属性弹窗++
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102
assets/script/game/common/EnhancedButtonTouchLong.ts
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102
assets/script/game/common/EnhancedButtonTouchLong.ts
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import { EventHandler, EventTouch, _decorator } from "cc";
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import { ButtonTouchLong } from "../../../../extensions/oops-plugin-framework/assets/libs/gui/button/ButtonTouchLong";
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const { ccclass, property, menu } = _decorator;
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/**
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* 增强版长按按钮组件
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* 支持长按触发和放开后触发两种事件
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*/
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@ccclass("EnhancedButtonTouchLong")
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@menu('ui/button/EnhancedButtonTouchLong')
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export class EnhancedButtonTouchLong extends ButtonTouchLong {
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@property({
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type: [EventHandler],
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tooltip: "放开后触发的事件"
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})
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releaseEvents: EventHandler[] = [];
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@property({
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tooltip: "是否在长按后放开时触发事件"
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})
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triggerOnRelease: boolean = true;
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@property({
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tooltip: "是否在短按时也触发放开事件"
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})
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triggerOnShortPress: boolean = false;
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private _wasLongPressed: boolean = false;
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private _hasTriggeredRelease: boolean = false;
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onLoad() {
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super.onLoad();
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this._wasLongPressed = false;
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this._hasTriggeredRelease = false;
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}
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/** 触摸开始 */
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onTouchtStart(event: EventTouch) {
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this._wasLongPressed = false;
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this._hasTriggeredRelease = false;
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super.onTouchtStart(event);
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}
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/** 触摸结束 */
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onTouchEnd(event: EventTouch) {
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// 检查是否已经长按过
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if (this._passTime > this.time) {
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this._wasLongPressed = true;
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}
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// 触发放开事件
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if (this.triggerOnRelease && !this._hasTriggeredRelease) {
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if (this._wasLongPressed || this.triggerOnShortPress) {
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this._hasTriggeredRelease = true;
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this.onReleaseTrigger();
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}
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}
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super.onTouchEnd(event);
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}
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/** 引擎更新事件 */
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update(dt: number) {
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super.update(dt);
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// 在父类的update中,如果触发了长按事件,标记为已长按
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if (this._passTime >= this.time && !this._isTouchLong) {
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this._wasLongPressed = true;
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}
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}
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/**
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* 放开触发回调
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*/
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protected onReleaseTrigger() {
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// 发送自定义事件
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this.node.emit('releaseTrigger', this);
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// 触发配置的事件
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this.releaseEvents.forEach(event => {
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event.emit([event.customEventData]);
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});
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console.log('放开触发!');
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}
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/**
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* 获取是否已经长按过
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*/
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wasLongPressed(): boolean {
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return this._wasLongPressed;
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}
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/**
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* 获取当前按住时间
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*/
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getPassTime(): number {
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return this._passTime;
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}
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}
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "caba3955-8e72-4e90-8666-0d0ee57797d9",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -55,6 +55,10 @@ export class SingletonModuleComp extends ecs.Comp {
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dod:99,
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dod_no:false,
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crit_no:false,
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wind:0,
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thorns:0,
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lifesteal:0,
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},
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friend:{
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hp:0,
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@@ -72,6 +76,9 @@ export class SingletonModuleComp extends ecs.Comp {
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dod:99,
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dod_no:false,
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crit_no:false,
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wind:0,
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thorns:0,
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lifesteal:0,
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},
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boss:{
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hp:0,
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@@ -89,6 +96,9 @@ export class SingletonModuleComp extends ecs.Comp {
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dod:99,
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dod_no:false,
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crit_no:false,
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wind:0,
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thorns:0,
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lifesteal:0,
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},
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};
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vmAdd() {
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@@ -52,16 +52,16 @@ export const MissionStatus = {
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end:4,
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}
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export enum FightSet {
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FRIEND_WAVE_UP=2, //伙伴登场波次
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FRIEND_WAVE_UP=3, //伙伴登场波次
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BOSS_WAVE_UP_1=3, //boss登场波次
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BOSS_WAVE_UP_2=5, //boss登场波次
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BOSS_WAVE_UP_3=7, //boss登场波次
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EQUIP_WAVE_UP_1=4, //装备登场波次
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EQUIP_WAVE_UP_2=6, //装备登场波次
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EQUIP_WAVE_UP_3=8, //装备登场波次
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SKILL_WAVE_UP_1=1, //技能登场波次
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SKILL_WAVE_UP_2=3, //技能登场波次
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SKILL_WAVE_UP_3=5, //技能登场波次
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SKILL_WAVE_UP_1=2, //技能登场波次
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SKILL_WAVE_UP_2=5, //技能登场波次
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SKILL_WAVE_UP_3=7, //技能登场波次
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MON_WAVE_TIME=10,//怪物波次时间
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FRIEND_LIVE_CD=10,//伙伴复活时间
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ATK_ADD_FRIEND_COUNT=4,//伙伴攻击力增加
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@@ -1,6 +1,8 @@
