调整盾技能, 盾图片资源需要换
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@@ -31,47 +31,47 @@
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507
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Normal file
507
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13
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@@ -352,6 +436,24 @@
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"_isTrimmedMode": true,
|
||||||
|
"_useGrayscale": false,
|
||||||
|
"_atlas": null,
|
||||||
|
"_id": ""
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.CompPrefabInfo",
|
||||||
|
"fileId": "4fqUTuxMdJ8ZH/L993I9oX"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__type__": "cc.PrefabInfo",
|
"__type__": "cc.PrefabInfo",
|
||||||
@@ -152,7 +251,90 @@
|
|||||||
"asset": {
|
"asset": {
|
||||||
"__id__": 0
|
"__id__": 0
|
||||||
},
|
},
|
||||||
"fileId": "7a5LvbdlxEc6FKa7cun2oB",
|
"fileId": "5fa3k2fjdMaoZhAnWHpW+B",
|
||||||
|
"instance": null,
|
||||||
|
"targetOverrides": null,
|
||||||
|
"nestedPrefabInstanceRoots": null
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.UITransform",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"__editorExtras__": {},
|
||||||
|
"node": {
|
||||||
|
"__id__": 2
|
||||||
|
},
|
||||||
|
"_enabled": true,
|
||||||
|
"__prefab": {
|
||||||
|
"__id__": 10
|
||||||
|
},
|
||||||
|
"_contentSize": {
|
||||||
|
"__type__": "cc.Size",
|
||||||
|
"width": 80,
|
||||||
|
"height": 100
|
||||||
|
},
|
||||||
|
"_anchorPoint": {
|
||||||
|
"__type__": "cc.Vec2",
|
||||||
|
"x": 0.5,
|
||||||
|
"y": 0
|
||||||
|
},
|
||||||
|
"_id": ""
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.CompPrefabInfo",
|
||||||
|
"fileId": "ffMAkaUpFI57IBOmyAqRb7"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.Sprite",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"__editorExtras__": {},
|
||||||
|
"node": {
|
||||||
|
"__id__": 2
|
||||||
|
},
|
||||||
|
"_enabled": false,
|
||||||
|
"__prefab": {
|
||||||
|
"__id__": 12
|
||||||
|
},
|
||||||
|
"_customMaterial": null,
|
||||||
|
"_srcBlendFactor": 2,
|
||||||
|
"_dstBlendFactor": 4,
|
||||||
|
"_color": {
|
||||||
|
"__type__": "cc.Color",
|
||||||
|
"r": 255,
|
||||||
|
"g": 255,
|
||||||
|
"b": 255,
|
||||||
|
"a": 206
|
||||||
|
},
|
||||||
|
"_spriteFrame": null,
|
||||||
|
"_type": 3,
|
||||||
|
"_fillType": 1,
|
||||||
|
"_sizeMode": 0,
|
||||||
|
"_fillCenter": {
|
||||||
|
"__type__": "cc.Vec2",
|
||||||
|
"x": 0,
|
||||||
|
"y": 0
|
||||||
|
},
|
||||||
|
"_fillStart": 0.2,
|
||||||
|
"_fillRange": 1,
|
||||||
|
"_isTrimmedMode": true,
|
||||||
|
"_useGrayscale": false,
|
||||||
|
"_atlas": null,
|
||||||
|
"_id": ""
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.CompPrefabInfo",
|
||||||
|
"fileId": "9fHw3j4KRHy69YivdVDz8y"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.PrefabInfo",
|
||||||
|
"root": {
|
||||||
|
"__id__": 1
|
||||||
|
},
|
||||||
|
"asset": {
|
||||||
|
"__id__": 0
|
||||||
|
},
|
||||||
|
"fileId": "e0t/T+P9lKKplNd52LexfO",
|
||||||
"instance": null,
|
"instance": null,
|
||||||
"targetOverrides": null,
|
"targetOverrides": null,
|
||||||
"nestedPrefabInstanceRoots": null
|
"nestedPrefabInstanceRoots": null
|
||||||
@@ -167,7 +349,7 @@
|
|||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"__prefab": {
|
"__prefab": {
|
||||||
"__id__": 7
|
"__id__": 15
|
||||||
},
|
},
|
||||||
"_contentSize": {
|
"_contentSize": {
|
||||||
"__type__": "cc.Size",
|
"__type__": "cc.Size",
|
||||||
@@ -176,8 +358,8 @@
|
|||||||
},
|
},
|
||||||
"_anchorPoint": {
|
"_anchorPoint": {
|
||||||
"__type__": "cc.Vec2",
|
"__type__": "cc.Vec2",
|
||||||
"x": 0.49664333316829656,
|
"x": 0.5,
|
||||||
"y": 0.5156666649712457
|
"y": 0
|
||||||
},
|
},
|
||||||
"_id": ""
|
"_id": ""
|
||||||
},
|
},
|
||||||
@@ -195,7 +377,7 @@
|
|||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"__prefab": {
|
"__prefab": {
|
||||||
"__id__": 9
|
"__id__": 17
|
||||||
},
|
},
|
||||||
"_id": ""
|
"_id": ""
|
||||||
},
|
},
|
||||||
@@ -213,42 +395,24 @@
|
|||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"__prefab": {
|
"__prefab": {
|
||||||
"__id__": 11
|
"__id__": 19
|
||||||
},
|
},
|
||||||
"playOnLoad": true,
|
"playOnLoad": true,
|
||||||
"_clips": [
|
"_clips": [
|
||||||
{
|
{
|
||||||
"__uuid__": "2202bddf-38fc-4b0e-a004-ef962f61f49d",
|
"__uuid__": "5ec0664a-f8e6-4d50-98af-6ffa3d530ae3",
|
||||||
"__expectedType__": "cc.AnimationClip"
|
"__expectedType__": "cc.AnimationClip"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_defaultClip": {
|
"_defaultClip": {
|
||||||
"__uuid__": "2202bddf-38fc-4b0e-a004-ef962f61f49d",
|
"__uuid__": "5ec0664a-f8e6-4d50-98af-6ffa3d530ae3",
|
||||||
"__expectedType__": "cc.AnimationClip"
|
"__expectedType__": "cc.AnimationClip"
|
||||||
},
|
},
|
||||||
"_id": ""
|
"_id": ""
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__type__": "cc.CompPrefabInfo",
|
"__type__": "cc.CompPrefabInfo",
|
||||||
"fileId": "7cJdSTCj5Eu4vDiD6FPj8P"
|
"fileId": "fekMKpI+NOpKIKl1FWNHvQ"
|
||||||
},
|
|
||||||
{
|
|
||||||
"__type__": "9e0d3yayihFMKm6st+kCG3D",
|
|
||||||
"_name": "",
|
|
||||||
"_objFlags": 0,
|
|
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"__editorExtras__": {},
|
|
||||||
"node": {
|
|
||||||
"__id__": 1
|
|
||||||
},
|
|
||||||
"_enabled": false,
|
|
||||||
"__prefab": {
|
|
||||||
"__id__": 13
|
|
||||||
},
|
|
||||||
"_id": ""
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__type__": "cc.CompPrefabInfo",
|
|
||||||
"fileId": "d9m8Z9r0FAn79RIXwYOlkG"
|
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__type__": "cc.PrefabInfo",
|
"__type__": "cc.PrefabInfo",
|
||||||
|
|||||||
@@ -49,8 +49,8 @@
|
|||||||
},
|
},
|
||||||
"_lscale": {
|
"_lscale": {
|
||||||
"__type__": "cc.Vec3",
|
"__type__": "cc.Vec3",
|
||||||
"x": 1,
|
"x": 1.4,
|
||||||
"y": 1,
|
"y": 1.4,
|
||||||
"z": 1
|
"z": 1
|
||||||
},
|
},
|
||||||
"_mobility": 0,
|
"_mobility": 0,
|
||||||
@@ -141,7 +141,7 @@
|
|||||||
"_lpos": {
|
"_lpos": {
|
||||||
"__type__": "cc.Vec3",
|
"__type__": "cc.Vec3",
|
||||||
