增益 再全面完善下

This commit is contained in:
2025-07-30 00:41:20 +08:00
parent 6c6fb64ab1
commit c3ecc08767
4 changed files with 35 additions and 30 deletions

View File

@@ -110,7 +110,6 @@ export class BuffComp extends Component {
// info.lv=this.HeroView.lv
info.cd=Number(this.HeroView.cd.toFixed(2))
info.equip_ap=this.HeroView.ap_base*this.HeroView.buff_ap
info.buff_ap=view_atk
info.debuff_ap=view_deatk
info.damage=this.HeroView.ap*(100+view_atk-view_deatk)/100

View File

@@ -89,10 +89,10 @@ export class Hero extends ecs.Entity {
hv.hero_name= hero.name;
hv.speed =hv.ospeed = hero.speed;
hv.dis = hero.dis;
hv.cd = hero.cd
hv.cd = hv.cd_base = hero.cd
hv.hp= hv.hp_max = hv.hp_base=hero.hp+info.hp
hv.ap = hero.ap+info.ap;
hv.ap_base=hero.ap+info.ap;
hv.ap = hv.ap_base=hero.ap+info.ap;
hv.def = hv.def_base=hero.def+info.def;
hero.buff.forEach((buff:any)=>{
switch(buff.buff_type){
case BuffAttr.CRITICAL:

View File

@@ -7,6 +7,7 @@ import { EquipAttrTarget, EquipInfo } from "../common/config/Equips";
import { HeroViewComp } from "./HeroViewComp";
import { BuffAttr } from "../common/config/SkillSet";
import { EnhancementType } from "../common/config/LevelUp";
import { TalentList } from "../common/config/TalentSet";
const { ccclass, property } = _decorator;
@@ -94,29 +95,30 @@ export class HeroConComp extends CCComp {
use_talent_card(e:GameEvent,data:any){
console.log("[HeroConCompComp]:use_talent_card",data)
switch(data.buffType){
let tal=TalentList[data.uuid]
switch(tal.buffType){
case BuffAttr.ATK:
this.heroView.TALENT[BuffAttr.ATK]+=data.value
this.heroView.TALENT[BuffAttr.ATK]+=tal.value
this.heroView.count_atrr(BuffAttr.ATK)
break
case BuffAttr.ATK_CD:
this.heroView.TALENT[BuffAttr.ATK_CD]+=data.value
this.heroView.TALENT[BuffAttr.ATK_CD]+=tal.value
this.heroView.count_atrr(BuffAttr.ATK_CD)
break
case BuffAttr.HP:
this.heroView.TALENT[BuffAttr.HP]+=data.value
this.heroView.TALENT[BuffAttr.HP]+=tal.value
break
case BuffAttr.CRITICAL:
this.heroView.TALENT[BuffAttr.CRITICAL]+=data.value
this.heroView.TALENT[BuffAttr.CRITICAL]+=tal.value
break
case BuffAttr.CRITICAL_DMG:
this.heroView.TALENT[BuffAttr.CRITICAL_DMG]+=data.value
this.heroView.TALENT[BuffAttr.CRITICAL_DMG]+=tal.value
break
case BuffAttr.DODGE:
this.heroView.TALENT[BuffAttr.DODGE]+=data.value
this.heroView.TALENT[BuffAttr.DODGE]+=tal.value
break
case BuffAttr.DEBUFF_COUNT:
this.heroView.TALENT[BuffAttr.DEBUFF_COUNT]+=data.value
this.heroView.TALENT[BuffAttr.DEBUFF_COUNT]+=tal.value
break
}
}

