diff --git a/assets/resources/gui/role_controller.prefab b/assets/resources/gui/role_controller.prefab index 004ab4e3..b79ceaa2 100644 --- a/assets/resources/gui/role_controller.prefab +++ b/assets/resources/gui/role_controller.prefab @@ -19915,7 +19915,7 @@ "__id__": 1058 } ], - "_active": true, + "_active": false, "_components": [ { "__id__": 1385 @@ -61139,7 +61139,7 @@ "__id__": 2675 } ], - "_active": true, + "_active": false, "_components": [ { "__id__": 2681 @@ -84773,6 +84773,7 @@ "__prefab": { "__id__": 3737 }, + "useRogueMode": true, "_id": "" }, { @@ -84788,6 +84789,8 @@ "__id__": 0 }, "fileId": "f7/N7i8SZFDZ/cm3Iro3X8", + "instance": null, + "targetOverrides": null, "nestedPrefabInstanceRoots": null }, { diff --git a/assets/script/game/common/SingletonModuleComp.ts b/assets/script/game/common/SingletonModuleComp.ts index f6799505..4e6a4743 100644 --- a/assets/script/game/common/SingletonModuleComp.ts +++ b/assets/script/game/common/SingletonModuleComp.ts @@ -42,15 +42,13 @@ export class SingletonModuleComp extends ecs.Comp { hero:{ }, - friend:{ - }, + boss:{ }, }; vmAdd() { this.vmdata.mission_data=JSON.parse(JSON.stringify(MissionData)) this.vmdata.hero=JSON.parse(JSON.stringify(VmInfo)) - this.vmdata.friend=JSON.parse(JSON.stringify(VmInfo)) this.vmdata.boss=JSON.parse(JSON.stringify(VmInfo)) VM.add(this.vmdata, "data"); diff --git a/assets/script/game/common/config/CardSet.ts b/assets/script/game/common/config/CardSet.ts index 0dc07c92..35937733 100644 --- a/assets/script/game/common/config/CardSet.ts +++ b/assets/script/game/common/config/CardSet.ts @@ -143,10 +143,8 @@ export const SuperCardsType={ } export const CTarget={ MASTER:1, //主将 - FRIEND:2, //友方 - ALLY:3, //友方全体 - ENEMY:4, //敌人 - ALL:5, //所有 + ENEMY:2, //敌人 + ALL:3, //所有 } export const Quality={ WHITE:1, diff --git a/assets/script/game/common/config/Equips.ts b/assets/script/game/common/config/Equips.ts index 28b42cc3..08bb7e3f 100644 --- a/assets/script/game/common/config/Equips.ts +++ b/assets/script/game/common/config/Equips.ts @@ -87,17 +87,16 @@ export enum EquipSpecialAttr { ICE=1, //冰系加成 FIRE=2, //火焰加成 WIND=3, //飓风加成 - FRIEND_LIVE_CD=4, //伙伴复活时间减少 - ATK_ADD_FRIEND_ATK=5, //攻击n次后增加伙伴攻击力 - ATK_ADD_FRIEND_HP=6, //攻击n次后增加伙伴生命值 + //FRIEND_LIVE_CD=4, //伙伴复活时间减少 已经放弃了,怕兼容问题暂时留着 + //ATK_ADD_FRIEND_ATK=5, //攻击n次后增加伙伴攻击力 + //ATK_ADD_FRIEND_HP=6, //攻击n次后增加伙伴生命值 ATK_ADD_GLOD=7, //攻击n次后增加金币 ATK_ADD_MASTER_ATK=8, //攻击n次后增加主将攻击力 ATK_ADD_MASTER_HP=9, //攻击n次后增加主将生命值 - DOUBLE_DEAD=10, //额外死亡触发次数 + //DOUBLE_DEAD=10, //额外死亡触发次数 伙伴系统已经取消,怕兼容问题暂时留着 DOUBLE_ATKED=11, //额外受击触发次数 - FRIEND_ATKED_ADD_SKILL_STONE=12, //伙伴被攻击增加技能石 + ATKED_ADD_SKILL_STONE=12, //被攻击增加技能石 ATK_ADD_VALUE=13, //攻击n次后触发属性增加的值 额外增加值 - FRIEND_GET_MASTER_EQUIP=14, //伙伴获得主将装备属性加成 } export enum Quality { WHITE = 1, @@ -1683,9 +1682,8 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 5, path: EPath["量子闪避者"], - info: "生命值+44%,闪避44%,免伤13%,伙伴双倍死亡触发", + info: "生命值+44%,闪避44%,免伤13%", special_attr: [ - {special_attr: EquipSpecialAttr.DOUBLE_DEAD, special_attr_value: 1}, ], buff: [ { type: BuffAttr.HP, value: 44, target: EquipAttrTarget.HERO }, // HP+44% @@ -1921,9 +1919,8 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 5, path: EPath["龙鳞反伤者"], - info: "生命值+108%,反伤34%,免伤13%,伙伴双倍受击触发", + info: "生命值+108%,反伤34%,免伤13%", special_attr: [ - {special_attr: EquipSpecialAttr.DOUBLE_ATKED, special_attr_value: 1}, ], buff: [ { type: BuffAttr.HP, value: 108, target: EquipAttrTarget.HERO }, // HP+108% @@ -2533,9 +2530,9 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 4, path: EPath["天穹戒指"], - info: "生命值+40%,免伤+15%,攻击触发属性增加额外加值+2", + info: "生命值+40%,免伤+15%,攻击触发属性增加额外加值+1", special_attr: [ - {special_attr: EquipSpecialAttr.ATK_ADD_VALUE, special_attr_value: 2}, + {special_attr: EquipSpecialAttr.ATK_ADD_VALUE, special_attr_value: 1}, ], buff: [ { type: BuffAttr.HP, value: 40, target: EquipAttrTarget.HERO }, @@ -2549,9 +2546,9 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 5, path: EPath["天穹戒指"], - info: "生命值+44%,免伤+18%,攻击触发属性增加额外加值+4", + info: "生命值+44%,免伤+18%,攻击触发属性增加额外加值+2", special_attr: [ - {special_attr: EquipSpecialAttr.ATK_ADD_VALUE, special_attr_value: 4}, + {special_attr: EquipSpecialAttr.ATK_ADD_VALUE, special_attr_value: 2}, ], buff: [ { type: BuffAttr.HP, value: 44, target: EquipAttrTarget.HERO }, @@ -2567,13 +2564,13 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 4, path: EPath["神木戒指"], - info: "攻击+44%,暴伤+30%,伙伴获得主将装备属性加成10%", + info: "攻击+44%,暴伤+30%,暴击+5%", special_attr: [ - {special_attr: EquipSpecialAttr.FRIEND_GET_MASTER_EQUIP, special_attr_value: 10}, ], buff: [ { type: BuffAttr.ATK, value: 44, target: EquipAttrTarget.HERO }, { type: BuffAttr.CRITICAL_DMG, value: 30, target: EquipAttrTarget.HERO }, + { type: BuffAttr.CRITICAL, value: 5, target: EquipAttrTarget.HERO }, ], }, 7542: { @@ -2583,13 +2580,13 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 5, path: EPath["神木戒指"], - info: "攻击+50%,暴伤+34%,伙伴获得主将装备属性加成20%", + info: "攻击+50%,暴伤+34%,暴击+10%", special_attr: [ - {special_attr: EquipSpecialAttr.FRIEND_GET_MASTER_EQUIP, special_attr_value: 20}, ], buff: [ { type: BuffAttr.ATK, value: 50, target: EquipAttrTarget.HERO }, { type: BuffAttr.CRITICAL_DMG, value: 34, target: EquipAttrTarget.HERO }, + { type: BuffAttr.CRITICAL, value: 10, target: EquipAttrTarget.HERO }, ], }, @@ -2601,10 +2598,9 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 4, path: EPath["日曜戒指"], - info: "生命值+36%,攻击+40%,攻击触发增加主将攻击力+2/生命值+10", + info: "生命值+36%,攻击+40%,攻击触发增加主将攻击力+1", special_attr: [ - {special_attr: EquipSpecialAttr.ATK_ADD_MASTER_ATK, special_attr_value: 2}, - {special_attr: EquipSpecialAttr.ATK_ADD_MASTER_HP, special_attr_value: 10}, + {special_attr: EquipSpecialAttr.ATK_ADD_MASTER_ATK, special_attr_value: 1}, ], buff: [ { type: BuffAttr.HP, value: 36, target: EquipAttrTarget.HERO }, @@ -2618,10 +2614,9 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 5, path: EPath["日曜戒指"], - info: "生命值+40%,攻击+48%,攻击触发增加主将攻击力+4/生命值+20", + info: "生命值+40%,攻击+48%,攻击触发增加主将攻击力+2", special_attr: [ - {special_attr: EquipSpecialAttr.ATK_ADD_MASTER_ATK, special_attr_value: 4}, - {special_attr: EquipSpecialAttr.ATK_ADD_MASTER_HP, special_attr_value: 20}, + {special_attr: EquipSpecialAttr.ATK_ADD_MASTER_ATK, special_attr_value: 2}, ], buff: [ { type: BuffAttr.HP, value: 40, target: EquipAttrTarget.HERO }, @@ -2637,10 +2632,9 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 4, path: EPath["月影项链"], - info: "免伤+16%,暴伤+28%,攻击触发增加伙伴攻击力+3/生命值+10", + info: "免伤+16%,暴伤+28%,攻击触发增加主将生命值5", special_attr: [ - {special_attr: EquipSpecialAttr.ATK_ADD_FRIEND_ATK, special_attr_value: 3}, - {special_attr: EquipSpecialAttr.ATK_ADD_FRIEND_HP, special_attr_value: 10}, + {special_attr: EquipSpecialAttr.ATK_ADD_MASTER_HP, special_attr_value: 5}, ], buff: [ { type: BuffAttr.DEF, value: 16, target: EquipAttrTarget.HERO }, @@ -2654,10 +2648,9 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 5, path: EPath["月影项链"], - info: "免伤+18%,暴伤+32%,攻击触发增加伙伴攻击力+6/生命值+25", + info: "免伤+18%,暴伤+32%,攻击触发增加主将生命值10", special_attr: [ - {special_attr: EquipSpecialAttr.ATK_ADD_FRIEND_ATK, special_attr_value: 6}, - {special_attr: EquipSpecialAttr.ATK_ADD_FRIEND_HP, special_attr_value: 25}, + {special_attr: EquipSpecialAttr.ATK_ADD_MASTER_HP, special_attr_value: 10}, ], buff: [ { type: BuffAttr.DEF, value: 18, target: EquipAttrTarget.HERO }, @@ -2673,13 +2666,13 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 4, path: EPath["星尘项链"], - info: "闪避+10%,攻击+44%,伙伴复活时间减少30%", + info: "闪避+10%,攻击+44%,技能冷却减少10%", special_attr: [ - {special_attr: EquipSpecialAttr.FRIEND_LIVE_CD, special_attr_value: 30}, ], buff: [ { type: BuffAttr.DODGE, value: 10, target: EquipAttrTarget.HERO }, { type: BuffAttr.ATK, value: 44, target: EquipAttrTarget.HERO }, + { type: BuffAttr.SKILL_CD, value: -10, target: EquipAttrTarget.HERO }, ], }, 7545: { @@ -2689,13 +2682,13 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 5, path: EPath["星尘项链"], - info: "闪避+12%,攻击+50%,伙伴复活时间减少50%", + info: "闪避+12%,攻击+50%,技能冷却减少20%", special_attr: [ - {special_attr: EquipSpecialAttr.FRIEND_LIVE_CD, special_attr_value: 50}, ], buff: [ { type: BuffAttr.DODGE, value: 12, target: EquipAttrTarget.HERO }, { type: BuffAttr.ATK, value: 