"x": 0,
|
"x": 0,
|
||||||
"y": 57.141,
|
"y": 0,
|
||||||
"z": 0
|
"z": 0
|
||||||
},
|
},
|
||||||
"_lrot": {
|
"_lrot": {
|
||||||
@@ -153,8 +153,8 @@
|
|||||||
},
|
},
|
||||||
"_lscale": {
|
"_lscale": {
|
||||||
"__type__": "cc.Vec3",
|
"__type__": "cc.Vec3",
|
||||||
"x": 0.9,
|
"x": 1,
|
||||||
"y": 1,
|
"y": 1.1,
|
||||||
"z": 1
|
"z": 1
|
||||||
},
|
},
|
||||||
"_mobility": 0,
|
"_mobility": 0,
|
||||||
@@ -187,7 +187,7 @@
|
|||||||
"_anchorPoint": {
|
"_anchorPoint": {
|
||||||
"__type__": "cc.Vec2",
|
"__type__": "cc.Vec2",
|
||||||
"x": 0.5,
|
"x": 0.5,
|
||||||
"y": 0.5
|
"y": 0
|
||||||
},
|
},
|
||||||
"_id": ""
|
"_id": ""
|
||||||
},
|
},
|
||||||
@@ -223,7 +223,7 @@
|
|||||||
},
|
},
|
||||||
"_type": 0,
|
"_type": 0,
|
||||||
"_fillType": 0,
|
"_fillType": 0,
|
||||||
"_sizeMode": 1,
|
"_sizeMode": 0,
|
||||||
"_fillCenter": {
|
"_fillCenter": {
|
||||||
"__type__": "cc.Vec2",
|
"__type__": "cc.Vec2",
|
||||||
"x": 0,
|
"x": 0,
|
||||||
@@ -355,7 +355,7 @@
|
|||||||
},
|
},
|
||||||
"_anchorPoint": {
|
"_anchorPoint": {
|
||||||
"__type__": "cc.Vec2",
|
"__type__": "cc.Vec2",
|
||||||
"x": 0.49664333316829656,
|
"x": 0.5,
|
||||||
"y": 0
|
"y": 0
|
||||||
},
|
},
|
||||||
"_id": ""
|
"_id": ""
|
||||||
|
|||||||
@@ -14,8 +14,8 @@ const { ccclass, property } = _decorator;
|
|||||||
@ccclass('Main')
|
@ccclass('Main')
|
||||||
export class Main extends Root {
|
export class Main extends Root {
|
||||||
start() {
|
start() {
|
||||||
// PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb |
|
PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb |
|
||||||
// EPhysics2DDrawFlags.Pair |
|
EPhysics2DDrawFlags.Pair
|
||||||
// EPhysics2DDrawFlags.CenterOfMass |
|
// EPhysics2DDrawFlags.CenterOfMass |
|
||||||
// EPhysics2DDrawFlags.Joint |
|
// EPhysics2DDrawFlags.Joint |
|
||||||
// EPhysics2DDrawFlags.Shape;
|
// EPhysics2DDrawFlags.Shape;
|
||||||
|
|||||||
@@ -231,101 +231,101 @@ export const getSkills=(quality:number)=>{
|
|||||||
}
|
}
|
||||||
export const SkillSet = {
|
export const SkillSet = {
|
||||||
6001:{uuid:6001,name:"剑气",for_hero:false,sp_name:"atk_1",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
6001:{uuid:6001,name:"剑气",for_hero:false,sp_name:"atk_1",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
|
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
|
||||||
|
|
||||||
6002:{uuid:6002,name:"冰球",for_hero:false,sp_name:"greenball",path:"3034",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
6002:{uuid:6002,name:"冰球",for_hero:false,sp_name:"greenball",path:"3034",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"},
|
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"},
|
||||||
|
|
||||||
6003:{uuid:6003,name:"射击",for_hero:false,sp_name:"arrow",path:"3037",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
6003:{uuid:6003,name:"射击",for_hero:false,sp_name:"arrow",path:"3037",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.parabolic,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人释放箭矢,造成100%攻击的伤害"},
|
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:2,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人释放箭矢,造成100%攻击的伤害"},
|
||||||
|
|
||||||
6004:{uuid:6004,name:"护盾",for_hero:true,sp_name:"buff_to",path:"3045",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
|
6004:{uuid:6004,name:"护盾",for_hero:true,sp_name:"shield",path:"3045",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Team,SType:SType.shield,act:"max",DTType:DTType.single,CdType:CdType.cd,AType:AType.StartEnd,RType:RType.fixed,EType:EType.timeEnd,fname:"max",flash:false,with:0,
|
TGroup:TGroup.Team,SType:SType.shield,act:"max",DTType:DTType.single,CdType:CdType.cd,AType:AType.fixedStart,EType:EType.animationEnd,fname:"max",flash:false,with:0,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:1,ap:0,cd:10,hit:1,hited:3,buV:2,buC:0,buR:100,speed:720,cost:10,info:"为最前排队友召唤一个可以抵御2次攻击的圣盾(最高叠加到6次)"},
|
debuff:0,deV:0,deC:0,deR:100,in:1,ap:0,cd:5,hit:1,hited:3,buV:2,buC:0,buR:100,speed:720,cost:10,info:"为最前排队友召唤一个可以抵御2次攻击的圣盾(最高叠加到6次)"},
|
||||||
|
|
||||||
6005:{uuid:6005,name:"治疗", for_hero:true, sp_name:"heath_small",path:"3056",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
6005:{uuid:6005,name:"治疗", for_hero:true, sp_name:"heath_small",path:"3056",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Team,SType:SType.heal,act:"max",DTType:DTType.single,CdType:CdType.cd,AType:AType.StartEnd,RType:RType.fixed,EType:EType.timeEnd,fname:"max",flash:false,with:0,
|
TGroup:TGroup.Team,SType:SType.heal,act:"max",DTType:DTType.single,CdType:CdType.cd,AType:AType.StartEnd,EType:EType.timeEnd,fname:"max",flash:false,with:0,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:1,ap:0,cd:5,hit:0,hited:0,buV:20,buC:0,buR:100,speed:0,cost:10,info:"回复最前排队友10%最大生命值的生命"},
|
debuff:0,deV:0,deC:0,deR:100,in:1,ap:0,cd:5,hit:0,hited:0,buV:20,buC:0,buR:100,speed:0,cost:10,info:"回复最前排队友10%最大生命值的生命"},
|
||||||
|
|
||||||
6006:{uuid:6006,name:"铁斧打击",for_hero:false,sp_name:"base_ft",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
6006:{uuid:6006,name:"铁斧打击",for_hero:false,sp_name:"base_ft",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
|
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出铁斧,造成100%攻击的伤害"},
|
||||||
6007:{uuid:6007,name:"木棍打击",for_hero:false,sp_name:"base_mg",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
6007:{uuid:6007,name:"木棍打击",for_hero:false,sp_name:"base_mg",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出木棍,造成100%攻击的伤害"},
|
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出木棍,造成100%攻击的伤害"},
|
||||||
6008:{uuid:6008,name:"飞刀打击",for_hero:false,sp_name:"base_sf",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
6008:{uuid:6008,name:"飞刀打击",for_hero:false,sp_name:"base_sf",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"},
|
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出飞刀,造成100%攻击的伤害"},
|
||||||
6009:{uuid:6009,name:"石斧打击",for_hero:false,sp_name:"base_sf",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