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import { _decorator, Label, Node, ProgressBar } from "cc";
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import { _decorator, Label, Node, ProgressBar, tween, v3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { ButtonTouchLong } from "../../../../extensions/oops-plugin-framework/assets/libs/gui/button/ButtonTouchLong";
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import { EnhancedButtonTouchLong } from "../common/EnhancedButtonTouchLong";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { HeroModelComp } from "../hero/HeroModelComp";
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@@ -13,50 +15,70 @@ const { ccclass, property } = _decorator;
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@ccclass('BarCompComp')
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@ecs.register('BarComp', false)
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export class BarCompComp extends CCComp {
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hero_bar:Node = null;
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friend_bar:Node = null;
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boss_bar:Node = null;
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hero:HeroViewComp = null;
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friend:HeroViewComp = null;
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boss:HeroViewComp = null;
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/** 视图层逻辑代码分离演示 */
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protected onLoad(): void {
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this.on(GameEvent.FightReady,this.readay,this)
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this.on(GameEvent.FriendCalled,this.friend_called,this)
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}
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start() {
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// this.hero_bar = this.node.getChildByName("bar");
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// this.friend_bar = this.node.getChildByName("fbar");
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// this.boss_bar = this.node.getChildByName("bar");
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// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
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// this.on(ModuleEvent.Cmd, this.onHandler, this);
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}
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private readay(){
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this.hero_bar.active = this.get_hero()
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this.friend_bar.active = this.get_friend()
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this.node.getChildByName("bar").active = true
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this.node.getChildByName("fbar").active = false
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this.node.getChildByName("bar").getChildByName("more").active=false
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this.node.getChildByName("fbar").getChildByName("more").active=false
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}
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private friend_called(){
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this.node.getChildByName("fbar").active=true
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}
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private get_hero(){
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let heros = ecs.query(ecs.allOf(MasterModelComp))
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if(heros.length > 0){
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this.hero = heros[0].get(HeroViewComp)
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return true
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}else{
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this.hero = null
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return false
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}
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show_master_more(){
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let barNode = this.node.getChildByName("bar");
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let node = barNode.getChildByName("more");
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node.active = true;
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node.setScale(v3(1, 0, 1));
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console.log("[barcomp]:show_master_more",node)
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// 使用缓动动画放大和移动
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tween(node).to(0.2, {scale:v3(1,1,1)}).start()
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}
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private get_friend(){
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let friend = ecs.query(ecs.allOf(FriendModelComp))
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if(friend.length > 0){
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this.friend = friend[0].get(HeroViewComp)
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return true
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}else{
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this.friend = null
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return false
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}
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hide_master_more(){
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let barNode = this.node.getChildByName("bar");
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let node = barNode.getChildByName("more");
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console.log("[barcomp]:hide_master_more",node)
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// 使用缓动动画放大和移动
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tween(node).to(0.2, {scale:v3(1,0,1)}).start()
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node.active = false;
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}
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show_friend_more(){
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let barNode = this.node.getChildByName("fbar");
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let node = barNode.getChildByName("more");
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node.active = true;
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node.setScale(v3(1, 0, 1));
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console.log("[barcomp]:show_friend_more",node)
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// 使用缓动动画放大和移动
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tween(node).to(0.2, {scale:v3(1,1,1)}).start()
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}
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hide_friend_more(){
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let barNode = this.node.getChildByName("fbar");
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let node = barNode.getChildByName("more");
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console.log("[barcomp]:hide_friend_more",node)
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// 使用缓动动画放大和移动
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tween(node).to(0.2, {scale:v3(1,0,1)}).start()
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node.active = false;
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}
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update_bar(){
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if(!this.get_hero()) return
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}
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/** 全局消息逻辑处理 */
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@@ -71,4 +93,6 @@ export class BarCompComp extends CCComp {
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reset() {
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this.node.destroy();
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}
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}
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@@ -30,7 +30,7 @@ export class MissionComp extends CCComp {
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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// this.on(GameEvent.CardsClose,this.after_used_skill_card,this)
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this.on(GameEvent.WaveUpdate,this.on_mon_wave_update,this)
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this.on(GameEvent.FriendCalled,this.friend_called,this)
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}
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protected update(dt: number): void {
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@@ -89,7 +89,6 @@ export class MissionComp extends CCComp {
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async mission_start(){
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oops.message.dispatchEvent(GameEvent.FightReady)
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this.node.getChildByName("herobar").getChildByName("fbar").active=false //隐藏伙伴栏
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this.node.active=true
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this.data_init()
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this.hart_hero_load()
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@@ -109,9 +108,7 @@ export class MissionComp extends CCComp {
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to_call_friend(){
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oops.message.dispatchEvent(GameEvent.HeroSelect)
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}
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friend_called(){
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this.node.getChildByName("herobar").getChildByName("fbar").active=true
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}
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to_fight(){
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smc.vmdata.mission_data.in_fight=true
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oops.message.dispatchEvent(GameEvent.FightStart) //MissionMonComp 监听刷怪
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