英雄普通攻击改变
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@@ -21,11 +21,19 @@ export enum SkillTarget {
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WATER = 2,
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WATER = 2,
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EARTH = 3,
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EARTH = 3,
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WIND = 4,
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WIND = 4,
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LIGHT = 5,
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LIGHT = 5,
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DARK = 6,
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DARK = 6,
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}
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//特殊属性
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export enum EquipSpecialAttr {
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ICE=1, //普通技能变冰系冰冻
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FIRE=2, //普通技能变火焰易伤
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WIND=3, //普通技能变飓风带击退
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FRIND_LIVE_CD=4, //伙伴复活时间减少
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ATK_ADD_FRIND_ATK=5, //伙伴攻击力增加
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ATK_ADD_FRIND_HP=6, //伙伴生命值增加
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ATK_ADD_GLOD=7, //金币增加
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}
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}
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export enum EquipQuality {
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export enum EquipQuality {
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WHITE = 1,
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WHITE = 1,
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GREEN = 2,
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GREEN = 2,
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@@ -56,11 +64,13 @@ export interface EquipData {
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name: string; // 装备名称
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name: string; // 装备名称
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type: EquipType; // 装备类型
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type: EquipType; // 装备类型
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info: string; // 装备描述
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info: string; // 装备描述
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special_attr: EquipSpecialAttr; // 特殊属性
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buff: EquipAttribute[]; // 属性加成列表
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buff: EquipAttribute[]; // 属性加成列表
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debuff: EquipDebuffAttribute[]; // 属性减益列表
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debuff: EquipDebuffAttribute[]; // 属性减益列表
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}
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}
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export const EquipInfo: { [key: number]: EquipData } = {
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export const EquipInfo: { [key: number]: EquipData } = {
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2001: {uuid: 2001, name: "新手剑", type: EquipType.WEAPON,info:"攻击力增加80%",
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2001: {uuid: 2001, name: "新手剑", type: EquipType.WEAPON,info:"攻击力增加80%",
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special_attr: EquipSpecialAttr.ICE,
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buff: [
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buff: [
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{ type: BuffAttr.ATK, value: 80, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK, value: 80, target: EquipAttrTarget.HERO },
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],
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],
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@@ -69,6 +79,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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]
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]
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},
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},
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2002: {uuid: 2002,name: "新手剑2",type: EquipType.WEAPON,info:"攻击速度增加30%",
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2002: {uuid: 2002,name: "新手剑2",type: EquipType.WEAPON,info:"攻击速度增加30%",
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special_attr: EquipSpecialAttr.ICE,
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buff: [
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buff: [
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{ type: BuffAttr.ATK_CD, value: 30, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: 30, target: EquipAttrTarget.HERO },
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],
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],
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@@ -77,6 +88,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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]
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]
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},
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},
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2003: {uuid: 2003,name: "新手剑3",type: EquipType.WEAPON,info:"攻击次数增加1次",
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2003: {uuid: 2003,name: "新手剑3",type: EquipType.WEAPON,info:"攻击次数增加1次",
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special_attr: EquipSpecialAttr.ICE,
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buff: [
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buff: [
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{ type: BuffAttr.ATK_COUNT, value: 1, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_COUNT, value: 1, target: EquipAttrTarget.HERO },
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],
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],
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@@ -85,6 +97,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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]
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]
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},
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},
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2004: {uuid: 2004,name: "防具1",type: EquipType.ARMOR,info:"生命值增加100%",
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2004: {uuid: 2004,name: "防具1",type: EquipType.ARMOR,info:"生命值增加100%",
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special_attr: EquipSpecialAttr.ICE,
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buff: [
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buff: [
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{ type: BuffAttr.HP, value: 100, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.HP, value: 100, target: EquipAttrTarget.HERO },
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],
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],
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@@ -93,6 +106,7 @@ export const EquipInfo: { [key: number]: EquipData } = {
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]
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]
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},
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},
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2005: {uuid: 2005,name: "防具2",type: EquipType.ARMOR,info:"免伤增加50%",
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2005: {uuid: 2005,name: "防具2",type: EquipType.ARMOR,info:"免伤增加50%",
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special_attr: EquipSpecialAttr.ICE,
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buff: [
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buff: [
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{ type: BuffAttr.DEF, value: 50, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.DEF, value: 50, target: EquipAttrTarget.HERO },
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],
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],
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@@ -41,4 +41,5 @@ export enum GameEvent {
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EquipSelect = "EquipSelect",
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EquipSelect = "EquipSelect",
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EquipSelectEnd = "EquipSelectEnd",
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EquipSelectEnd = "EquipSelectEnd",
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WaveUpdate = "WaveUpdate",
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WaveUpdate = "WaveUpdate",
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ChangeATK = "ChangeATK",
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}
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}
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@@ -10,6 +10,7 @@ import { BuffComp } from "./BuffComp";
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import { oops } from "db://oops-framework/core/Oops";
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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 { GameEvent } from "../common/config/GameEvent";
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import { FightConComp } from "../map/FightConComp";
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import { FightConComp } from "../map/FightConComp";
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import { EquipSpecialAttr } from "../common/config/Equips";
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const { ccclass, property } = _decorator;
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const { ccclass, property } = _decorator;
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@@ -88,6 +89,7 @@ export class HeroViewComp extends CCComp {
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this.as = this.getComponent(HeroSpine);
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this.as = this.getComponent(HeroSpine);
