涨能量需要再处理下, 怪物被攻击算命中 如何涨
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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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