6009:{uuid:6009,name:"石斧打击",for_hero:false,sp_name:"base_sf",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:0,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
|
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
|
||||||
6010:{uuid:6010,name:"攻击",for_hero:false,sp_name:"atk1",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
6010:{uuid:6010,name:"攻击",for_hero:false,sp_name:"atk1",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.fixedStart,RType:RType.linear,EType:EType.animationEnd,fname:"max",flash:false,with:0,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.fixedStart,EType:EType.animationEnd,fname:"max",flash:false,with:0,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:0.2,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
|
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:0.2,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
|
||||||
6011:{uuid:6011,name:"攻击",for_hero:false,sp_name:"atk2",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
6011:{uuid:6011,name:"攻击",for_hero:false,sp_name:"atk2",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.fixedStart,RType:RType.linear,EType:EType.animationEnd,fname:"max",flash:false,with:0,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.fixedStart,EType:EType.animationEnd,fname:"max",flash:false,with:0,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:0.2,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
|
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:0.2,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
|
||||||
6020:{uuid:6020,name:"烈焰斩击",for_hero:false,sp_name:"max_fireatk",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
6020:{uuid:6020,name:"烈焰斩击",for_hero:false,sp_name:"max_fireatk",path:"3036",quality:Quality.WHITE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.fixedStart,RType:RType.linear,EType:EType.animationEnd,fname:"max",flash:false,with:0,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.fixedStart,EType:EType.animationEnd,fname:"max",flash:false,with:0,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:0.2,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
|
debuff:0,deV:0,deC:0,deR:100,in:8,ap:100,cd:5,hit:1,hited:0.2,buV:0,buC:0,buR:100,speed:720,cost:10,info:"向最前方敌人扔出石斧,造成100%攻击的伤害"},
|
||||||
|
|
||||||
|
|
||||||
6021:{uuid:6021,name:"烈火护盾",for_hero:true,sp_name:"max_firedun",path:"3061",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
|
6021:{uuid:6021,name:"烈火护盾",for_hero:true,sp_name:"max_firedun",path:"3061",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedStart,RType:RType.fixed,EType:EType.timeEnd,fname:"max",flash:false,with:90,
|
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedStart,EType:EType.timeEnd,fname:"max",flash:false,with:90,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:10,ap:100,cd:5,hit:1,hited:1,buV:0,buC:0,buR:100,speed:80,cost:10,info:"召唤烈焰保护英雄,持续10秒,每秒对范围内的敌人造成100%伤害"},
|
debuff:0,deV:0,deC:0,deR:100,in:10,ap:100,cd:5,hit:1,hited:1,buV:0,buC:0,buR:100,speed:80,cost:10,info:"召唤烈焰保护英雄,持续10秒,每秒对范围内的敌人造成100%伤害"},
|
||||||
|
|
||||||
6022:{uuid:6022,name:"火球术" ,for_hero:true,sp_name:"fire",path:"3039",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
6022:{uuid:6022,name:"火球术" ,for_hero:true,sp_name:"fire",path:"3039",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
|
||||||
debuff:DebuffAttr.STUN,deV:0,deC:1,deR:50,in:1,ap:100,cd:5,hit:2,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"},
|
debuff:DebuffAttr.STUN,deV:0,deC:1,deR:50,in:1,ap:100,cd:5,hit:2,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"},
|
||||||
|
|
||||||
6023:{uuid:6023,name:"龙卷风",for_hero:true, sp_name:"bwind",path:"3065",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
6023:{uuid:6023,name:"龙卷风",for_hero:true, sp_name:"bwind",path:"3065",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.power,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.power,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
|
||||||
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit:1,hited:1,buV:0,buC:0,buR:100,speed:360,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit:1,hited:1,buV:0,buC:0,buR:100,speed:360,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
||||||
|
|
||||||
6024:{uuid:6024,name:"寒冰箭",for_hero:true, sp_name:"arrow_blue",path:"3060",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
6024:{uuid:6024,name:"寒冰箭",for_hero:true, sp_name:"arrow_blue",path:"3060",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
|
||||||
debuff:DebuffAttr.FROST,deV:1,deC:0,deR:100,in:1,ap:100,cd:1,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
|
debuff:DebuffAttr.FROST,deV:1,deC:0,deR:100,in:1,ap:100,cd:1,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
|
||||||
|
|
||||||
6025:{uuid:6025,name:"烈焰射击",for_hero:false,sp_name:"arrow_yellow",path:"3014",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
6025:{uuid:6025,name:"烈焰射击",for_hero:false,sp_name:"arrow_yellow",path:"3014",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.power,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.power,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
|
||||||
debuff:DebuffAttr.STUN,deV:0.5,deC:0,deR:50,in:1,ap:100,cd:5,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"},
|
debuff:DebuffAttr.STUN,deV:0.5,deC:0,deR:50,in:1,ap:100,cd:5,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,20%几率眩晕敌人"},
|
||||||
|
|
||||||
6026:{uuid:6026,name:"火墙", for_hero:true, sp_name:"firewall",path:"3040",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
|
6026:{uuid:6026,name:"火墙", for_hero:true, sp_name:"firewall",path:"3040",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.cd,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.timeEnd,fname:"max",flash:false,with:90,
|
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.cd,AType:AType.fixedEnd,EType:EType.timeEnd,fname:"max",flash:false,with:90,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:10,ap:50,cd:5,hit:1,hited:1,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"},
|
