涨能量需要再处理下, 怪物被攻击算命中 如何涨
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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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