涨能量需要再处理下, 怪物被攻击算命中 如何涨
This commit is contained in:
@@ -1741,7 +1741,7 @@
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"__id__": 7
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},
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"_children": [],
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"_active": true,
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"_active": false,
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"_components": [
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{
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"__id__": 73
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File diff suppressed because it is too large
Load Diff
@@ -64,6 +64,10 @@ export enum FightSet {
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SHIELD_LV=3,//护盾等级
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ARMOR_LV=4,//防具等级
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ACCESSORY_LV=5,//饰品等级
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ATKED_TO_POWER=1,//被攻击涨能量
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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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// 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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@@ -106,6 +110,8 @@ export const VmInfo = {
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lv:1,
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exp:0,
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next_exp:100,
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power:0,
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power_max:100,
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cd:3,
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skill_cd_buff:0,//技能cd修正
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damage:0,
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@@ -121,6 +121,10 @@ export enum BuffAttr {
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STUN_RATTO = 26, //击晕概率
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FROST_TIME = 27, //冰冻时间
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HP_MAX = 28, //最大生命值数值
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ATK_TO_POWER = 29, //攻击涨能量
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ATKED_TO_POWER = 30, //被攻击涨能量
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CRIT_TO_POWER = 31, //暴击涨能量
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DODGE_TO_POWER = 32, //闪避涨能量
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}
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export const geDebuffNum=()=>{
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@@ -172,6 +176,10 @@ export const getBuffNum=()=>{
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STUN_RATTO:0,
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FROST_TIME:0,
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HP_MAX:0,//最大生命值数值
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ATK_TO_POWER:0,
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ATKED_TO_POWER:0,
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CRIT_TO_POWER:0,
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DODGE_TO_POWER:0,
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}
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}
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@@ -11,6 +11,7 @@ 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 { FightSet } from "../common/config/Mission";
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/** 角色实体 */
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@ecs.register(`Hero`)
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@@ -51,6 +52,7 @@ export class Hero extends ecs.Entity {
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hv.scale = 1;
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hv.is_master=true;
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hv.lv=1
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console.log("hero load",hv.ATK_TO_POWER,hv.ATKED_TO_POWER,hv.CRIT_TO_POWER,hv.DODGE_TO_POWER)
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this.add(hv);
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this.addComponents<ecs.Comp>(MasterModelComp)
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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@@ -92,6 +94,10 @@ export class Hero extends ecs.Entity {
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hv.hp= hv.hp_max = hv.hp_base=hero.hp+info.hp
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hv.ap = hero.ap+info.ap;
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hv.ap_base=hero.ap+info.ap;
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hv.ATK_TO_POWER=FightSet.ATK_TO_POWER
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hv.ATKED_TO_POWER=FightSet.ATKED_TO_POWER
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hv.CRIT_TO_POWER=FightSet.CRIT_TO_POWER
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hv.DODGE_TO_POWER=FightSet.DODGE_TO_POWER
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hero.buff.forEach((buff:any)=>{
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switch(buff.buff_type){
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case BuffAttr.CRITICAL:
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@@ -148,6 +154,18 @@ export class Hero extends ecs.Entity {
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case BuffAttr.FROST_TIME:
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hv.frost_time=buff.value
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break
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case BuffAttr.ATK_TO_POWER:
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hv.ATK_TO_POWER+=buff.value
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break
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case BuffAttr.ATKED_TO_POWER:
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hv.ATKED_TO_POWER+=buff.value
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break
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case BuffAttr.CRIT_TO_POWER:
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hv.CRIT_TO_POWER+=buff.value
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break
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case BuffAttr.DODGE_TO_POWER:
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hv.DODGE_TO_POWER+=buff.value
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break
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}
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})
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hv.atk_skill=hero.skills[0]
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@@ -1,7 +1,6 @@
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import { _decorator, CCClass, Component, sp,Animation} from "cc";
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import { FightSet } from "../common/config/Mission";
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import { FacSet } from "../common/config/BoxSet";