debuff:0,deV:0,deC:0,deR:100,in:10,ap:50,cd:5,hit:1,hited:1,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤一堵火墙,持续10秒,每秒造成50%攻击伤害"},
|
||||||
|
|
||||||
6027:{uuid:6027,name:"冰刺",for_hero:true,sp_name:"icez",path:"3049",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
|
6027:{uuid:6027,name:"冰刺",for_hero:true,sp_name:"icez",path:"3049",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
||||||
debuff:DebuffAttr.FROST,deV:0,deC:0,deR:100,in:1,ap:300,cd:5,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
|
debuff:DebuffAttr.FROST,deV:0,deC:0,deR:100,in:1,ap:300,cd:5,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤冰刺攻击敌人,造成200%攻击的伤害,20%几率冰冻敌人"},
|
||||||
|
|
||||||
6028:{uuid:6028,name:"潮汐", for_hero:true, sp_name:"watert",path:"3070",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
|
6028:{uuid:6028,name:"潮汐", for_hero:true, sp_name:"watert",path:"3070",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
||||||
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"},
|
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:3,ap:100,cd:5,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"},
|
||||||
|
|
||||||
6029:{uuid:6029,name:"陨石术",for_hero:true, sp_name:"max_yunshi",path:"3123",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
|
6029:{uuid:6029,name:"陨石术",for_hero:true, sp_name:"max_yunshi",path:"3123",quality:Quality.BLUE, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
||||||
debuff:0,deV:0,deC:0,deR:100,in:3,ap:500,cd:5,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"},
|
debuff:0,deV:0,deC:0,deR:100,in:3,ap:500,cd:5,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"},
|
||||||
|
|
||||||
6030:{uuid:6030,name:"冰墙", for_hero:false, sp_name:"icet",path:"3050",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
6030:{uuid:6030,name:"冰墙", for_hero:false, sp_name:"icet",path:"3050",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.cd,AType:AType.linear,RType:RType.linear,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.cd,AType:AType.linear,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
||||||
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:1,ap:400,cd:5,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:100,in:1,ap:400,cd:5,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤冰墙攻击敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
||||||
//召唤取消
|
//召唤取消
|
||||||
// 6031:{uuid:6031,name:"召唤骷髅",for_hero:true,sp_name:"zhaohuan",path:"3018",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
// 6031:{uuid:6031,name:"召唤骷髅",for_hero:true,sp_name:"zhaohuan",path:"3018",quality:Quality.GREEN, TType:TType.Frontline,maxC:1,
|
||||||
// TGroup:TGroup.Self,SType:SType.zhaohuan,act:"max",DTType:DTType.single,CdType:CdType.power,AType:AType.fixedStart,RType:RType.fixed,EType:EType.animationEnd,fname:"max_blue",flash:true,with:90,
|
// TGroup:TGroup.Self,SType:SType.zhaohuan,act:"max",DTType:DTType.single,CdType:CdType.power,AType:AType.fixedStart,EType:EType.animationEnd,fname:"max_blue",flash:true,with:90,
|
||||||
// debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:70,cd:60,hit:1,hited:1,buV:0,buC:0,buR:100,speed:720,hero:5221,cost:10,info:"召唤一个骷髅战士为我方而战"},
|
// debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:70,cd:60,hit:1,hited:1,buV:0,buC:0,buR:100,speed:720,hero:5221,cost:10,info:"召唤一个骷髅战士为我方而战"},
|
||||||
|
|
||||||
6032:{uuid:6032,name:"陨石风暴",for_hero:true, sp_name:"fireys",path:"3101",quality:Quality.PURPLE, TType:TType.Frontline,maxC:5,
|
6032:{uuid:6032,name:"陨石风暴",for_hero:true, sp_name:"fireys",path:"3101",quality:Quality.PURPLE, TType:TType.Frontline,maxC:5,
|
||||||
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
||||||
debuff:0,deV:0,deC:0,deR:50,in:3,ap:500,cd:5,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"},
|
debuff:0,deV:0,deC:0,deR:50,in:3,ap:500,cd:5,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"},
|
||||||
|
|
||||||
6033:{uuid:6033,name:"龙卷风爆",for_hero:true, sp_name:"bwind",path:"3069",quality:Quality.PURPLE, TType:TType.Frontline,maxC:5,
|
6033:{uuid:6033,name:"龙卷风爆",for_hero:true, sp_name:"bwind",path:"3069",quality:Quality.PURPLE, TType:TType.Frontline,maxC:5,
|
||||||
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.linear,RType:RType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
|
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.linear,EType:EType.collision,fname:"max",flash:false,with:90,
|
||||||
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:50,in:3,ap:100,cd:5,hit:1,hited:1,buV:0,buC:0,buR:100,speed:360,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:50,in:3,ap:100,cd:5,hit:1,hited:1,buV:0,buC:0,buR:100,speed:360,cost:10,info:"召唤大火球攻击前方所有敌人,造成200%攻击的伤害,50%几率击退敌人"},
|
||||||
6034:{uuid:6034,name:"大潮汐", for_hero:true, sp_name:"watert",path:"3070",quality:Quality.PURPLE, TType:TType.Frontline,maxC:5,
|
6034:{uuid:6034,name:"大潮汐", for_hero:true, sp_name:"watert",path:"3070",quality:Quality.PURPLE, TType:TType.Frontline,maxC:5,
|
||||||
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,RType:RType.fixed,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,EType:EType.animationEnd,fname:"max",flash:false,with:90,
|
||||||
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:50,in:3,ap:100,cd:5,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"},
|
debuff:DebuffAttr.BACK,deV:0,deC:0,deR:50,in:3,ap:100,cd:5,hit:1,hited:0.3,buV:0,buC:0,buR:100,speed:720,cost:10,info:"召唤水柱攻击敌人,每秒造成100%攻击的伤害,50%几率击退敌人"},
|
||||||
|
|
||||||
};
|
};
|
||||||
@@ -323,6 +323,7 @@ export class SkillConComp extends CCComp {
|
|||||||
|
|
||||||
onDestroy() {
|
onDestroy() {
|
||||||
// 清理所有定时器
|
// 清理所有定时器
|
||||||
|
console.log("[SkillConComp]:onDestroy:",this.node.name)
|
||||||
Object.values(this._timers).forEach(clearTimeout);
|
Object.values(this._timers).forEach(clearTimeout);
|
||||||
this._timers = {};
|
this._timers = {};
|
||||||
// 移除事件监听
|
// 移除事件监听
|
||||||
|
|||||||
338
assets/script/game/skills/SkillCom-001.ts
Normal file
338
assets/script/game/skills/SkillCom-001.ts
Normal file
@@ -0,0 +1,338 @@
|
