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+2653,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 67 + "__id__": 109 }, "playOnLoad": true, "_clips": [ diff --git a/assets/script/game/common/config/Mission.ts b/assets/script/game/common/config/Mission.ts index b1f0238d..316a2add 100644 --- a/assets/script/game/common/config/Mission.ts +++ b/assets/script/game/common/config/Mission.ts @@ -124,3 +124,13 @@ export const VmInfo = { thorns:0, lifesteal:0, } +export const TooltipTypes = { + life:1, + health:2, + skill:3, + crit:4, + uskill:5, + lvup:6, + apup:7, + hpup:8, +} \ No newline at end of file diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index 48c4eba9..81248b5c 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -11,7 +11,7 @@ import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { FightConComp } from "../map/FightConComp"; import { EquipSpecialAttr } from "../common/config/Equips"; -import { FightSet } from "../common/config/Mission"; +import { FightSet, TooltipTypes } from "../common/config/Mission"; import { getApIncrease, getHpIncrease, getUpExp, HeroPos } from "../common/config/heroSet"; import { FriendModelComp } from "./FriendModel"; import { MasterModelComp } from "./MasterModel"; @@ -231,6 +231,7 @@ export class HeroViewComp extends CCComp { this.ap -= Math.floor(ap/100*this.ap); } this.BUFFCOMP.vmdata_update() + this.BUFFCOMP.tooltip(TooltipTypes.apup,ap.toFixed(0)); } update_hp(e:GameEvent,data:any){ console.log("[HeroViewComp]:update_hp",data) @@ -248,6 +249,7 @@ export class HeroViewComp extends CCComp { this.hp_max += Math.floor(hp) ; this.hp += Math.floor(hp*(100+this.buff_hp)/100) ; this.BUFFCOMP.vmdata_update(true) + this.BUFFCOMP.tooltip(TooltipTypes.hpup,hp.toFixed(0)); } @@ -267,7 +269,7 @@ export class HeroViewComp extends CCComp { if(this.hp > this.hp_max){ this.hp = this.hp_max; } - this.BUFFCOMP.tooltip(2,hp.toFixed(0)); + this.BUFFCOMP.tooltip(TooltipTypes.health,hp.toFixed(0)); this.BUFFCOMP.vmdata_update(true) } @@ -366,7 +368,7 @@ export class HeroViewComp extends CCComp { let n_deR=deR-DEBUFF_DOWN-buff_debuff_down let r=RandomManager.instance.getRandomInt(0,100) if(r > n_deR) { - this.BUFFCOMP.tooltip(5,"*抵抗*") + this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*抵抗*") return } @@ -501,7 +503,7 @@ export class HeroViewComp extends CCComp { check_shield(){ if(this.shield>0){ this.shield -= 1 - this.BUFFCOMP.tooltip(5,"*吸收*"); + this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*吸收*"); if (this.shield <= 0) { if(this == null) return; this.BUFFCOMP.show_shield(false); @@ -515,7 +517,7 @@ export class HeroViewComp extends CCComp { if(this.dod > 0){ let random = Math.random()*100 if(random < this.dod) { - this.BUFFCOMP.tooltip(6,"*闪避*"); + this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*闪避*"); return true } } @@ -603,7 +605,7 @@ export class HeroViewComp extends CCComp { case "max": this.as.max() this.BUFFCOMP.max_show(skill.fname) - this.BUFFCOMP.tooltip(3,skill.name,skill_id) + this.BUFFCOMP.tooltip(TooltipTypes.skill,skill.name,skill_id) break case "atk": this.as.atk() @@ -625,14 +627,13 @@ export class HeroViewComp extends CCComp { } to_update(){ - console.log("[HeroViewComp]:升级",this.lv) this.add_ap(getApIncrease(this.hero_uuid,this.lv,this.lv+1)) this.add_hp_max(getHpIncrease(this.hero_uuid,this.lv,this.lv+1)) this.lv+=1 this.next_exp=getUpExp(this.lv) - console.log("[HeroViewComp]:up ap,hp",getApIncrease(this.hero_uuid,this.lv,this.lv+1),getHpIncrease(this.hero_uuid,this.lv,this.lv+1)) this.BUFFCOMP.vmdata_update() this.BUFFCOMP.lv_up() + this.BUFFCOMP.tooltip(TooltipTypes.lvup) //@todo 需要添加 升级动画 } /** 显示伤害数字 */ @@ -674,10 +675,10 @@ export class HeroViewComp extends CCComp { this.BUFFCOMP.in_atked(); this.atked_count++; if (isCrit) { - this.BUFFCOMP.tooltip(4, damage.toFixed(0), damage); + this.BUFFCOMP.tooltip(TooltipTypes.crit, damage.toFixed(0), damage); // console.log("暴击伤害:" + damage); } else { - this.BUFFCOMP.tooltip(1, damage.toFixed(0), damage); + this.BUFFCOMP.tooltip(TooltipTypes.life, damage.toFixed(0), damage); // console.log("普通伤害:" + damage); } } diff --git a/assets/script/game/skills/TooltipCom.ts b/assets/script/game/skills/TooltipCom.ts index 5804ceb9..009e15f8 100644 --- a/assets/script/game/skills/TooltipCom.ts +++ b/assets/script/game/skills/TooltipCom.ts @@ -5,6 +5,7 @@ import { BoxSet } from "../common/config/BoxSet"; import { smc } from "../common/SingletonModuleComp"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { SkillSet } from "../common/config/SkillSet"; +import { TooltipTypes } from "../common/config/Mission"; const { ccclass, property } = _decorator; @@ -23,9 +24,10 @@ export class TooltipCom extends CCComp { alive_time:number = 0.3; skill_name_time=0.5; scale:number = 1; + start() { switch(this.stype){ - case 1: + case TooltipTypes.life: this.node.setPosition(v3(this.node.position.x,this.node.position.y-50)) this.node.setSiblingIndex(100); this.node.getChildByName("loss_life").getChildByName("hp").getComponent(Label).string = this.value; @@ -34,7 +36,7 @@ export class TooltipCom extends CCComp { this.ent.destroy() },0.5) break - case 2: + case TooltipTypes.health: this.node.setSiblingIndex(110); this.node.getChildByName("add_life").getChildByName("hp").getComponent(Label).string = this.value; this.node.getChildByName("add_life").active=true; @@ -42,7 +44,7 @@ export class TooltipCom extends CCComp { this.ent.destroy() },0.5) break - case 4: + case TooltipTypes.crit: this.node.setPosition(v3(this.node.position.x,this.node.position.y-50)) this.node.setSiblingIndex(200); this.node.getChildByName("bloss").getChildByName("hp").getComponent(Label).string = this.value; @@ -51,7 +53,7 @@ export class TooltipCom extends CCComp { this.ent.destroy() },0.5) break - case 3: + case TooltipTypes.skill: this.node.getChildByName("skill").getChildByName("name").getComponent(Label).string = "<"+SkillSet[this.s_uuid].name+">"; this.node.getChildByName("skill").active=true; this.node.setPosition(v3(this.node.position.x,this.node.position.y+30)) @@ -59,7 +61,7 @@ export class TooltipCom extends CCComp { this.ent.destroy() },0.5) break - case 5: + case TooltipTypes.uskill: this.node.getChildByName("uskill").getChildByName("name").getComponent(Label).string = this.value; this.node.getChildByName("uskill").active=true; this.node.setPosition(v3(this.node.position.x,this.node.position.y+30)) @@ -67,6 +69,29 @@ export class TooltipCom extends CCComp { this.ent.destroy() },0.5) break + case TooltipTypes.lvup: + // this.node.getChildByName("lvup").getChildByName("name").getComponent(Label).string = this.value; + this.node.getChildByName("lvup").active=true; + this.node.setPosition(v3(this.node.position.x,this.node.position.y-30)) + this.scheduleOnce(()=>{ + this.ent.destroy() + },0.5) + break + case TooltipTypes.apup: + this.node.getChildByName("apup").getChildByName("num").getComponent(Label).string = "+"+this.value; + this.node.getChildByName("apup").active=true; + this.node.setPosition(v3(this.node.position.x,this.node.position.y-30)) + this.scheduleOnce(()=>{ + this.ent.destroy() + },0.5) + break + case TooltipTypes.hpup: + this.node.getChildByName("hpup").getChildByName("num").getComponent(Label).string = "+"+this.value; + this.node.getChildByName("hpup").active=true; + this.node.setPosition(v3(this.node.position.x,this.node.position.y-30)) + this.scheduleOnce(()=>{ + this.ent.destroy() + },0.5) } // console.log("TooltipView start:",this.node.getSiblingIndex()); diff --git a/assets/script/todo.md b/assets/script/todo.md index af900856..840d9c24 100644 --- a/assets/script/todo.md +++ b/assets/script/todo.md @@ -26,7 +26,7 @@ - [x] 技能需要重新设计 - [ ] 伙伴特殊技能设定 - [x] debuff 设定 易伤 为次数和伤害累加 -- [ ] 冰冻 眩晕 功能更新 还需要检验 +- [x] 冰冻 眩晕 功能更新 还需要检验 - [x] 分按钮三选一, 装备, 功能卡, - [ ] 副将和技能,特殊情况下 触发更换和获取 - [x] 修改 发现都是1金币,加白色0金币 绿色+1金币,蓝色+2金币 @@ -40,10 +40,10 @@ - [ ] 金币掉落 动画 从头顶掉到底部bar - [x] 技能和伙伴都 需要主动点击 才会弹出,特定回合出现选项 - [x] 添加等级系统,主将和伙伴都可以升级,升级获得属性提升和 技能获取 -- [ ] 添加升级动画 +- [x] 添加升级动画 - [x] 卡牌技能 触发会中断问题 - [x] buff和debuff 增益功能 添加 - +- [x] 升级 和+ap +hp 动画 波数 升级 获取装备的等级