("clear_timer");
// //console.log("clear_timer");
Object.values(this._timers).forEach(clearTimeout);
}
get_cd(cd:number,view:HeroViewComp){