英雄召唤精简+ 清理无用技能文件
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@@ -5,7 +5,7 @@ import { smc } from "../common/SingletonModuleComp";
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import { HeroModelComp } from "./HeroModelComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
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import { getHeroStatsByLevel, HeroInfo, HeroPos, HType } from "../common/config/heroSet";
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import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { BuffAttr, getBuffNum, SkillSet } from "../common/config/SkillSet";
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@@ -36,7 +36,7 @@ export class Hero extends ecs.Entity {
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,info:any={ap:0,hp:0,lv:1,crit:0,crit_d:0,dod:0,dod_no:false,crit_no:false},fight_pos:number=1) {
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,fight_pos:number=1) {
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// console.log("英雄加载:",uuid,pos,scale,info)
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scale = 1
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// 查找空闲英雄槽位
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@@ -48,7 +48,7 @@ export class Hero extends ecs.Entity {
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node.parent = scene.entityLayer!.node!
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node.setPosition(pos)
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// console.log("hero load",pos)
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var hv = this.hero_init(uuid,node,info)
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var hv = this.hero_init(uuid,node)
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this.add(hv);
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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const move = this.get(BattleMoveComp);
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@@ -62,13 +62,15 @@ export class Hero extends ecs.Entity {
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}
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smc.vmdata.mission_data.hero_num++
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}
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hero_init(uuid:number=1001,node:Node,info:any={ap:0,hp:0,lv:1,crit:0,crit_d:0,dod:0,dod_no:false,crit_no:false}) {
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hero_init(uuid:number=1001,node:Node) {
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var hv = node.getComponent(HeroViewComp)!;
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let hero= HeroInfo[uuid] // 共用英雄数据
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let hero_lv=smc.heros[uuid].lv
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let {hp,ap,def}=getHeroStatsByLevel(uuid,hero_lv)
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hv.scale = 1;
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hv.is_master=true;
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hv.lv=1
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hv.lv=info.lv
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hv.lv=hero_lv
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hv.fac = FacSet.HERO;
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hv.type = hero.type;
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hv.box_group = BoxSet.HERO;
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@@ -78,8 +80,9 @@ export class Hero extends ecs.Entity {
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hv.Attrs[BuffAttr.SPEED]=hv.speed = hero.speed;
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hv.Attrs[BuffAttr.DIS]=hv.dis=hero.dis;
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hv.Attrs[BuffAttr.ATK_CD]=hv.cd=hero.cd
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hv.Attrs[BuffAttr.HP_MAX]=hv.hp=hv.hp_max=hero.hp+info.hp
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hv.Attrs[BuffAttr.AP]=hv.ap=hero.ap+info.ap;
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hv.Attrs[BuffAttr.HP_MAX]=hv.hp=hv.hp_max=hp
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hv.Attrs[BuffAttr.AP]=hv.ap=ap;
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hv.Attrs[BuffAttr.DEF]=def
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hero.buff.forEach((buff:any)=>{
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hv.apply_buff(buff.type,buff.value)
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})
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@@ -30,7 +30,7 @@ export class Monster extends ecs.Entity {
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,lv:number=1,enhancement?: any, stageMultipliers?: any) {
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,enhancement?: any, stageMultipliers?: any) {
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scale=-1
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let box_group=BoxSet.MONSTER
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console.log("mon load",uuid)
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@@ -45,7 +45,7 @@ export class Monster extends ecs.Entity {
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const collider = node.getComponent(BoxCollider2D);
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if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
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node.setPosition(pos)
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this.hero_init(uuid,node,scale,box_group,is_boss,is_call,lv,enhancement,stageMultipliers)
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this.hero_init(uuid,node,scale,box_group,is_boss,is_call,enhancement,stageMultipliers)
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oops.message.dispatchEvent("monster_load",this)
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// 初始化移动参数
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@@ -62,7 +62,7 @@ export class Monster extends ecs.Entity {
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node.parent = scene.entityLayer!.node!
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node.setPosition(pos)
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}
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hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,lv:number=1,enhancement?: any, stageMultipliers?: any) {
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hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,enhancement?: any, stageMultipliers?: any) {
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var hv = node.getComponent(HeroViewComp)!;
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hv.hide_info()
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// console.log("hero_init",buff)
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