|||||||
|
import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math, RigidBody2D, Animation, sp, Tween} from "cc";
|
||||||
|
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||||
|
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||||
|
import { smc } from "../common/SingletonModuleComp";
|
||||||
|
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
||||||
|
import { GameEvent } from "../common/config/GameEvent";
|
||||||
|
import { AType, DTType, EType, RType, SkillSet, SType, TGroup } from "../common/config/SkillSet";
|
||||||
|
import { BoxSet, FacSet } from "../common/config/BoxSet";
|
||||||
|
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||||
|
import { BezierMove } from "../BezierMove/BezierMove";
|
||||||
|
import { MonModelComp } from "../hero/MonModelComp";
|
||||||
|
import { FightSet } from "../common/config/Mission";
|
||||||
|
import { HeroModelComp } from "../hero/HeroModelComp";
|
||||||
|
import { Skill } from "./Skill";
|
||||||
|
|
||||||
|
|
||||||
|
const { ccclass, property } = _decorator;
|
||||||
|
|
||||||
|
/** 视图层对象 */
|
||||||
|
@ccclass('SkillCom')
|
||||||
|
@ecs.register('SkillCom')
|
||||||
|
export class SkillCom extends CCComp {
|
||||||
|
s_uuid:number = 0;
|
||||||
|
s_name:string = "";
|
||||||
|
hero:number = 0;
|
||||||
|
speed:number = 200;
|
||||||
|
scale:number = 1;
|
||||||
|
angle:number = 0;
|
||||||
|
atk_count:number = 0;
|
||||||
|
is_destroy:boolean = false;
|
||||||
|
enemys:any = [];
|
||||||
|
AType: number = 0; // 运动类型
|
||||||
|
startPos: Vec3 = v3(); // 起始位置
|
||||||
|
targetPos: Vec3 = v3(); // 目标位置
|
||||||
|
duration: number = 0; // 技能持续时间
|
||||||
|
prefabName: string = ""; // 预制体名称
|
||||||
|
animName: string = "";
|
||||||
|
group:number = 0; //阵营
|
||||||
|
fac:number=0; //阵营
|
||||||
|
caster:any=null;
|
||||||
|
distance_x:number=0;
|
||||||
|
distance_y:number=0;
|
||||||
|
ap:number=0;
|
||||||
|
buV:number=0;
|
||||||
|
buC:number=0;
|
||||||
|
buR:number=0;
|
||||||
|
burn_count:number=0;
|
||||||
|
burn_value:number=0;
|
||||||
|
stun_time:number=0;
|
||||||
|
stun_ratto:number=0;
|
||||||
|
frost_ratto:number=0;
|
||||||
|
frost_time:number=0;
|
||||||
|
run_time:number=0;
|
||||||
|
hited_time:number=0;
|
||||||
|
hit_count:number=0;
|
||||||
|
spine:sp.Skeleton=null;
|
||||||
|
anim:Animation=null;
|
||||||
|
tweenInstance:Tween<any> = null;
|
||||||
|
t_end_x:number=0;
|
||||||
|
caster_crit:number=0;
|
||||||
|
caster_crit_d:number=0;
|
||||||
|
puncture:number=0;
|
||||||
|
puncture_damage:number=0;
|
||||||
|
EType:any=null
|
||||||
|
private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
|
||||||
|
|
||||||
|
protected onLoad(): void {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
start() {
|
||||||
|
this.EType=SkillSet[this.s_uuid].EType
|
||||||
|
this.node.setPosition(this.startPos.x,this.startPos.y,0)
|
||||||
|
if(this.node.getChildByName('anm')){
|
||||||
|
this.spine=this.node.getChildByName('anm').getComponent('sp.Skeleton') as sp.Skeleton;
|
||||||
|
}else{
|
||||||
|
this.anim=this.node.getComponent(Animation)
|
||||||
|
}
|
||||||
|
this.on(GameEvent.MissionEnd, this.doDestroy, this);
|
||||||
|
this.node.active = true;
|
||||||
|
//console.log("[SkillCom]:caster",this.caster)
|
||||||
|
|
||||||
|
|
||||||
|
let collider = this.getComponent(Collider2D);
|
||||||
|
if(collider) {
|
||||||
|
collider.group = this.group;
|
||||||
|
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
|
||||||
|
}
|
||||||
|
let bm=this.node.getComponent(BezierMove)
|
||||||
|
// //console.log(this.group +"技能 collider ",collider);
|
||||||
|
switch(SkillSet[this.s_uuid].AType){
|
||||||
|
case AType.parabolic:
|
||||||
|
this.node.angle +=10
|
||||||
|
// bm.speed=700
|
||||||
|
if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 }
|
||||||
|
bm.rotationSmoothness=0.6
|
||||||
|
bm.moveTo(this.targetPos)
|
||||||
|
break;
|
||||||
|
case AType.linear:
|
||||||
|
let s_x=this.startPos.x
|
||||||
|
let s_y=this.startPos.y
|
||||||
|
let t_x=this.targetPos.x
|
||||||
|
let t_y=this.targetPos.y
|
||||||
|
// 设定目标x
|
||||||
|
this.targetPos.x = 400;
|
||||||
|
if(this.group == BoxSet.MONSTER) {
|
||||||
|
bm.controlPointSide = -1;
|
||||||
|
this.targetPos.x = -400;
|
||||||
|
}
|
||||||
|
// 计算斜率
|
||||||
|
const k = (t_y - s_y) / (t_x - s_x);
|
||||||
|
// 按直线公式计算新的y
|
||||||
|
this.targetPos.y = k * (this.targetPos.x - s_x) + s_y;
|
||||||
|
bm.controlPointOffset=0
|
||||||
|
bm.rotationSmoothness=0.6
|
||||||
|
bm.moveTo(this.targetPos);
|
||||||
|
break;
|
||||||
|
case AType.StartEnd:
|
||||||
|
// 2段位移:先升高,然后移到目的地
|
||||||
|
this.executeTwoStageMovement();
|
||||||
|
break;
|
||||||
|
case AType.fixedEnd:
|
||||||
|
this.node.setPosition(this.targetPos.x > 360?300:this.targetPos.x,0,0)
|
||||||
|
if(this.node.getComponent(Animation)){
|
||||||
|
let anim = this.node.getComponent(Animation);
|
||||||
|
//console.log("[SkillCom]:has anim",anim)
|
||||||
|
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
|
||||||
|
}
|
||||||
|
if(this.node.getChildByName('anm')){
|
||||||
|
if(this.node.getChildByName('anm').getComponent('sp.Skeleton')){
|
||||||
|
//console.log("[SkillCom]:has spine",this.spine)
|
||||||
|
this.spine.setCompleteListener((trackEntry) => {
|
||||||
|
this.onAnimationFinished()
|
||||||
|
//console.log("[SkillCom]:[track %s][animation %s] complete: %s", trackEntry.trackIndex);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case AType.fixedStart: //
|
||||||
|
|
||||||
|
this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
|
||||||
|
|
||||||
|
if(this.node.getComponent(Animation)){
|
||||||
|
let anim = this.node.getComponent(Animation);
|
||||||
|
//console.log("[SkillCom]:has anim",anim)
|
||||||
|
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
|
||||||
|
}
|
||||||
|
if(this.node.getChildByName('anm')){
|
||||||
|
if(this.node.getChildByName('anm').getComponent('sp.Skeleton')){
|
||||||
|
//console.log("[SkillCom]:has spine",this.spine)
|
||||||
|
this.spine.setCompleteListener((trackEntry) => {