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import { _decorator, CCClass, Component, sp } from "cc";
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import { HeroViewComp } from "./HeroViewComp";
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import { FacSet } from "../common/config/BoxSet";
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const { ccclass, property } = _decorator;
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@ccclass('HeroAnmComp')
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@@ -9,72 +8,63 @@ export default class HeroAnmComp extends Component{
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mixTime:number= 0.2;
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private spine: sp.Skeleton;
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private spine?: sp.Skeleton;
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private _hasStop = true;
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private anm:Animation
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private is_spine:boolean=false
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onLoad () {
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if(this.getComponent('sp.Skeleton')){
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this.is_spine=true
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this.spine=this.getComponent('sp.Skeleton') as sp.Skeleton;
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var spine = this.spine = this.getComponent('sp.Skeleton') as sp.Skeleton;
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// if(this.node.parent.getComponent(HeroViewComp).fac==FacSet.HERO){
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// console.log('hero parent',this.node.parent.getComponent(HeroViewComp))
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// this._setMix('Walking', 'Idle');
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// this._setMix('Walking', 'Attacking');
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// this._setMix('Walking', 'Taunt');
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// this._setMix('Idle', 'Attacking');
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// this._setMix('Idle', 'Taunt');
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// this._setMix('Idle', 'Walking');
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// this._setMix('Attacking', 'Idle');
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// this._setMix('Attacking', 'Walking');
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// this._setMix('Taunt', 'Walking');
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// this._setMix('Taunt', 'Idle');
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// }
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spine.setCompleteListener((trackEntry) => {
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var animationName = trackEntry.animation ? trackEntry.animation.name : "";
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if (animationName === 'Attacking'||animationName==='Taunt'||animationName==='Hurt') {
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this.idle()
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var spine = this.spine = this.getComponent('sp.Skeleton') as sp.Skeleton;
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this._setMix('Walking', 'Idle');
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this._setMix('Walking', 'Attacking');
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this._setMix('Walking', 'Taunt');
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this._setMix('Idle', 'Attacking');
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this._setMix('Idle', 'Taunt');
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this._setMix('Idle', 'Walking');
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this._setMix('Attacking', 'Idle');
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this._setMix('Attacking', 'Walking');
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this._setMix('Attacking', 'Hurt');
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this._setMix('Taunt', 'Walking');
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this._setMix('Taunt', 'Idle');
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this._setMix('Hurt', 'Idle');
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this._setMix('Hurt', 'Attacking');
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this._setMix('Hurt', 'Taunt');
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spine.setCompleteListener((trackEntry) => {
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var animationName = trackEntry.animation ? trackEntry.animation.name : "";
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if (animationName === 'Attacking'||animationName==='Taunt'||animationName==='Hurt') {
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this.spine!.clearTrack(1);
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if(this.node.parent.getComponent(HeroViewComp).fac==FacSet.HERO){
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this.spine?.setAnimation(0, 'Idle', false);
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}
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var loopCount = Math.floor(trackEntry.trackTime / trackEntry.animationEnd);
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// console.log("[track %s][animation %s] complete: %s", trackEntry.trackIndex, animationName, loopCount);
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});
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spine.setEventListener(((trackEntry:any, event:any) => {
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var animationName = trackEntry.animation ? trackEntry.animation.name : "";
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// console.log("[track %s][animation %s] event: %s, %s, %s, %s", trackEntry.trackIndex, animationName, event.data.name, event.intValue, event.floatValue, event.stringValue);
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}) as any);
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}else{
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this.is_spine=false
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this.anm=this.getComponent(Animation)
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}
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}
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var loopCount = Math.floor(trackEntry.trackTime / trackEntry.animationEnd);
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// console.log("[track %s][animation %s] complete: %s", trackEntry.trackIndex, animationName, loopCount);
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});
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spine.setEventListener(((trackEntry:any, event:any) => {
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var animationName = trackEntry.animation ? trackEntry.animation.name : "";
