继续完善 装备buff
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@@ -2,7 +2,8 @@ import { _decorator, Component, Node, resources, Sprite, SpriteAtlas } from 'cc'
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import { oops } from 'db://oops-framework/core/Oops';
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import { GameEvent } from '../common/config/GameEvent';
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import { smc } from '../common/SingletonModuleComp';
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import { EquipInfo, EquipType, EquipAttr, EquipAttrTarget } from '../common/config/Equips';
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import { EquipInfo, EquipType, EquipAttrTarget} from '../common/config/Equips';
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import { BuffAttr, getBuffNum } from '../common/config/SkillSet';
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const { ccclass, property } = _decorator;
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@ccclass('EquipsComp')
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@@ -15,50 +16,10 @@ export class EquipsComp extends Component {
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skill3:any=null
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boxs:Node=null
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attrs:any={
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hero:{
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ATK:0, // 攻击力
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ATK_COUNT:0, // 攻击个数
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ATK_CD:0, // 攻击速度
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HP:0, // 生命值
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DEF:0, // 免伤
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SKILL_DMG:0, // 技能效果
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SKILL_CD:0, // 技能冷却缩减
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CARD_EFFECT:0, // 卡牌效果
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CARD_COUNT:0, // 卡牌起效次数,每3次多起效一次
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},
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ally:{
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ATK:0, // 攻击力
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ATK_COUNT:0, // 攻击个数
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ATK_CD:0, // 攻击速度
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HP:0, // 生命值
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DEF:0, // 免伤
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SKILL_DMG:0, // 技能效果
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SKILL_CD:0, // 技能冷却缩减
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CARD_EFFECT:0, // 卡牌效果
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CARD_COUNT:0, // 卡牌起效次数,每3次多起效一次
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},
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enemy:{
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ATK:0, // 攻击力
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ATK_COUNT:0, // 攻击个数
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ATK_CD:0, // 攻击速度
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HP:0, // 生命值
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DEF:0, // 免伤
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SKILL_DMG:0, // 技能效果
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SKILL_CD:0, // 技能冷却缩减
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CARD_EFFECT:0, // 卡牌效果
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CARD_COUNT:0, // 卡牌起效次数,每3次多起效一次
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},
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friend:{
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ATK:0, // 攻击力
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ATK_COUNT:0, // 攻击个数
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ATK_CD:0, // 攻击速度
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HP:0, // 生命值
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DEF:0, // 免伤
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SKILL_DMG:0, // 技能效果
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SKILL_CD:0, // 技能冷却缩减
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CARD_EFFECT:0, // 卡牌效果
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CARD_COUNT:0, // 卡牌起效次数,每3次多起效一次
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}
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hero:getBuffNum(),
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ally:getBuffNum(),
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enemy:getBuffNum(),
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friend:getBuffNum(),
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}
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/** 视图层逻辑代码分离演示 */
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onLoad() {
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@@ -166,31 +127,31 @@ export class EquipsComp extends Component {
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if (targetKey) {
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switch (attr.type) {
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case EquipAttr.ATK:
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case BuffAttr.ATK:
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this.attrs[targetKey].ATK += attr.value;
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break;
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case EquipAttr.ATK_COUNT:
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case BuffAttr.ATK_COUNT:
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this.attrs[targetKey].ATK_COUNT += attr.value;
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break;
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case EquipAttr.ATK_CD:
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case BuffAttr.ATK_CD:
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this.attrs[targetKey].ATK_CD += attr.value;
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break;
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case EquipAttr.HP:
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case BuffAttr.HP:
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this.attrs[targetKey].HP += attr.value;
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break;
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case EquipAttr.DEF:
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case BuffAttr.DEF:
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this.attrs[targetKey].DEF += attr.value;
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break;
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case EquipAttr.SKILL_DMG:
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case BuffAttr.SKILL_DMG:
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this.attrs[targetKey].SKILL_DMG += attr.value;
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break;
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case EquipAttr.SKILL_CD:
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case BuffAttr.SKILL_CD:
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this.attrs[targetKey].SKILL_CD += attr.value;
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break;
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case EquipAttr.CARD_EFFECT:
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case BuffAttr.CARD_EFFECT:
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this.attrs[targetKey].CARD_EFFECT += attr.value;
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break;
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case EquipAttr.CARD_COUNT:
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case BuffAttr.CARD_COUNT:
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this.attrs[targetKey].CARD_COUNT += attr.value;
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break;
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}
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@@ -202,11 +163,7 @@ export class EquipsComp extends Component {
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// 重置所有属性为0
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private reset_attrs() {
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Object.keys(this.attrs).forEach(key => {
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Object.keys(this.attrs[key]).forEach(attrKey => {
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this.attrs[key][attrKey] = 0;
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});
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});
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this.attrs.hero=this.attrs.ally=this.attrs.enemy=this.attrs.friend=getBuffNum()
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}
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// 根据目标类型获取对应的key
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