|
||||||
|
this.onAnimationFinished()
|
||||||
|
//console.log("[SkillCom]:[track %s][animation %s] complete: %s", trackEntry.trackIndex);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
onAnimationFinished(){
|
||||||
|
console.log("[SkillCom]:onAnimationFinished",this.s_uuid)
|
||||||
|
if(SkillSet[this.s_uuid].EType==EType.timeEnd) return
|
||||||
|
this.is_destroy=true
|
||||||
|
}
|
||||||
|
//范围伤害
|
||||||
|
range_damage(){
|
||||||
|
// console.log("[SkillCom]:range_damage",this.s_uuid)
|
||||||
|
let enemys=ecs.query(ecs.allOf(MonModelComp))
|
||||||
|
if(this.fac==FacSet.MON) enemys=ecs.query(ecs.allOf(HeroModelComp))
|
||||||
|
enemys.forEach(entity => {
|
||||||
|
let view=entity.get(HeroViewComp)
|
||||||
|
if(view){
|
||||||
|
let dis_x =Math.abs(this.node.position.x-view.node.position.x)
|
||||||
|
let dis_y =Math.abs(this.node.position.y-view.node.position.y)
|
||||||
|
if(dis_x > SkillSet[this.s_uuid].with||dis_y > SkillSet[this.s_uuid].with) return
|
||||||
|
this.single_damage(view,true)
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
//单体伤害
|
||||||
|
single_damage(target:HeroViewComp,is_range:boolean=false){
|
||||||
|
// //console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit)
|
||||||
|
// if(this.hit_count > 0&&!is_range) this.ap=this.ap*(50+this.puncture_damage)/100 // 穿刺后 伤害减半,过滤范围伤害
|
||||||
|
if(target == null) return;
|
||||||
|
let ap=this.ap
|
||||||
|
if(this.hit_count > 0 &&!is_range ){
|
||||||
|
ap=ap*(50+this.puncture_damage)/100
|
||||||
|
}
|
||||||
|
target.do_atked(ap,this.caster_crit,this.caster_crit_d,
|
||||||
|
this.burn_count,this.burn_value,
|
||||||
|
this.stun_time,this.stun_ratto,
|
||||||
|
this.frost_time,this.frost_ratto) // ap 及暴击 属性已经在skill.ts 处理
|
||||||
|
// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
|
||||||
|
if(SkillSet[this.s_uuid].debuff>0){
|
||||||
|
let debuff=SkillSet[this.s_uuid]
|
||||||
|
let dev=debuff.deV*(100+this.caster.DEBUFF_VALUE)/100
|
||||||
|
let deR=debuff.deR+this.caster.DEBUFF_UP
|
||||||
|
dev=Math.round(dev*100)/100
|
||||||
|
let deC=debuff.deC+this.caster.DEBUFF_COUNT //dec只作为次数叠加
|
||||||
|
// //console.log("[SkillCom]:debuff",SkillSet[this.s_uuid].name,debuff.debuff,deUP.deV,deUP.deC)
|
||||||
|
target.add_debuff(debuff.debuff,dev,deC,deR)
|
||||||
|
}
|
||||||
|
this.hit_count++
|
||||||
|
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,SkillSet[this.s_uuid].hit,this.puncture)
|
||||||
|
if(this.hit_count>=(SkillSet[this.s_uuid].hit+this.puncture)&&(SkillSet[this.s_uuid].DTType!=DTType.range)&&(SkillSet[this.s_uuid].EType!=EType.animationEnd)) this.is_destroy=true // 技能命中次数
|
||||||
|
}
|
||||||
|
|
||||||
|
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
|
||||||
|
// console.log(this.scale+"碰撞开始 ",seCol,oCol);
|
||||||
|
if(seCol.node.position.x-oCol.node.position.x > 100 ) return
|
||||||
|
let target = oCol.getComponent(HeroViewComp)
|
||||||
|
if(oCol.group!=this.group){
|
||||||
|
if(target == null) return;
|
||||||
|
// console.log("[SkillCom]:onBeginContact oCol||seCol",oCol.node.position,seCol.node.position)
|
||||||
|
this.single_damage(target,SkillSet[this.s_uuid].DTType==DTType.range?true:false)
|
||||||
|
// this.ent.destroy()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 执行2段位移:先升高,然后移到目的地
|
||||||
|
*/
|
||||||
|
private executeTwoStageMovement() {
|
||||||
|
const totalDuration = SkillSet[this.s_uuid].in-0.1
|
||||||
|
const firstStageDuration = totalDuration * 0.4; // 第一段占40%时间
|
||||||
|
const secondStageDuration = totalDuration * 0.6; // 第二段占60%时间
|
||||||
|
|
||||||
|
// 第一段:升高
|
||||||
|
const riseHeight = 100; // 升高高度
|
||||||
|
const midPosition = v3(this.node.position.x, this.node.position.y + riseHeight, 0);
|
||||||
|
|
||||||
|
// 第二段:移动到目标位置
|
||||||
|
const finalPosition = v3(this.targetPos.x, this.targetPos.y, 0);
|
||||||
|
|
||||||
|
// 创建缓动序列
|
||||||
|
tween(this.node)
|
||||||
|
// 第一段:升高
|
||||||
|
.to(firstStageDuration, { position: midPosition }, {
|
||||||
|
easing: 'quadOut' // 使用二次缓出效果,让上升更自然
|
||||||
|
})
|
||||||
|
// 第二段:移动到目标位置
|
||||||
|
.to(secondStageDuration, { position: finalPosition }, {
|
||||||
|
easing: 'quadInOut' // 使用二次缓入缓出效果
|
||||||
|
}).call(()=>{
|
||||||
|
this.do_buff()
|
||||||
|
})
|
||||||
|
.start();
|
||||||
|
}
|
||||||
|
private do_buff(){
|
||||||
|
//console.log("[SkillCom]:do_buff")
|
||||||
|
let teams=ecs.query(ecs.allOf(HeroModelComp))
|
||||||
|
if(this.fac==FacSet.MON) teams=ecs.query(ecs.allOf(MonModelComp))
|
||||||
|
if(SkillSet[this.s_uuid].TGroup==TGroup.Team||SkillSet[this.s_uuid].TGroup==TGroup.Self) {
|
||||||
|
teams.forEach(entity => {
|
||||||
|
let view=entity.get(HeroViewComp)
|
||||||
|
if(view.node.position.x==this.targetPos.x){
|
||||||
|
if(SkillSet[this.s_uuid].SType==SType.heal){
|
||||||
|
view.add_hp(this.buV,false)
|
||||||
|
}
|
||||||
|
if(SkillSet[this.s_uuid].SType==SType.shield){
|
||||||
|
view.add_shield(this.buV)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
update(deltaTime: number) {
|
||||||
|
let config=SkillSet[this.s_uuid]
|
||||||
|
if(smc.mission.pause) {
|
||||||
|
if(this.spine) this.spine.paused=true
|
||||||
|
if(this.anim) this.anim.pause()
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if(this.anim) this.anim.resume()
|
||||||
|
if(this.spine) this.spine.paused=false
|
||||||
|
if (!this.node || !this.node.isValid) return;
|
||||||
|
if(config.EType==EType.timeEnd){
|
||||||
|
this.run_time+=deltaTime
|
||||||
|
if(this.run_time>config.in){
|
||||||
|
// //console.log("[SkillCom]: timeEnd destroy",this.s_uuid,this.run_time)
|
||||||
|
this.is_destroy=true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//范围伤害
|
||||||
|
this.hited_time+=deltaTime
|
||||||
|
if(this.hited_time>config.hited&&(SkillSet[this.s_uuid].DTType==DTType.range)){
|
||||||
|
this.hited_time=0
|
||||||
|
this.range_damage()
|
||||||
|
}
|
||||||
|
//直线移动
|
||||||
|
// if(this.AType == AType.linear) this.startLinearMove(deltaTime);
|
||||||
|
this.toDestroy();
|
||||||
|
}
|
||||||
|
|
||||||
|
toDestroy() {
