技能还有错误
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@@ -7,6 +7,7 @@ import { SkillSet } from "../common/config/CardSet";
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import { Monster } from "./Monster";
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import { MonsterModelComp } from "./MonsterModelComp";
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import { MonsterViewComp } from "./MonsterViewComp";
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import { BoxSet } from "../common/config/BoxSet";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@@ -44,17 +45,30 @@ export class CSkillComp extends CCComp {
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shoot() {
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let skill = ecs.getEntity<Skill>(Skill);
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let pos = v3(0,0)
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let t_pos:Vec3=null
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let t_pos = v3(0,0)
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let angle = 0
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let m_pos=v3(0,0)
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let monsters:any = ecs.query(ecs.allOf(MonsterModelComp));
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for (const monster of monsters) {
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t_pos= monster.getComponent(MonsterViewComp).get_monster_pos()
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if (monsters.length > 0) {
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m_pos = monsters[0].MonsterView.get_monster_pos()
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}else{
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m_pos = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
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}
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t_pos = v3(m_pos.x-this.node.position.x,m_pos.y-this.node.position.y)
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// console.log("m_pos",this.node.position,m_pos);
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let dx=m_pos.x-this.node.position.x
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let dy=m_pos.y-this.node.position.y
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let dir=v3(dx,dy,0)
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let randian=Math.atan2(dir.y,dir.x)
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angle = randian * (180 / Math.PI);
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// console.log("angle",angle);
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let scale = this.scale
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let dis = SkillSet[this.skill_uuid].dis+this.dis;
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let atk = SkillSet[this.skill_uuid].atk+this.atk;
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let speed = SkillSet[this.skill_uuid].speed+this.speed;
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let sp_name = SkillSet[this.skill_uuid].sp_name
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skill.load(pos,speed,dis,scale,this.node,sp_name,atk,t_pos);
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skill.load(pos,speed,dis,scale,this.node,sp_name,atk,angle,t_pos);
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}
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/** 全局消息逻辑处理 */
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// private onHandler(event: string, args: any) {
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