装备技能 获取和提示 动画 修改
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@@ -147,16 +147,30 @@ export class MissionComp extends CCComp {
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call_friend_card(){
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oops.message.dispatchEvent(GameEvent.HeroSelect)
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}
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call_equip_card(){
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call_equip_card(e:any,data:any){
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let mission_data=smc.vmdata.mission_data
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if(mission_data.gold < (mission_data.refresh_gold+mission_data.buff_refresh_gold)){
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oops.gui.toast("金币不足", false);
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if(mission_data.equip_stone < mission_data.equip_stone_max){
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oops.gui.toast("装备石不足", false);
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return
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}
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oops.message.dispatchEvent(GameEvent.EquipSelect)
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mission_data.gold-=(mission_data.refresh_gold+mission_data.buff_refresh_gold)
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oops.message.dispatchEvent(GameEvent.EquipSelect,{slot:data})
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mission_data.equip_stone-=mission_data.equip_stone_max
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mission_data.equip_stone_max=mission_data.equip_stone_max*2
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}
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call_skill_card(e:any,data:any){
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let mission_data=smc.vmdata.mission_data
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if(mission_data.skill_stone < mission_data.skill_stone_max){
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oops.gui.toast("技能石不足", false);
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return
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}
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect,{slot:data})
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mission_data.skill_stone-=mission_data.skill_stone_max
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mission_data.skill_stone_max=mission_data.skill_stone_max*2
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}
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call_func_card(){
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let mission_data=smc.vmdata.mission_data
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if(mission_data.gold < (mission_data.refresh_gold+mission_data.buff_refresh_gold)){
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@@ -167,10 +181,6 @@ export class MissionComp extends CCComp {
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mission_data.gold-=(mission_data.refresh_gold+mission_data.buff_refresh_gold)
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}
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call_skill_card(e:any,data:any){
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console.log("call_skill_card",e)
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect,{slot:data})
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}
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private cleanComponents() {
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ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
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}
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