|
||||||
|
if(this.is_destroy){
|
||||||
|
if (this.ent) {
|
||||||
|
this.ent.destroy();
|
||||||
|
} else {
|
||||||
|
// 如果ent不存在,直接销毁节点
|
||||||
|
if (this.node && this.node.isValid) {
|
||||||
|
this.node.destroy();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
doDestroy(){
|
||||||
|
// //console.log("[SkillCom]:doDestroy")
|
||||||
|
this.is_destroy=true
|
||||||
|
}
|
||||||
|
to_console(value:any,value2:any=null,value3:any=null){
|
||||||
|
//console.log("[SkillCom]:["+this.s_name+this.s_uuid+"]:",value,value2,value3)
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 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 */
|
||||||
|
reset() {
|
||||||
|
this.is_destroy = false;
|
||||||
|
this.AType = 0;
|
||||||
|
this.speed = 0;
|
||||||
|
this.startPos.set();
|
||||||
|
this.targetPos.set();
|
||||||
|
this.moveDirection = null; // 重置移动方向
|
||||||
|
// 先移除所有碰撞回调
|
||||||
|
const collider = this.getComponent(Collider2D);
|
||||||
|
if (collider) {
|
||||||
|
collider.off(Contact2DType.BEGIN_CONTACT);
|
||||||
|
}
|
||||||
|
this.scheduleOnce(() => {
|
||||||
|
this.node.destroy();
|
||||||
|
}, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
1
assets/script/game/skills/SkillCom-001.ts.meta
Normal file
1
assets/script/game/skills/SkillCom-001.ts.meta
Normal file
@@ -0,0 +1 @@
|
|||||||
|
{"ver":"4.0.23","importer":"typescript","imported":true,"uuid":"dd03bf84-3e0b-43c3-b952-bbf57c82ac92","files":[],"subMetas":{},"userData":{}}
|
||||||
@@ -4,7 +4,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
|
|||||||
import { smc } from "../common/SingletonModuleComp";
|
import { smc } from "../common/SingletonModuleComp";
|
||||||
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
||||||
import { GameEvent } from "../common/config/GameEvent";
|
import { GameEvent } from "../common/config/GameEvent";
|
||||||
import { AType, DTType, EType, RType, SkillSet, SType, TGroup } from "../common/config/SkillSet";
|
import { AType, DTType, EType, SkillSet, SType, TGroup } from "../common/config/SkillSet";
|
||||||
import { BoxSet, FacSet } from "../common/config/BoxSet";
|
import { BoxSet, FacSet } from "../common/config/BoxSet";
|
||||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||||
import { BezierMove } from "../BezierMove/BezierMove";
|
import { BezierMove } from "../BezierMove/BezierMove";
|
||||||
@@ -117,68 +117,52 @@ export class SkillCom extends CCComp {
|
|||||||
break;
|
break;
|
||||||
case AType.StartEnd:
|
case AType.StartEnd:
|
||||||
// 2段位移:先升高,然后移到目的地
|
// 2段位移:先升高,然后移到目的地
|
||||||
this.executeTwoStageMovement();
|
this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
|
||||||
|
this.do_anim()
|
||||||
break;
|
break;
|
||||||
case AType.fixedEnd:
|
case AType.fixedEnd:
|
||||||
this.node.setPosition(this.targetPos.x > 360?300:this.targetPos.x,0,0)
|
this.node.setPosition(this.targetPos.x > 360?300:this.targetPos.x,0,0)
|
||||||
if(this.node.getComponent(Animation)){
|
this.do_anim()
|
||||||
let anim = this.node.getComponent(Animation);
|
|
||||||
//console.log("[SkillCom]:has anim",anim)
|
|
||||||
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
|
|
||||||
}
|
|
||||||
if(this.node.getChildByName('anm')){
|
|
||||||
if(this.node.getChildByName('anm').getComponent('sp.Skeleton')){
|
|
||||||
//console.log("[SkillCom]:has spine",this.spine)
|
|
||||||
this.spine.setCompleteListener((trackEntry) => {
|
|
||||||
this.onAnimationFinished()
|
|
||||||
//console.log("[SkillCom]:[track %s][animation %s] complete: %s", trackEntry.trackIndex);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
case AType.fixedStart: //
|
case AType.fixedStart: //
|
||||||
|
this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
|
||||||
this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
|
this.do_anim()
|
||||||
|
|
||||||
if(this.node.getComponent(Animation)){
|
|
||||||
let anim = this.node.getComponent(Animation);
|
|
||||||
//console.log("[SkillCom]:has anim",anim)
|
|
||||||
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
|
|
||||||
}
|
|
||||||
if(this.node.getChildByName('anm')){
|
|
||||||
if(this.node.getChildByName('anm').getComponent('sp.Skeleton')){
|
|
||||||
//console.log("[SkillCom]:has spine",this.spine)
|
|
||||||
this.spine.setCompleteListener((trackEntry) => {
|
|
||||||
this.onAnimationFinished()
|
|
||||||
//console.log("[SkillCom]:[track %s][animation %s] complete: %s", trackEntry.trackIndex);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
do_anim(){
|
||||||
|
if(this.node.getComponent(Animation)){
|
||||||
|
let anim = this.node.getComponent(Animation);
|
||||||
|
//console.log("[SkillCom]:has anim",anim)
|
||||||
|
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
|
||||||
|
}
|
||||||
|
if(this.node.getChildByName('anm')){
|
||||||
|
if(this.node.getChildByName('anm').getComponent('sp.Skeleton')){
|
||||||
|
//console.log("[SkillCom]:has spine",this.spine)
|
||||||
|
this.spine.setCompleteListener((trackEntry) => {
|
||||||
|
this.onAnimationFinished()
|
||||||
|
//console.log("[SkillCom]:[track %s][animation %s] complete: %s", trackEntry.trackIndex);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
onAnimationFinished(){
|
onAnimationFinished(){
|
||||||
console.log("[SkillCom]:onAnimationFinished",this.s_uuid)
|
console.log("[SkillCom]:onAnimationFinished",this.s_uuid)
|
||||||
if(SkillSet[this.s_uuid].EType==EType.timeEnd) return
|
if(SkillSet[this.s_uuid].EType==EType.timeEnd) return
|
||||||
|
if(SkillSet[this.s_uuid].SType!=SType.damage){
|
||||||
|
this.to_do_buff()
|
||||||
|
}
|
||||||
|
|
||||||
this.is_destroy=true
|
this.is_destroy=true
|
||||||
}
|
}
|
||||||
//范围伤害
|
to_do_buff(){
|
||||||
range_damage(){
|
switch(SkillSet[this.s_uuid].SType){
|
||||||
// console.log("[SkillCom]:range_damage",this.s_uuid)
|
case SType.shield:
|
||||||
let enemys=ecs.query(ecs.allOf(MonModelComp))
|
this.caster.add_shield(SkillSet[this.s_uuid].buV)
|
||||||
if(this.fac==FacSet.MON) enemys=ecs.query(ecs.allOf(HeroModelComp))
|
break;
|
||||||
enemys.forEach(entity => {
