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