修复bug和ui调整,下一步,达到特定等级才激活技能
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@@ -127,7 +127,6 @@ export class HeroViewComp extends CCComp {
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//console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
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this.on(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,this.change_atk,this)
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this.on(GameEvent.EXPUP,this.exp_up,this)
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this.on(GameEvent.UseEnhancement,this.use_enhancement,this)
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const collider = this.node.getComponent(BoxCollider2D);
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this.scheduleOnce(()=>{
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if (collider) collider.enabled = true; // 先禁用
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@@ -223,7 +222,7 @@ export class HeroViewComp extends CCComp {
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// this.BUFFCOMP.tooltip(TooltipTypes.speedup,speed.toFixed(0));
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}
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add_ap(ap: number,is_num:boolean=true){
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console.log("[HeroViewComp]:add_ap add:",ap,this.ap)
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// console.log("[HeroViewComp]:add_ap add:",ap,this.ap)
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if(is_num){
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this.ap_base += Math.floor(ap);
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}else{
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@@ -232,7 +231,7 @@ export class HeroViewComp extends CCComp {
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let diff=Math.floor(this.ap_base*(100+this.buff_ap)/100)-this.ap
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this.ap = Math.floor(this.ap_base*(100+this.buff_ap)/100)
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this.BUFFCOMP.tooltip(TooltipTypes.apup,diff.toFixed(0));
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// this.BUFFCOMP.tooltip(TooltipTypes.apup,diff.toFixed(0));
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if(this.is_master) {
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this.BUFFCOMP.vmdata_update();
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@@ -250,13 +249,13 @@ export class HeroViewComp extends CCComp {
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let diff=Math.floor(this.ap_base*(100+this.buff_ap)/100)-this.ap
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this.ap = Math.floor(this.ap_base*(100+this.buff_ap)/100)
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this.BUFFCOMP.tooltip(TooltipTypes.apup,diff.toFixed(0));
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// this.BUFFCOMP.tooltip(TooltipTypes.apup,diff.toFixed(0));
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if(this.is_master) this.BUFFCOMP.vmdata_update()
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}
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add_hp_max(hp: number=0,is_num:boolean=false){
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console.log("[HeroViewComp]:add_hp_max add:",hp,this.hp_max)
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// console.log("[HeroViewComp]:add_hp_max add:",hp,this.hp_max)
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if(is_num){
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this.hp_base += Math.floor(hp) ;
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}else{
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@@ -266,7 +265,7 @@ export class HeroViewComp extends CCComp {
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this.hp_max =Math.floor(this.hp_base*(100+this.buff_hp)/100)
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this.hp+=diff
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if(this.is_master) this.BUFFCOMP.vmdata_update(true)
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this.BUFFCOMP.tooltip(TooltipTypes.hpup,diff.toFixed(0));
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// this.BUFFCOMP.tooltip(TooltipTypes.hpup,diff.toFixed(0));
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}
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de_hp_max(hp: number=0,is_num:boolean=true){ //最大值 只存在数值添加, 比例通过buff_hp处理
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@@ -343,7 +342,7 @@ export class HeroViewComp extends CCComp {
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//console.log("[HeroViewComp]:角色死亡",this.hero_uuid)
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if(this.fac==FacSet.MON){
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let exp=getExpDrops(HeroInfo[this.hero_uuid].quality,this.lv)
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let exp=getExpDrops(HeroInfo[this.hero_uuid].quality,this.lv)*10
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oops.message.dispatchEvent(GameEvent.EXPUP,{exp:exp})
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}
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@@ -625,44 +624,26 @@ export class HeroViewComp extends CCComp {
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exp_up(e:any,data:any){
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if(this.fac==FacSet.MON) return
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//console.log("[HeroViewComp]:经验提高",data.exp)
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// console.log("[HeroViewComp]:经验提高",data.exp)
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smc.vmdata.hero.exp+=data.exp
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// smc.vmdata.hero.next_exp=getUpExp(this.lv)
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if(smc.vmdata.hero.exp >= smc.vmdata.hero.next_exp){
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// console.log("[HeroViewComp]:升级")
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this.to_update()
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oops.message.dispatchEvent(GameEvent.CanUpdateLv)
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}
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}
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use_enhancement(e:GameEvent,data:any){
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//console.log("[HeroViewComp]:use_enhancement",data)
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if(!this.is_master) return
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switch(data.type){
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case EnhancementType.ATTACK:
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this.add_ap(data.value)
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break
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case EnhancementType.ATTACK_SPEED:
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this.add_speed(data.value)
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break
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case EnhancementType.HEALTH:
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this.add_hp_max(data.value,true)
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break
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case EnhancementType.DEF:
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this.add_def(data.value)
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break
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}
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this.to_update()
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}
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to_update(){
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// console.log("[HeroViewComp]:to_update",this.is_master)
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if(!this.is_master) return
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smc.vmdata.hero.exp = smc.vmdata.hero.exp-smc.vmdata.hero.next_exp
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smc.vmdata.hero.lv = smc.vmdata.hero.lv+1
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smc.vmdata.hero.next_exp=getUpExp(smc.vmdata.hero.lv)
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oops.message.dispatchEvent(GameEvent.HeroLvUp,{lv:smc.vmdata.hero.lv})
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this.BUFFCOMP.lv_up()
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this.BUFFCOMP.tooltip(TooltipTypes.lvup)
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//@todo 需要添加 升级动画
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// this.BUFFCOMP.tooltip(TooltipTypes.lvup)
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}
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/** 显示伤害数字 */
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