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this.FIGHTCON=this.node.parent.getComponent(FightConComp);
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this.FIGHTCON=this.node.parent.getComponent(FightConComp);
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console.log("hero view comp ",this.FIGHTCON)
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console.log("hero view comp ",this.FIGHTCON)
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this.on(GameEvent.ChangeATK,this.change_atk,this)
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// let anm = this.node.getChildByName("anm")
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// let anm = this.node.getChildByName("anm")
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// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
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// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
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// 注册单个碰撞体的回调函数
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// 注册单个碰撞体的回调函数
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@@ -146,6 +148,22 @@ export class HeroViewComp extends CCComp {
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// 处理伤害队列
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// 处理伤害队列
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this.processDamageQueue();
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this.processDamageQueue();
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}
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}
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change_atk(e:GameEvent,data:any){
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switch(data){
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case EquipSpecialAttr.ICE:
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this.atk_skill=6001
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break
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case EquipSpecialAttr.FIRE:
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this.atk_skill=6002
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break
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case EquipSpecialAttr.WIND:
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this.atk_skill=6003
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break
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default:
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this.atk_skill=6001
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break
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}
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}
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get isActive() {
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get isActive() {
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return this.ent.has(HeroViewComp) && this.node?.isValid;
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return this.ent.has(HeroViewComp) && this.node?.isValid;
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}
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}
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@@ -2,7 +2,7 @@ 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 { oops } from 'db://oops-framework/core/Oops';
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import { GameEvent } from '../common/config/GameEvent';
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import { GameEvent } from '../common/config/GameEvent';
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import { smc } from '../common/SingletonModuleComp';
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import { smc } from '../common/SingletonModuleComp';
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import { EquipInfo, EquipType, EquipAttrTarget} from '../common/config/Equips';
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import { EquipInfo, EquipType, EquipAttrTarget, EquipSpecialAttr} from '../common/config/Equips';
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import { BuffAttr, DebuffAttr, geDebuffNum, getBuffNum } from '../common/config/SkillSet';
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import { BuffAttr, DebuffAttr, geDebuffNum, getBuffNum } from '../common/config/SkillSet';
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const { ccclass, property } = _decorator;
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const { ccclass, property } = _decorator;
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@@ -121,12 +121,34 @@ export class EquipsComp extends Component {
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let weapon_debuffs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.debuff || [] : [];
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let weapon_debuffs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.debuff || [] : [];
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let armor_debuffs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.debuff || [] : [];
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let armor_debuffs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.debuff || [] : [];
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let accessory_debuffs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.debuff || [] : [];
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let accessory_debuffs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.debuff || [] : [];
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let weapon_special_attr = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.special_attr : 0;
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let armor_special_attr = this.armor.uuid ? EquipInfo[this.armor.uuid]?.special_attr : 0;
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let accessory_special_attr = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.special_attr : 0;
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console.log("武器特殊属性", weapon_special_attr);
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console.log("防具特殊属性", armor_special_attr);
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console.log("饰品特殊属性", accessory_special_attr);
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console.log("武器属性", weapon_buffs);
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console.log("武器属性", weapon_buffs);
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console.log("防具属性", armor_buffs);
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console.log("防具属性", armor_buffs);
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console.log("饰品属性", accessory_buffs);
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console.log("饰品属性", accessory_buffs);
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console.log("武器减益", weapon_debuffs);
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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("防具减益", armor_debuffs);
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console.log("饰品减益", accessory_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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default:
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oops.message.dispatchEvent(GameEvent.ChangeATK,0)
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break
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}
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// 合并所有装备属性
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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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const allBuff = [...weapon_buffs, ...armor_buffs, ...accessory_buffs];
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const allDebuff = [...weapon_debuffs, ...armor_debuffs, ...accessory_debuffs];
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const allDebuff = [...weapon_debuffs, ...armor_debuffs, ...accessory_debuffs];
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@@ -22,6 +22,7 @@ export class FightConComp extends Component {
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temp_hero_debuff = this.getInitTempDebuff();
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temp_hero_debuff = this.getInitTempDebuff();
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temp_friend_debuff = this.getInitTempDebuff();
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temp_friend_debuff = this.getInitTempDebuff();
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temp_enemy_debuff = this.getInitTempDebuff();
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temp_enemy_debuff = this.getInitTempDebuff();
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atk_type:number=0;
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onLoad(){
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onLoad(){
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// console.log("fight con start")
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// console.log("fight con start")
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@@ -12,11 +12,10 @@
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- [x] HP加100%
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- [x] HP加100%
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- [x] 免伤50%
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- [x] 免伤50%
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- [ ] 普通攻击改为飓风攻击带击退(被动)
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- [x] 普通攻击改为飓风攻击带击退(被动)
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- [ ] 普通攻击改为寒冰攻击带冰冻(被动)
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- [x] 普通攻击改为寒冰攻击带冰冻(被动)
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- [ ] 普通攻击改为火焰攻击带易伤(被动)
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- [x] 普通攻击改为火焰攻击带易伤(被动)
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- [ ] 伙伴复活时间减少%(被动)
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- [ ] 伙伴复活时间减少%(被动)
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- [ ] 每攻击n次 加伙伴hp
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- [ ] 每攻击n次 加伙伴hp
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- [ ] 每攻击n次 加伙伴ap
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- [ ] 每攻击n次 加伙伴ap
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- [ ] 每攻击n次后 增加1金币
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- [ ] 每攻击n次后 增加1金币
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- [ ] 每攻击n次减少下次一次伙伴复活时间
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