复活完成
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@@ -135,34 +135,9 @@ export class EquipsComp extends Component {
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console.log("武器减益", weapon_debuffs);
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console.log("防具减益", armor_debuffs);
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console.log("饰品减益", accessory_debuffs);
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//特殊属性附加
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switch(weapon_special_attr){
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case EquipSpecialAttr.ICE:
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oops.message.dispatchEvent(GameEvent.ChangeATK,EquipSpecialAttr.ICE)
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break
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case EquipSpecialAttr.FIRE:
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oops.message.dispatchEvent(GameEvent.ChangeATK,EquipSpecialAttr.FIRE)
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break
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case EquipSpecialAttr.WIND:
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oops.message.dispatchEvent(GameEvent.ChangeATK,EquipSpecialAttr.WIND)
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break
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}
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switch(armor_special_attr){
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case EquipSpecialAttr.FRIEND_LIVE_CD:
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oops.message.dispatchEvent(GameEvent.ChangeATK_FRIEND_LIVE_CD,FightSet.FRIEND_LIVE_CD_LESS)
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break
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default:
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oops.message.dispatchEvent(GameEvent.ChangeATK_FRIEND_LIVE_CD,0)
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break
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}
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switch(accessory_special_attr){
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case EquipSpecialAttr.FRIEND_LIVE_CD:
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oops.message.dispatchEvent(GameEvent.ChangeATK_FRIEND_LIVE_CD,FightSet.FRIEND_LIVE_CD_LESS)
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break
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default:
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oops.message.dispatchEvent(GameEvent.ChangeATK_FRIEND_LIVE_CD,0)
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break
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}
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let equip_special_attr=this.count_equip_special_attr(weapon_special_attr,armor_special_attr,accessory_special_attr)
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oops.message.dispatchEvent(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,equip_special_attr)
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// 合并所有装备属性
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const allBuff = [...weapon_buffs, ...armor_buffs, ...accessory_buffs];
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@@ -206,6 +181,69 @@ export class EquipsComp extends Component {
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oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
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}
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count_equip_special_attr(weapon_special_attr:any,armor_special_attr:any,accessory_special_attr:any){
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//特殊属性附加
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let equip_special_attr={
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friend_live_cd_less:0,
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atk_add_friend_atk:0,
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atk_add_friend_hp:0,
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atk_add_glod:0,
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}
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switch(weapon_special_attr){
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case EquipSpecialAttr.ICE:
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oops.message.dispatchEvent(GameEvent.ChangeATK,EquipSpecialAttr.ICE)
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break
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case EquipSpecialAttr.FIRE:
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oops.message.dispatchEvent(GameEvent.ChangeATK,EquipSpecialAttr.FIRE)
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break
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case EquipSpecialAttr.WIND:
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oops.message.dispatchEvent(GameEvent.ChangeATK,EquipSpecialAttr.WIND)
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break
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case EquipSpecialAttr.FRIEND_LIVE_CD:
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equip_special_attr.friend_live_cd_less+=FightSet.FRIEND_LIVE_CD_LESS
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_ATK:
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equip_special_attr.atk_add_friend_atk+=FightSet.ATK_ADD_FRIEND_ATK
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_HP:
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equip_special_attr.atk_add_friend_hp+=FightSet.ATK_ADD_FRIEND_HP
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break
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case EquipSpecialAttr.ATK_ADD_GLOD:
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equip_special_attr.atk_add_glod+=FightSet.ATK_ADD_GLOD
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}
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switch(armor_special_attr){
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case EquipSpecialAttr.FRIEND_LIVE_CD:
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equip_special_attr.friend_live_cd_less+=FightSet.FRIEND_LIVE_CD_LESS
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_ATK:
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equip_special_attr.atk_add_friend_atk+=FightSet.ATK_ADD_FRIEND_ATK
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_HP:
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equip_special_attr.atk_add_friend_hp+=FightSet.ATK_ADD_FRIEND_HP
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break
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case EquipSpecialAttr.ATK_ADD_GLOD:
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equip_special_attr.atk_add_glod+=FightSet.ATK_ADD_GLOD
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}
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switch(accessory_special_attr){
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case EquipSpecialAttr.FRIEND_LIVE_CD:
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equip_special_attr.friend_live_cd_less+=FightSet.FRIEND_LIVE_CD_LESS
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_ATK:
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equip_special_attr.atk_add_friend_atk+=FightSet.ATK_ADD_FRIEND_ATK
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_HP:
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equip_special_attr.atk_add_friend_hp+=FightSet.ATK_ADD_FRIEND_HP
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break
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case EquipSpecialAttr.ATK_ADD_GLOD:
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equip_special_attr.atk_add_glod+=FightSet.ATK_ADD_GLOD
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}
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return equip_special_attr
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}
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add_attr(targetKey:string,attr:any){
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if(targetKey){
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this.attrs[targetKey][BuffAttr[attr.type]] += attr.value;
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