View File

@@ -50,22 +50,25 @@ export class HeroViewComp extends CCComp {
hp: number = 100; /** 血量 */
hp_max: number = 100; /** 最大血量 */
buff_hp:number=0;
hp_buff:number=0;
hp_base:number=0;
pwt:Timer = new Timer(1); //计时器
ap: number = 10; /**攻击力 */
buff_ap:number=0;
ap_buff:number=0;
ap_base:number=0;
// atk_speed: number = 1;
cd_base:number=1.3;
cd: number = 1.3; /**攻击速度 攻击间隔 */
buff_cd:number=0;
cd_buff:number=0;
dis: number = 80;
at: number = 0; /** 冷却时间 */
atk_skill:number=0;
puncture:number=0; //穿刺敌人伤害后方敌人个数
puncture_damage:number=0; //后伤害加成
def: number = 0; //防御
def_base:number=0;
def_buff:number=0;
vun: number = 0; //易伤
burn_count:number=0; //易伤次数
burn_value:number=0; //易伤值
@@ -235,24 +238,24 @@ export class HeroViewComp extends CCComp {
* @param ap 要增加的攻击。
*/
add_def(def: number){
this.def+=def
this.def_base+=def
this.count_atrr(BuffAttr.DEF)
// this.BUFFCOMP.tooltip(TooltipTypes.defup,def.toFixed(0));
}
check_atrr(buff:BuffAttr){
switch(buff){
case BuffAttr.ATK:
return Math.floor(this.ap_base*(100+this.buff_ap+this.TALENT[BuffAttr.ATK])/100)
return Math.floor(this.ap*(100+this.ap+this.TALENT[BuffAttr.ATK])/100)
case BuffAttr.ATK_CD:
return this.cd/((this.buff_cd+this.TALENT[BuffAttr.ATK_CD])/100+1)
return this.cd_base/((this.cd_buff+this.TALENT[BuffAttr.ATK_CD])/100+1)
case BuffAttr.HP:
return Math.floor(this.hp_base*(100+this.buff_hp+this.TALENT[BuffAttr.HP])/100)
return Math.floor(this.hp_base*(100+this.hp_buff+this.TALENT[BuffAttr.HP])/100)
case BuffAttr.DEF:
return this.def+this.TALENT[BuffAttr.DEF]
return this.def_base+this.def_buff+this.TALENT[BuffAttr.DEF]
}
}
count_atrr(buff:BuffAttr){
switch(buff){
case BuffAttr.ATK:
@@ -264,6 +267,7 @@ export class HeroViewComp extends CCComp {
break
case BuffAttr.ATK_CD:
this.cd=this.check_atrr(BuffAttr.ATK_CD)
if(this.is_master) this.BUFFCOMP.vmdata_update()
break
case BuffAttr.HP:
this.hp_max=this.check_atrr(BuffAttr.HP)
@@ -279,7 +283,7 @@ export class HeroViewComp extends CCComp {
add_speed(cd: number){
this.buff_cd+=cd
this.cd_buff+=cd
this.count_atrr(BuffAttr.ATK_CD)
// this.BUFFCOMP.tooltip(TooltipTypes.speedup,speed.toFixed(0));
}
@@ -288,9 +292,9 @@ export class HeroViewComp extends CCComp {
add_ap(ap: number,is_num:boolean=true){
// console.log("[HeroViewComp]:add_ap add:",ap,this.ap)
if(is_num){
this.ap_base += Math.floor(ap);
this.ap += Math.floor(ap);
}else{
this.buff_ap += Math.floor(ap);
this.ap += Math.floor(ap);
}
let diff=this.check_atrr(BuffAttr.ATK)-this.ap
this.count_atrr(BuffAttr.ATK)
@@ -300,9 +304,9 @@ export class HeroViewComp extends CCComp {
de_ap(ap: number,is_num:boolean=true){
//console.log("[HeroViewComp]:de_ap de:",ap,this.ap)
if(is_num){
this.ap_base -= Math.floor(ap);
this.ap -= Math.floor(ap);
}else{
this.buff_ap -= Math.floor(ap/100*this.ap);
this.ap -= Math.floor(ap/100*this.ap);
}
let diff=this.check_atrr(BuffAttr.ATK)-this.ap
this.count_atrr(BuffAttr.ATK)
@@ -313,7 +317,7 @@ export class HeroViewComp extends CCComp {
if(is_num){
this.hp_base += Math.floor(hp) ;
}else{
this.buff_hp+=hp
this.hp_buff+=hp
}
let diff=this.check_atrr(BuffAttr.HP)-this.hp_max
this.count_atrr(BuffAttr.HP)
@@ -321,7 +325,7 @@ export class HeroViewComp extends CCComp {
// this.BUFFCOMP.tooltip(TooltipTypes.hpup,diff.toFixed(0));
}
de_hp_max(hp: number=0,is_num:boolean=true){ //最大值 只存在数值添加, 比例通过buff_hp处理
de_hp_max(hp: number=0,is_num:boolean=true){ //最大值 只存在数值添加, 比例通过hp_buff处理
//console.log("[HeroViewComp]:de_hp_max de:",hp,this.hp_max)
this.hp_base -= Math.floor(hp) ;
let diff=this.check_atrr(BuffAttr.HP)-this.hp_max
@@ -333,7 +337,7 @@ export class HeroViewComp extends CCComp {
add_hp(hp: number = 0,is_num:boolean=true) {
this.BUFFCOMP.heathed();
let real_hp=0
let hp_max=Math.floor(this.hp_max*(100+this.buff_hp)/100)
let hp_max=Math.floor(this.hp_max*(100+this.hp_buff)/100)
let lost_hp=hp_max-this.hp
if(is_num){
if(lost_hp > hp){
@@ -687,7 +691,7 @@ export class HeroViewComp extends CCComp {
}
// to_alive(){
// this.is_dead=false
// this.hp=this.hp_max*(100+this.buff_hp)/100
// this.hp=this.hp_max*(100+this.hp_buff)/100
// this.BUFFCOMP.vmdata_update(true)
// this.node.setPosition(HeroPos[this.fight_pos].pos)
// this.BUFFCOMP.heathed()