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// console.log("[track %s][animation %s] event: %s, %s, %s, %s", trackEntry.trackIndex, animationName, event.data.name, event.intValue, event.floatValue, event.stringValue);
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}) as any);
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this._hasStop = false;
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}
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// OPTIONS
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toggleDebugSlots () {
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if(!this.is_spine) return
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this.spine!.debugSlots = !this.spine?.debugSlots;
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}
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toggleDebugBones () {
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if(!this.is_spine) return
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this.spine!.debugBones = !this.spine?.debugBones;
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}
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toggleDebugMesh () {
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if(!this.is_spine) return
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this.spine!.debugMesh = !this.spine?.debugMesh;
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}
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toggleUseTint () {
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if(!this.is_spine) return
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this.spine!.useTint = !this.spine?.useTint;
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}
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toggleTimeScale () {
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if(!this.is_spine) return
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if (this.spine!.timeScale === 1.0) {
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this.spine!.timeScale = 0.3;
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}
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@@ -91,49 +81,25 @@ export default class HeroAnmComp extends Component{
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}
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move () {
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if(!this.is_spine) {
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this.anm?.play('move')
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}else{
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if (this._hasStop) {
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this.spine?.setToSetupPose();
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}
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this.spine?.setAnimation(0, 'Walking', true);
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this._hasStop = false;
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if (this._hasStop) {
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this.spine?.setToSetupPose();
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}
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this.spine?.setAnimation(0, 'Walking', true);
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this._hasStop = false;
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}
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atk () {
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if(!this.is_spine) {
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this.anm?.play('atk')
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}else{
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this.spine?.setAnimation(0, 'Attacking', false);
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}
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this.spine?.setAnimation(1, 'Attacking', false);
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}
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max () {
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if(!this.is_spine) {
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this.anm?.play('atk')
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}else{
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this.spine?.setAnimation(0, 'Taunt', false);
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}
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this.spine?.setAnimation(1, 'Taunt', false);
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}
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atked () {
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if(!this.is_spine) {
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this.anm?.play('move')
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}else{
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this.spine?.setAnimation(0, 'Hurt', false);
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}
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if(this.spine.animation==='Hurt') return
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this.spine?.setAnimation(1, 'Hurt', false);
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}
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idle () {
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if(!this.is_spine) {
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this.anm?.play('move')
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}else{
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this.spine?.setToSetupPose();
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if(this.node.parent.getComponent(HeroViewComp).fac==FacSet.HERO){
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this.spine?.setAnimation(0, 'Idle', true);
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}else{
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this.spine?.setAnimation(0, 'Walking', true);
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}
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}
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this.spine?.setToSetupPose();
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this.spine?.setAnimation(0, 'Idle', true);
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}
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_setMix (anim1: string, anim2: string) {
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@@ -111,7 +111,12 @@ export class HeroViewComp extends CCComp {
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DEBUFF_COUNT:number=0; //debuff 持续次数
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DEBUFF_UP:number=0; //debuff 概率提升
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ATK_TO_POWER:number=0;
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ATKED_TO_POWER:number=0;
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CRIT_TO_POWER:number=0;
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DODGE_TO_POWER:number=0;
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private damageQueue: Array<{
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damage: number,
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isCrit: boolean,
