游戏流程控制通过节点间 通信完成
This commit is contained in:
@@ -7602,7 +7602,7 @@
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},
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},
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"component": "",
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"component": "",
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"_componentId": "e7482dUVpJEJZzHkqJl1ZWP",
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"_componentId": "e7482dUVpJEJZzHkqJl1ZWP",
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"handler": "mission_end",
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"handler": "to_end_fight",
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"customEventData": ""
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"customEventData": ""
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},
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},
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{
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{
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@@ -7803,7 +7803,7 @@
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"__id__": 488
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"__id__": 488
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}
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}
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],
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],
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"_active": false,
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"_active": true,
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"_components": [
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"_components": [
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{
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{
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"__id__": 572
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"__id__": 572
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@@ -7827,7 +7827,7 @@
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"_lpos": {
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"_lpos": {
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"__type__": "cc.Vec3",
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"__type__": "cc.Vec3",
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"x": 0,
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"x": 0,
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"y": 640,
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"y": -1000,
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"z": 0
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"z": 0
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},
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},
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"_lrot": {
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"_lrot": {
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@@ -12509,8 +12509,8 @@
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"_target": null,
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"_target": null,
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"_left": 0,
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"_left": 0,
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"_right": 0,
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"_right": 0,
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"_top": 0,
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"_top": 1640,
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"_bottom": 0,
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"_bottom": -1640,
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"_horizontalCenter": 0,
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"_horizontalCenter": 0,
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"_verticalCenter": 0,
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"_verticalCenter": 0,
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"_isAbsLeft": false,
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"_isAbsLeft": false,
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@@ -12,8 +12,6 @@ export enum GameEvent {
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/** 登陆成功 */
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/** 登陆成功 */
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LoginSuccess = "LoginSuccess",
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LoginSuccess = "LoginSuccess",
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MSSelected = "MSSelected",
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MSSelected = "MSSelected",
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MissionStart = "MissionStart",
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MissionEnd = "MissionEnd",
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CastSkill = "CastSkill",
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CastSkill = "CastSkill",
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CardRefresh = "CardRefresh",
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CardRefresh = "CardRefresh",
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UseCard = "UseCard",
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UseCard = "UseCard",
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@@ -23,5 +21,12 @@ export enum GameEvent {
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MissionSkill = "MissionSkill",
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MissionSkill = "MissionSkill",
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MissionLoss = "MissionLoss",
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MissionLoss = "MissionLoss",
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MissionWin = "MissionWin",
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MissionWin = "MissionWin",
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MissionStart = "MissionStart",
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FightStart = "FightStart",
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FightPause = "FightPause",
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FightResume = "FightResume",
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FightEnd = "FightEnd",
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MissionEnd = "MissionEnd",
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MissionComplete = "MissionComplete",//战斗结算完成
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}
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}
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@@ -265,7 +265,7 @@ export class HeroViewComp extends CCComp {
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console.log("角色死亡",this.hero_uuid)
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console.log("角色死亡",this.hero_uuid)
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if(this.hero_uuid == 9999){
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if(this.hero_uuid == 9999){
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console.log("任务失败")
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console.log("任务失败")
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oops.message.dispatchEvent(GameEvent.MissionLoss,this)
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oops.message.dispatchEvent(GameEvent.FightEnd,this)
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}
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}
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}
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}
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do_atked(remainingDamage:number){
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do_atked(remainingDamage:number){
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@@ -19,17 +19,8 @@ const { ccclass, property } = _decorator;
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@ecs.register('Mission', false)
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@ecs.register('Mission', false)
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export class MissionComp extends CCComp {
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export class MissionComp extends CCComp {
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VictoryComp:any = null;
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VictoryComp:any = null;
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mon_list:any = []
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call_hero_timer: Timer = new Timer(0.3);
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target_timer: Timer = new Timer(0.1);
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reward:number = 0;
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reward:number = 0;
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reward_num:number = 0;
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reward_num:number = 0;
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game_over:boolean = false;
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fight_start:boolean = false;
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heros_node:any=null
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heros_node_pos:any=v3(0,0,0)
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herosc_node:any=null
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hero_args:any=null
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mission_data:any={
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mission_data:any={
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gold:10,//金币
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gold:10,//金币
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refresh_gold:1,//刷新金币
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refresh_gold:1,//刷新金币
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@@ -42,69 +33,45 @@ export class MissionComp extends CCComp {
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ap:0,//攻击
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ap:0,//攻击
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}
