修复bug和ui调整,下一步,达到特定等级才激活技能

This commit is contained in:
2025-07-23 10:41:09 +08:00
parent 1611b5d3b5
commit f805bbcd4a
138 changed files with 12897 additions and 56084 deletions

View File

@@ -14,10 +14,10 @@ export class EquipsComp extends Component {
armor:any=null
accessory:any=null
boxs:Node=null
attrs:any={
hero_buff:getBuffNum(),
enemy_buff:getBuffNum(),
}
// attrs:any={
// hero_buff:getBuffNum(),
// enemy_buff:getBuffNum(),
// }
/** 视图层逻辑代码分离演示 */
onLoad() {
oops.message.on(GameEvent.FightReady,this.fight_ready,this)
@@ -28,6 +28,7 @@ export class EquipsComp extends Component {
}
hero_lv_up(e:GameEvent,data:any){
console.log("[EquipsComp]:hero_lv_up",data)
switch(data.lv){
case FightSet.WEAPON_LV:
this.show_equip_get("weapon")
@@ -83,7 +84,6 @@ export class EquipsComp extends Component {
type:"accessory",
level:0,
}
this.count_attrs()
}
equip_add(e:GameEvent,data:any){
console.log("equip_add",data)
@@ -159,100 +159,100 @@ export class EquipsComp extends Component {
}
count_attrs(){
// 重置所有属性
this.reset_attrs();
console.log("[EquipsComp]:重置后的属性", this.attrs);
// count_attrs(){
// // 重置所有属性
// this.reset_attrs();
// console.log("[EquipsComp]:重置后的属性", this.attrs);
// 获取所有装备的属性
let weapon_buffs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.buff || [] : [];
let armor_buffs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.buff || [] : [];
let accessory_buffs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.buff || [] : [];
let weapon_special_attr = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.special_attr : [];
let armor_special_attr = this.armor.uuid ? EquipInfo[this.armor.uuid]?.special_attr : [];
let accessory_special_attr = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.special_attr : [];
// // 获取所有装备的属性
// let weapon_buffs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.buff || [] : [];
// let armor_buffs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.buff || [] : [];
// let accessory_buffs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.buff || [] : [];
// let weapon_special_attr = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.special_attr : [];
// let armor_special_attr = this.armor.uuid ? EquipInfo[this.armor.uuid]?.special_attr : [];
// let accessory_special_attr = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.special_attr : [];
console.log("[EquipsComp]:weapon_special_attr", weapon_special_attr);
console.log("[EquipsComp]:armor_special_attr", armor_special_attr);
console.log("[EquipsComp]:accessory_special_attr", accessory_special_attr);
console.log("[EquipsComp]:weapon_buffs", weapon_buffs);
console.log("[EquipsComp]:防具属性", armor_buffs);
console.log("[EquipsComp]:饰品属性", accessory_buffs);
const all_special_attr=[...weapon_special_attr,...armor_special_attr,...accessory_special_attr]
// console.log("[EquipsComp]:weapon_special_attr", weapon_special_attr);
// console.log("[EquipsComp]:armor_special_attr", armor_special_attr);
// console.log("[EquipsComp]:accessory_special_attr", accessory_special_attr);
// console.log("[EquipsComp]:weapon_buffs", weapon_buffs);
// console.log("[EquipsComp]:防具属性", armor_buffs);
// console.log("[EquipsComp]:饰品属性", accessory_buffs);
// const all_special_attr=[...weapon_special_attr,...armor_special_attr,...accessory_special_attr]
let equip_special_attr=this.count_equip_special_attr(all_special_attr)
oops.message.dispatchEvent(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,equip_special_attr)
// let equip_special_attr=this.count_equip_special_attr(all_special_attr)