|
}
|
||||||
let view=entity.get(HeroViewComp)
|
|
||||||
if(view){
|
|
||||||
let dis_x =Math.abs(this.node.position.x-view.node.position.x)
|
|
||||||
let dis_y =Math.abs(this.node.position.y-view.node.position.y)
|
|
||||||
if(dis_x > SkillSet[this.s_uuid].with||dis_y > SkillSet[this.s_uuid].with) return
|
|
||||||
this.single_damage(view,true)
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
//单体伤害
|
//单体伤害
|
||||||
single_damage(target:HeroViewComp,is_range:boolean=false){
|
single_damage(target:HeroViewComp,is_range:boolean=false){
|
||||||
@@ -205,7 +189,7 @@ export class SkillCom extends CCComp {
|
|||||||
}
|
}
|
||||||
this.hit_count++
|
this.hit_count++
|
||||||
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,SkillSet[this.s_uuid].hit,this.puncture)
|
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,SkillSet[this.s_uuid].hit,this.puncture)
|
||||||
if(this.hit_count>=(SkillSet[this.s_uuid].hit+this.puncture)&&(SkillSet[this.s_uuid].DTType!=DTType.range)&&(SkillSet[this.s_uuid].EType!=EType.animationEnd)) this.is_destroy=true // 技能命中次数
|
if(this.hit_count>=(SkillSet[this.s_uuid].hit+this.puncture)&&(SkillSet[this.s_uuid].DTType!=DTType.range)&&(SkillSet[this.s_uuid].EType!=EType.animationEnd)&&(SkillSet[this.s_uuid].EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
|
||||||
}
|
}
|
||||||
|
|
||||||
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
|
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
|
||||||
@@ -221,53 +205,6 @@ export class SkillCom extends CCComp {
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 执行2段位移:先升高,然后移到目的地
|
|
||||||
*/
|
|
||||||
private executeTwoStageMovement() {
|
|
||||||
const totalDuration = SkillSet[this.s_uuid].in-0.1
|
|
||||||
const firstStageDuration = totalDuration * 0.4; // 第一段占40%时间
|
|
||||||
const secondStageDuration = totalDuration * 0.6; // 第二段占60%时间
|
|
||||||
|
|
||||||
// 第一段:升高
|
|
||||||
const riseHeight = 100; // 升高高度
|
|
||||||
const midPosition = v3(this.node.position.x, this.node.position.y + riseHeight, 0);
|
|
||||||
|
|
||||||
// 第二段:移动到目标位置
|
|
||||||
const finalPosition = v3(this.targetPos.x, this.targetPos.y, 0);
|
|
||||||
|
|
||||||
// 创建缓动序列
|
|
||||||
tween(this.node)
|
|
||||||
// 第一段:升高
|
|
||||||
.to(firstStageDuration, { position: midPosition }, {
|
|
||||||
easing: 'quadOut' // 使用二次缓出效果,让上升更自然
|
|
||||||
})
|
|
||||||
// 第二段:移动到目标位置
|
|
||||||
.to(secondStageDuration, { position: finalPosition }, {
|
|
||||||
easing: 'quadInOut' // 使用二次缓入缓出效果
|
|
||||||
}).call(()=>{
|
|
||||||
this.do_buff()
|
|
||||||
})
|
|
||||||
.start();
|
|
||||||
}
|
|
||||||
private do_buff(){
|
|
||||||
//console.log("[SkillCom]:do_buff")
|
|
||||||
let teams=ecs.query(ecs.allOf(HeroModelComp))
|
|
||||||
if(this.fac==FacSet.MON) teams=ecs.query(ecs.allOf(MonModelComp))
|
|
||||||
if(SkillSet[this.s_uuid].TGroup==TGroup.Team||SkillSet[this.s_uuid].TGroup==TGroup.Self) {
|
|
||||||
teams.forEach(entity => {
|
|
||||||
let view=entity.get(HeroViewComp)
|
|
||||||
if(view.node.position.x==this.targetPos.x){
|
|
||||||
if(SkillSet[this.s_uuid].SType==SType.heal){
|
|
||||||
view.add_hp(this.buV,false)
|
|
||||||
}
|
|
||||||
if(SkillSet[this.s_uuid].SType==SType.shield){
|
|
||||||
view.add_shield(this.buV)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
update(deltaTime: number) {
|
update(deltaTime: number) {
|
||||||
let config=SkillSet[this.s_uuid]
|
let config=SkillSet[this.s_uuid]
|
||||||
@@ -286,12 +223,7 @@ export class SkillCom extends CCComp {
|
|||||||
this.is_destroy=true
|
this.is_destroy=true
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//范围伤害
|
|
||||||
this.hited_time+=deltaTime
|
|
||||||
if(this.hited_time>config.hited&&(SkillSet[this.s_uuid].DTType==DTType.range)){
|
|
||||||
this.hited_time=0
|
|
||||||
this.range_damage()
|
|
||||||
}
|
|
||||||
//直线移动
|
//直线移动
|
||||||
// if(this.AType == AType.linear) this.startLinearMove(deltaTime);
|
// if(this.AType == AType.linear) this.startLinearMove(deltaTime);
|
||||||
this.toDestroy();
|
this.toDestroy();
|
||||||
|
|||||||
9
assets/script/game/skills/com.meta
Normal file
9
assets/script/game/skills/com.meta
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
{
|
||||||
|
"ver": "1.2.0",
|
||||||
|
"importer": "directory",
|
||||||
|
"imported": true,
|
||||||
|
"uuid": "9efcc55e-db7c-4761-af6f-ee8bc2f1f63b",
|
||||||
|
"files": [],
|
||||||
|
"subMetas": {},
|
||||||
|
"userData": {}
|
||||||
|
}
|
||||||
29
assets/script/game/skills/com/AtkCom.ts
Normal file
29
assets/script/game/skills/com/AtkCom.ts
Normal file
@@ -0,0 +1,29 @@
|
|||||||
|
import { _decorator } from "cc";
|
||||||
|
import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||||
|
import { CCComp } from "../../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||||
|
|
||||||
|
const { ccclass, property } = _decorator;
|
||||||
|
|
||||||
|
/** 视图层对象 */
|
||||||
|
@ccclass('AtkComComp')
|
||||||
|
@ecs.register('AtkCom', false)
|
||||||
|
export class AtkComComp extends CCComp {
|
||||||
|
/** 视图层逻辑代码分离演示 */
|
||||||
|
start() {
|
||||||
|
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
|
||||||
|
// this.on(ModuleEvent.Cmd, this.onHandler, this);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 全局消息逻辑处理 */
|
||||||
|
// private onHandler(event: string, args: any) {
|
||||||
|
// switch (event) {
|
||||||
|
// case ModuleEvent.Cmd:
|
||||||
|
// break;
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
|
/** 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 */
|
||||||
|
reset() {
|
||||||
|
this.node.destroy();
|
||||||
|
}
|
||||||
|
}
|
||||||
9
assets/script/game/skills/com/AtkCom.ts.meta
Normal file
9
assets/script/game/skills/com/AtkCom.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
{
|
||||||
|
"ver": "4.0.23",
|
||||||
|
"importer": "typescript",
|
||||||
|
"imported": true,
|
||||||
|
"uuid": "b1d8ed59-0347-4bb6-ab9f-86276714afca",
|
||||||
|
"files": [],
|
||||||
|
"subMetas": {},
|
||||||
|
"userData": {}
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user