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}
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onLoad(){
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onLoad(){
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this.on(GameEvent.MissionLoss,this.mission_end,this)
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this.on(GameEvent.MissionStart,this.mission_start,this)
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this.on(GameEvent.MissionWin,this.mission_end,this)
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this.on(GameEvent.FightEnd,this.fight_end,this)
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}
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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start() {
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}
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}
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protected update(dt: number): void {
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protected update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause){
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if(!smc.mission.play||smc.mission.pause){
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return
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return
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}
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}
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// if (this.game_timer.update(dt)) {
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// smc.vmdata.game.g_time += 1;
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// }
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}
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}
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call_hero(event: string, args: any){
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to_end_fight(){
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console.log("召唤英雄",args)
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oops.message.dispatchEvent(GameEvent.FightEnd)
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oops.message.dispatchEvent(GameEvent.CallHero,{uuid:this.hero_args.uuid,pos:args})
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this.hero_args=null
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}
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}
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mission_start(){
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mission_start(){
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/* todo 关卡设定完善*/
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/* todo 关卡设定完善*/
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console.log("战斗开始 关卡怪物:",Missions[smc.mission.lv])
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console.log("战斗开始 关卡怪物:",Missions[smc.mission.lv])
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smc.mission.status=1
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this.node.active=true
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this.colose_victory()
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this.data_init()
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this.mission_init()
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this.hero_init()
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}
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}
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fight_end(){
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mission_end(){
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console.log("任务结束")
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// 延迟0.5秒后执行任务结束逻辑
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// 延迟0.5秒后执行任务结束逻辑
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this.scheduleOnce(() => {
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this.scheduleOnce(() => {
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oops.message.dispatchEvent(GameEvent.MissionEnd)
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smc.mission.play=false
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smc.mission.play=false
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smc.mission.pause=false
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smc.mission.pause=false
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this.cleanComponents()
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this.cleanComponents()
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// this.to_mission_home()
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this.open_victory()
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}, 0.5)
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}, 0.5)
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}
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}
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private cleanComponents() {
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mission_end(){
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ecs.query(ecs.allOf(HeroSkillsComp)).forEach(entity => {entity.remove(HeroSkillsComp);entity.destroy()});
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this.node.active=false
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ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
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}
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}
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data_init(){
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open_victory(){
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this.node.getChildByName("victory").active=true
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this.node.getChildByName("victory").getComponent(VictoryComp).open()
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}
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colose_victory(){
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this.node.getChildByName("victory").active=false
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}
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to_mission_home(){
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this.colose_victory()
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let home =this.node.parent.getComponent(CardControllerComp);
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home.mission_to_mission_home()
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}
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mission_init(){
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//局内数据初始化
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//局内数据初始化
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this.fight_start=false
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smc.mission.status=1
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smc.mission.play = true;
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smc.mission.is_victory=false
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smc.mission.is_victory=false
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smc.mission.is_defeat=false
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smc.mission.is_defeat=false
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smc.vmdata.mission_data ={
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smc.vmdata.mission_data ={
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@@ -118,19 +85,27 @@ export class MissionComp extends CCComp {
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hp:0,//血量
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hp:0,//血量
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ap:0,//攻击
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ap:0,//攻击
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}
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}
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}
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//角色初始化
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hero_init(){
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let hero = ecs.getEntity<Hero>(Hero);
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let hero = ecs.getEntity<Hero>(Hero);
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hero.hart_load()
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hero.hart_load()
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this.scheduleOnce(() => {
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this.scheduleOnce(() => {
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this.card_refresh()
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this.card_init()
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}, 0.5)
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}, 0.3)
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}
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card_init(){
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oops.message.dispatchEvent(GameEvent.CardRefresh)
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}
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}
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card_refresh(){
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card_refresh(){
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oops.message.dispatchEvent(GameEvent.CardRefresh)
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oops.message.dispatchEvent(GameEvent.CardRefresh)
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}
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}
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private cleanComponents() {
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ecs.query(ecs.allOf(HeroSkillsComp)).forEach(entity => {entity.remove(HeroSkillsComp);entity.destroy()});
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ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
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}
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@@ -20,6 +20,7 @@ export class MissionHomeComp extends CCComp {