// oops.message.dispatchEvent(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,equip_special_attr)
// 合并所有装备属性
const allBuff = [...weapon_buffs, ...armor_buffs, ...accessory_buffs];
console.log("[EquipsComp]:合并后的所有属性", allBuff);
// 计算每个目标的属性加成
allBuff.forEach(attr => {
const target = attr.target || EquipAttrTarget.HERO;
let targetKey = null;
// 根据目标类型获取对应的key
switch (target) {
case EquipAttrTarget.HERO:
targetKey = 'hero_buff';
break;
}
this.add_attr(targetKey,attr)
});
// // 合并所有装备属性
// const allBuff = [...weapon_buffs, ...armor_buffs, ...accessory_buffs];
// console.log("[EquipsComp]:合并后的所有属性", allBuff);
// // 计算每个目标的属性加成
// allBuff.forEach(attr => {
// const target = attr.target || EquipAttrTarget.HERO;
// let targetKey = null;
// // 根据目标类型获取对应的key
// switch (target) {
// case EquipAttrTarget.HERO:
// targetKey = 'hero_buff';
// break;
// }
// this.add_attr(targetKey,attr)
// });
console.log("[EquipsComp]:debuff buff attrs ", this.attrs);
oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
}
// console.log("[EquipsComp]:debuff buff attrs ", this.attrs);
// oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
// }
count_equip_special_attr(all_special_attr:any[]){
//特殊属性附加 - 直接使用枚举值作为属性名
let equip_special_attr = {
[EquipSpecialAttr.ICE]: 0,
[EquipSpecialAttr.FIRE]: 0,
[EquipSpecialAttr.WIND]: 0,
[EquipSpecialAttr.ATK_ADD_GLOD]: 0,
[EquipSpecialAttr.ATK_ADD_MASTER_ATK]: 0,
[EquipSpecialAttr.ATK_ADD_MASTER_HP]: 0,
[EquipSpecialAttr.DOUBLE_ATKED]: 0,
[EquipSpecialAttr.ATKED_ADD_SKILL_STONE]: 0,
[EquipSpecialAttr.ATK_ADD_VALUE]: 0,
};
// count_equip_special_attr(all_special_attr:any[]){
// //特殊属性附加 - 直接使用枚举值作为属性名
// let equip_special_attr = {
// [EquipSpecialAttr.ICE]: 0,
// [EquipSpecialAttr.FIRE]: 0,
// [EquipSpecialAttr.WIND]: 0,
// [EquipSpecialAttr.ATK_ADD_GLOD]: 0,
// [EquipSpecialAttr.ATK_ADD_MASTER_ATK]: 0,
// [EquipSpecialAttr.ATK_ADD_MASTER_HP]: 0,
// [EquipSpecialAttr.DOUBLE_ATKED]: 0,
// [EquipSpecialAttr.ATKED_ADD_SKILL_STONE]: 0,
// [EquipSpecialAttr.ATK_ADD_VALUE]: 0,
// };
console.log("[EquipsComp]:all_special_attr",all_special_attr)
// console.log("[EquipsComp]:all_special_attr",all_special_attr)
// 直接使用枚举值累加属性
all_special_attr.forEach(special_attr => {
if (special_attr && equip_special_attr.hasOwnProperty(special_attr.special_attr)) {
equip_special_attr[special_attr.special_attr] += special_attr.special_attr_value;
}
});
// // 直接使用枚举值累加属性
// all_special_attr.forEach(special_attr => {
// if (special_attr && equip_special_attr.hasOwnProperty(special_attr.special_attr)) {
// equip_special_attr[special_attr.special_attr] += special_attr.special_attr_value;
// }
// });
console.log("[EquipsComp]:equip_special_attr",equip_special_attr)
return equip_special_attr
}
// console.log("[EquipsComp]:equip_special_attr",equip_special_attr)
// return equip_special_attr
// }
add_attr(targetKey:string,attr:any){
if(targetKey){
this.attrs[targetKey][BuffAttr[attr.type]] += attr.value;
}
}
// add_attr(targetKey:string,attr:any){
// if(targetKey){
// this.attrs[targetKey][BuffAttr[attr.type]] += attr.value;
// }
// }
// 重置所有属性为0
private reset_attrs() {
// 创建新的属性对象
const newAttrs = {
hero_buff: getBuffNum(),
enemy_buff: getBuffNum(),
};
// const newAttrs = {
// hero_buff: getBuffNum(),
// enemy_buff: getBuffNum(),
// };
// 替换整个 attrs 对象
this.attrs = newAttrs;
// // 替换整个 attrs 对象
// this.attrs = newAttrs;
console.log("重置属性", {
hero_buff: this.attrs.hero_buff,
enemy_buff: this.attrs.enemy_buff,
});
// console.log("重置属性", {
// hero_buff: this.attrs.hero_buff,
// enemy_buff: this.attrs.enemy_buff,
// });
}
equip_remove(e:GameEvent,data:any){