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@@ -461,8 +466,12 @@ export class HeroViewComp extends CCComp {
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let damage = this.count_damage(remainingDamage)
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if(is_crit) {
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
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if(this.fac==FacSet.MON) smc.vmdata.hero.power+=this.CRIT_TO_POWER //暴击涨能量 怪物被暴击,因为只有一个英雄 直接处理
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}
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this.hp -= damage;
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if(this.fac==FacSet.HERO) {smc.vmdata.hero.power+=this.ATKED_TO_POWER;console.log("被攻击涨能量",this)} //被攻击涨能量
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if(this.fac==FacSet.MON) {smc.vmdata.hero.power+=this.ATK_TO_POWER;console.log("攻击命中涨能量",this)} //攻击命中涨能量 因为是只有1个英雄 直接处理
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if(this.hp <= 0) {
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if(this == null) return;
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this.is_dead=true
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@@ -527,6 +536,7 @@ export class HeroViewComp extends CCComp {
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}
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check_dodge(){
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if(this.fac==FacSet.HERO) smc.vmdata.hero.power+=this.DODGE_TO_POWER //闪避涨能量
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if(this.dod > 0){
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let random = Math.random()*100
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if(random < this.dod) {
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@@ -538,6 +548,7 @@ export class HeroViewComp extends CCComp {
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}
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check_crit(crit:number=0){
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if(this.crit_no) return false
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if(crit > 0){
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let random = Math.random()*100
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@@ -574,10 +585,9 @@ export class HeroViewComp extends CCComp {
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to_grave(){
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tween(this.node).to(0.5, { position:v3(-900,this.node.position.y+300,0)},{
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onComplete: (target?: object) => {
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this.node.setPosition(-900,this.node.position.y-300,0)
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}
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}
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).start()
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this.node.setPosition(-900,this.node.position.y-300,0)
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}
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}).start()
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}
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// to_alive(){
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// this.is_dead=false
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@@ -681,7 +691,8 @@ export class HeroViewComp extends CCComp {
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/** 立即显示伤害效果 */
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private showDamageImmediate(damage: number, isCrit: boolean) {
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this.BUFFCOMP.in_atked();
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this.as.atked()
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// this.BUFFCOMP.in_atked()
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this.atked_count++;
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if (isCrit) {
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this.BUFFCOMP.tooltip(TooltipTypes.crit, damage.toFixed(0), damage);
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@@ -16,7 +16,6 @@ const { ccclass, property } = _decorator;
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export class EquipSkillComp extends CCComp {
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skill1:any=null
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skill2:any=null
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skill3:any=null
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boxs:Node=null
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skill1_cd_bar_progress:any=null
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skill2_cd_bar_progress:any=null
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@@ -29,7 +28,6 @@ export class EquipSkillComp extends CCComp {
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this.boxs=this.node.getChildByName("boxs")
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this.skill1_cd_bar_progress=this.boxs.getChildByName("skill1").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar)
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this.skill2_cd_bar_progress=this.boxs.getChildByName("skill2").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar)
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this.skill3_cd_bar_progress=this.boxs.getChildByName("skill3").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar)
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}
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start(){
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this.fight_ready()
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@@ -42,15 +40,7 @@ export class EquipSkillComp extends CCComp {
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this.get_skill(null,{slot:"skill2",uuid:hero.skills[2]})
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}
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}
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skill_stone_up(e:GameEvent,data:any){
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console.log("[EquipSkillComp]: skill_stone_up",data)
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smc.vmdata.mission_data.skill_stone+=data
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if(smc.vmdata.mission_data.skill_stone >= smc.vmdata.mission_data.skill_stone_max){
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this.show_skill_get("skill1")
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this.show_skill_get("skill2")
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this.show_skill_get("skill3")
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}
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}
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fight_ready(){
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this.boxs=this.node.getChildByName("boxs")
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console.log("[EquipSkillComp]: fight_ready",this.node)