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{uuid:0,px:-300},
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{uuid:0,px:-300},
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]
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]
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protected onLoad(): void {
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protected onLoad(): void {
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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}
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}
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/** 视图层逻辑代码分离演示 */
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/** 视图层逻辑代码分离演示 */
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start() {
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start() {
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@@ -28,9 +29,11 @@ export class MissionHomeComp extends CCComp {
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this.load_ui_heros()
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this.load_ui_heros()
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}
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}
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to_start(){
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to_start(){
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}
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}
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start_mission() {
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start_mission() {
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for(let i=0;i<this.heros.length;i++){
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for(let i=0;i<this.heros.length;i++){
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this.heros[i].to_destroy()
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this.heros[i].to_destroy()
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@@ -42,14 +45,11 @@ export class MissionHomeComp extends CCComp {
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{uuid:0,px:-300},
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{uuid:0,px:-300},
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]
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]
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oops.message.dispatchEvent(GameEvent.MissionStart, {})
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oops.message.dispatchEvent(GameEvent.MissionStart, {})
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let mission=this.node.parent.getChildByName("mission").getComponent(MissionComp)
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mission.node.active = true;
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mission.mission_start()
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smc.mission.play = true;
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this.node.active=false;
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this.node.active=false;
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}
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}
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mission_end(){
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this.node.active=true
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}
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load_ui_heros(){
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load_ui_heros(){
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@@ -13,6 +13,7 @@ import { PopViewParams, UICallbacks } from "../../../../extensions/oops-plugin-f
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import { RewardComp} from "./RewardComp";
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import { RewardComp} from "./RewardComp";
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import { HChipComp } from "../hero/HChipComp";
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import { HChipComp } from "../hero/HChipComp";
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import { MissionComp } from "./MissionComp";
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import { MissionComp } from "./MissionComp";
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import { GameEvent } from "../common/config/GameEvent";
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const { ccclass, property } = _decorator;
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const { ccclass, property } = _decorator;
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@@ -24,29 +25,41 @@ export class VictoryComp extends CCComp {
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reward_lv:number=1
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reward_lv:number=1
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reward_num:number=2
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reward_num:number=2
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/** 视图层逻辑代码分离演示 */
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/** 视图层逻辑代码分离演示 */
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start() {
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protected onLoad(): void {
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this.on(GameEvent.MissionStart,this.mission_start,this)
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this.on(GameEvent.FightEnd,this.mission_complete,this)
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}
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}
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onAdded(args: any) {
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onAdded(args: any) {
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}
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mission_start(){
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this.hide()
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}
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mission_complete(){
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this.open()
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}
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victory_end(){
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this.hide()
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oops.message.dispatchEvent(GameEvent.MissionEnd)
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}
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}
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open(){
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open(){
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this.show()
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}
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show(){
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this.node.setPosition(v3(0,640,0))
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}
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hide(){
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this.node.setPosition(v3(0,-1000,0))
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}
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}
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do_x10(){
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do_x10(){
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this.clear_x1()
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this.clear_x1()
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}
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}
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do_x1(){
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do_x1(){
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this.clear_x1()
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this.clear_x1()
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}
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}
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clear_x1(){
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clear_x1(){
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this.victory_end()
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this.node.parent.getComponent(MissionComp).to_mission_home()
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}
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}
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item_show(e:any,val:any){
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item_show(e:any,val:any){
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console.log("item_show",val)
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console.log("item_show",val)
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}
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}
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@@ -20,7 +20,7 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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private _timers: { [key: string]: number } = {};
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private _timers: { [key: string]: number } = {};
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private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
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private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
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init(): void {
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init(): void {
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oops.message.on(GameEvent.MissionEnd, this.clear_timer, this);
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oops.message.on(GameEvent.FightEnd, this.clear_timer, this);
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}
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}
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filter(): ecs.IMatcher {
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroViewComp);
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return ecs.allOf(HeroViewComp);
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Reference in New Issue
Block a user