技能选择 需要确定是技能1 23 中的哪个
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@@ -51,8 +51,8 @@ export class MissionComp extends CCComp {
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smc.vmdata.mission_data.current_wave++
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let wave=smc.vmdata.mission_data.current_wave
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if(wave==FightSet.FRIEND_WAVE_UP){
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console.log("[任务系统] FRIEND_WAVE_UP 英雄选择 :",wave,FightSet.FRIEND_WAVE_UP)
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this.to_call_friend()
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let node= this.node.getChildByName("new_hero")
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tween(node).to(0.3, {position:v3(node.position.x-200,node.position.y,1)}).start()
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}
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if(wave==FightSet.BOSS_WAVE_UP_1){
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console.log("[任务系统] BOSS_WAVE_UP_1 装备选择 :",wave,FightSet.BOSS_WAVE_UP_1)
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@@ -74,15 +74,15 @@ export class MissionComp extends CCComp {
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}
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if(wave==FightSet.SKILL_WAVE_UP_1){
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console.log("[任务系统] SKILL_WAVE_UP_1 技能选择 :",wave,FightSet.SKILL_WAVE_UP_1)
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
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this.show_skill_get("skill1")
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}
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if(wave==FightSet.SKILL_WAVE_UP_2){
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console.log("[任务系统] SKILL_WAVE_UP_2 技能选择 :",wave,FightSet.SKILL_WAVE_UP_2)
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
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this.show_skill_get("skill2")
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}
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if(wave==FightSet.SKILL_WAVE_UP_3){
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console.log("[任务系统] SKILL_WAVE_UP_3 技能选择 :",wave,FightSet.SKILL_WAVE_UP_3)
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
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this.show_skill_get("skill3")
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}
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}
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@@ -119,6 +119,22 @@ export class MissionComp extends CCComp {
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oops.message.dispatchEvent(GameEvent.FightEnd)
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}
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private show_skill_get(e:string){
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this.node.getChildByName("equips").getChildByName("boxs").getChildByName(e).getChildByName("get").active =true
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}
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private hide_skill_get(e:any,data:string){
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this.node.getChildByName("equips").getChildByName("boxs").getChildByName(data).getChildByName("get").active =false
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}
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private show_skill_change(e:string){
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this.node.getChildByName("equips").getChildByName("boxs").getChildByName(e).getChildByName("change").active =true
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}
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private hide_skill_change(e:any,data:any){
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this.node.getChildByName("equips").getChildByName("boxs").getChildByName(data).getChildByName("change").active =false
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}
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fight_end(){
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console.log("任务结束")
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// 延迟0.5秒后执行任务结束逻辑
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@@ -184,10 +200,16 @@ 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){
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
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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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hide_call_friend(){
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let node =this.node.getChildByName("new_hero")
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tween(node).to(0.3, {position:v3(node.position.x+200,node.position.y,1)}).start()
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}
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/** 视图层逻辑代码分离演示 */
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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@@ -59,7 +59,7 @@ export class Skill extends ecs.Entity {
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node.parent = parent;
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node.setPosition(startPos);
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node.angle+=angle
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console.log("[Skill]:node=>",startPos)
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// console.log("[Skill]:node=>",startPos)
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// 添加技能组件
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const SComp = node.getComponent(SkillCom); // 初始化技能参数
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if (!SComp) {
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@@ -85,7 +85,7 @@ export class Skill extends ecs.Entity {
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SComp.caster_crit = ap_data.crit
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SComp.caster_crit_d = ap_data.crit_d
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console.log("[Skill]:caster=>",caster,config.name+"scomp=>",SComp,"fightcon=>",FIGHTCON)
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// console.log("[Skill]:caster=>",caster,config.name+"scomp=>",SComp,"fightcon=>",FIGHTCON)
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// 设置技能组件属性
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Object.assign(SComp, {
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s_uuid: uuid,
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@@ -114,10 +114,10 @@ export class Skill extends ecs.Entity {
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if(view.is_friend) buff=FIGHTCON.friend_buff
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if(view.is_boss) buff=FIGHTCON.enemy_buff
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if(view.is_kalami) buff=FIGHTCON.enemy_buff
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if(!buff==null) {
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if(buff!==null) {
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buff_ap=(100+buff.ATK)/100 //装备区 总加成
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}
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// console.log("[skill] buff ",buff,"buff_ap",buff_ap)
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// 汇总DEBUFF_DECD并处理count值
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let BUFF_ATK = 0
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let DEBUFF_DEATK = 0
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@@ -143,9 +143,10 @@ export class Skill extends ecs.Entity {
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let BUFF_AP=(100-DEBUFF_DEATK+BUFF_ATK+dmg)/100 //buff区 总加成
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ap=view.ap*buff_ap*BUFF_AP*SkillSet[uuid].ap/100
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// console.log("[Skill] skill ap:"+view.hero_name+"=>"+ap+" "+buff_ap+" "+BUFF_AP)
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crit=view.crit+buff.CRITICAL
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crit_d=view.crit_d+buff.CRITICAL_DMG
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console.log("[Skill]:ap=>",ap,"crit=>",crit,"crit_d=>",crit_d)
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// console.log("[Skill]:ap=>",ap,"crit=>",crit,"crit_d=>",crit_d)
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return {ap,crit,crit_d}
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}
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}
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