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@@ -71,6 +61,7 @@ export class EquipSkillComp extends CCComp {
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quality:0,
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cd:0,
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cd_time:0,
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active:false,
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}
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this.skill2={
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uuid:0,
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@@ -80,16 +71,9 @@ export class EquipSkillComp extends CCComp {
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quality:0,
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cd:0,
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cd_time:0,
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active:false,
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}
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this.skill3={
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uuid:0,
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name:"skill3",
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type:0,//
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level:0,
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quality:0,
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cd:0,
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cd_time:0,
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}
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}
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update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause) return
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@@ -104,28 +88,11 @@ export class EquipSkillComp extends CCComp {
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}
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this.skill1_cd_bar_progress.progress=(1-this.skill1.cd_time/cd)
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}
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if(this.skill2.uuid!=0){
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let cd=this.skill2.cd*(100-smc.vmdata.hero.skill_cd_buff)/100
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if(this.skill2.cd_time < cd){
|
||||
this.skill2.cd_time+=dt
|
||||
}else{
|
||||
if(this.skill2.type==1){
|
||||
this.do_skill2()
|
||||
}
|
||||
}
|
||||
this.skill2_cd_bar_progress.progress=(1-this.skill2.cd_time/cd)
|
||||
if(this.skill2.uuid!=0&&smc.vmdata.hero.power>=smc.vmdata.hero.power_max){
|
||||
this.do_skill2()
|
||||
smc.vmdata.hero.power=0
|
||||
}
|
||||
if(this.skill3.uuid!=0){
|
||||
let cd=this.skill3.cd*(100-smc.vmdata.hero.skill_cd_buff)/100
|
||||
if(this.skill3.cd_time < cd){
|
||||
this.skill3.cd_time+=dt
|
||||
}else{
|
||||
if(this.skill3.type==1){
|
||||
// this.do_skill3()
|
||||
}
|
||||
}
|
||||
this.skill3_cd_bar_progress.progress=(1-this.skill3.cd_time/cd)
|
||||
}
|
||||
|
||||
}
|
||||
do_skill1(){
|
||||
console.log("do_skill1")
|
||||
@@ -135,28 +102,15 @@ export class EquipSkillComp extends CCComp {
|
||||
}}).start()
|
||||
this.do_skill(this.skill1.uuid)
|
||||
}
|
||||
|
||||
do_skill2(){
|
||||
console.log("do_skill2")
|
||||
this.skill2.cd_time=0
|
||||
tween(this.boxs.getChildByName("skill2")).to(0.1, {scale:v3(1.2,1.2,1)},{onComplete:()=>{
|
||||
tween(this.boxs.getChildByName("skill2")).to(0.2, {scale:v3(1,1,1)}).start()
|
||||
}}).start()
|
||||
this.do_skill(this.skill2.uuid)
|
||||
}
|
||||
do_skill3(){
|
||||
if(this.skill3.uuid==0) return
|
||||
if(this.skill3.cd_time < (this.skill3.cd)) return
|
||||
if(smc.vmdata.mission_data.skill_stone < SkillSet[this.skill3.uuid].cost){
|
||||
oops.gui.toast("技能石不足", false);
|
||||
return
|
||||
}
|
||||
smc.vmdata.mission_data.skill_stone-=SkillSet[this.skill3.uuid].cost
|
||||
this.skill3.cd_time=0
|
||||
tween(this.boxs.getChildByName("skill3")).to(0.1, {scale:v3(1.2,1.2,1)},{onComplete:()=>{
|
||||
tween(this.boxs.getChildByName("skill3")).to(0.2, {scale:v3(1,1,1)}).start()
|
||||
}}).start()
|
||||
oops.message.dispatchEvent(GameEvent.MaxSkill,{uuid:this.skill3.uuid})
|
||||
}
|
||||
|
||||
|
||||
do_skill(uuid:number){
|
||||
console.log("出发技能:",uuid)
|
||||
@@ -194,32 +148,11 @@ export class EquipSkillComp extends CCComp {
|
||||
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
|
||||
});
|
||||
break
|
||||
case "skill3":
|
||||
this.skill3.uuid=data.uuid
|
||||
this.skill3.skill_name=SkillSet[data.uuid].name
|
||||
this.skill3.type=1
|
||||
this.skill3.cd=SkillSet[data.uuid].cd
|
||||
this.skill3.cd_time=SkillSet[data.uuid].cd
|
||||
let icon = this.boxs.getChildByName("skill3").getChildByName("icon")
|
||||
icon.active=true
|
||||
var icon_path = "game/heros/cards"
|
||||
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
|
||||
const sprite = icon.getChildByName("skill").getComponent(Sprite);
|
||||
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
|
||||
});
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
call_skill_card(e:any,data:any){
|
||||
let mission_data=smc.vmdata.mission_data
|
||||
if(mission_data.skill_stone < mission_data.skill_stone_max){
|
||||
oops.gui.toast("技能石不足", false);
|
||||
return
|
||||
}
|
||||
oops.message.dispatchEvent(GameEvent.HeroSkillSelect,{slot:data})
|
||||
mission_data.skill_stone-=mission_data.skill_stone_max
|
||||
mission_data.skill_stone_max=mission_data.skill_stone_max*2
|
||||
}
|
||||
|
||||
|
||||
@@ -236,15 +169,22 @@ export class EquipSkillComp extends CCComp {
|
||||
this.boxs.getChildByName("skill2").getChildByName("tip").active =true
|
||||
this.boxs.getChildByName("skill2").getChildByName("tip").getComponent(Label).string="学习"
|
||||
}
|
||||
if(this.skill3.uuid==0&&this.skill1.uuid!=0&&this.skill2.uuid!=0){
|
||||
this.boxs.getChildByName("skill3").getChildByName("get").active =true
|
||||
this.boxs.getChildByName("skill3").getChildByName("light").active=true
|
||||
this.boxs.getChildByName("skill3").getChildByName("tip").active =true
|
||||
this.boxs.getChildByName("skill3").getChildByName("tip").getComponent(Label).string="学习"
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
show_info(e:any,data:any){
|
||||
switch(data){
|
||||
case "skill1":
|
||||
console.log("[EquipSkillComp]: show_info",this.skill1)
|
||||
break
|
||||
case "skill2":
|
||||
console.log("[EquipSkillComp]: show_info",this.skill2)
|
||||
break
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private hide_skill_get(e:any,data:string){
|
||||
this.boxs.getChildByName("skill1").getChildByName("get").active =false
|
||||
this.boxs.getChildByName("skill1").getChildByName("tip").active =false
|
||||
@@ -266,9 +206,7 @@ export class EquipSkillComp extends CCComp {
|
||||
if(this.skill2.uuid!=0){
|
||||
this.boxs.getChildByName("skill2").getChildByName("change").active =true
|
||||
}
|
||||
if(this.skill3.uuid!=0){
|
||||
this.boxs.getChildByName("skill3").getChildByName("change").active =true
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private hide_skill_change(e:any,data:any){
|
||||
|
||||
Reference in New Issue
Block a user