50, target: EquipAttrTarget.HERO }, + { type: BuffAttr.SKILL_CD, value: -20, target: EquipAttrTarget.HERO }, ], }, @@ -2707,13 +2700,13 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 4, path: EPath["深渊戒指"], - info: "反伤+12%,生命值+44%,双倍死亡触发+1", + info: "反伤+12%,生命值+44%,穿刺+1", special_attr: [ - {special_attr: EquipSpecialAttr.DOUBLE_DEAD, special_attr_value: 1}, ], buff: [ { type: BuffAttr.REFLECT, value: 12, target: EquipAttrTarget.HERO }, { type: BuffAttr.HP, value: 44, target: EquipAttrTarget.HERO }, + { type: BuffAttr.PUNCTURE, value: 1, target: EquipAttrTarget.HERO }, ], }, 7546: { @@ -2723,13 +2716,13 @@ export const EquipInfo: { [key: number]: EquipData } = { quality: Quality.PURPLE, lv: 5, path: EPath["深渊戒指"], - info: "反伤+14%,生命值+50%,双倍死亡触发+2", + info: "反伤+14%,生命值+50%,穿刺+2", special_attr: [ - {special_attr: EquipSpecialAttr.DOUBLE_DEAD, special_attr_value: 2}, ], buff: [ { type: BuffAttr.REFLECT, value: 14, target: EquipAttrTarget.HERO }, { type: BuffAttr.HP, value: 50, target: EquipAttrTarget.HERO }, + { type: BuffAttr.PUNCTURE, value: 2, target: EquipAttrTarget.HERO }, ], }, diff --git a/assets/script/game/common/config/GameEvent.ts b/assets/script/game/common/config/GameEvent.ts index 14bb22c5..0c8c119b 100644 --- a/assets/script/game/common/config/GameEvent.ts +++ b/assets/script/game/common/config/GameEvent.ts @@ -30,7 +30,7 @@ export enum GameEvent { HeroSkillSelect = "HeroSkillSelect", HeroSkillSelectEnd = "HeroSkillSelectEnd", HeroSelect = "HeroSelect", - FriendCalled = "FriendCalled", + MasterCalled = "MasterCalled", FightStart = "FightStart", FightPause = "FightPause", @@ -47,7 +47,6 @@ export enum GameEvent { RefreshCard = "RefreshCard", WaveUpdate = "WaveUpdate", ChangeATK = "ChangeATK", - ChangeATK_FRIEND_LIVE_CD = "ChangeATK_FRIEND_LIVE_CD", ChangeATK_EQUIP_SPECIAL_ATTR = "ChangeATK_EQUIP_SPECIAL_ATTR", UpdateVMData = "UpdateVMData", UpdateHP = "UpdateHP", diff --git a/assets/script/game/common/config/Mission.ts b/assets/script/game/common/config/Mission.ts index 5d731be5..cdd41933 100644 --- a/assets/script/game/common/config/Mission.ts +++ b/assets/script/game/common/config/Mission.ts @@ -273,8 +273,7 @@ export enum FightSet { SKILL_WAVE_UP_2=5, //技能登场波次 SKILL_WAVE_UP_3=7, //技能登场波次 MON_WAVE_TIME=10,//怪物波次时间 - FRIEND_LIVE_CD=10,//伙伴复活时间 - ATK_ADD_FRIEND_COUNT=4,//伙伴攻击力增加 + ATK_ADD_COUNT=4,//伙伴攻击力增加 ATK_ADD_GLOD=1,//金币增加 CRIT_DAMAGE=50,//暴击伤害 DOUBLE_ATK_RATE=100,//额外攻击默认概率 diff --git a/assets/script/game/common/config/README_LevelUpEnhancement.md b/assets/script/game/common/config/README_LevelUpEnhancement.md index c8983440..467f6fdd 100644 --- a/assets/script/game/common/config/README_LevelUpEnhancement.md +++ b/assets/script/game/common/config/README_LevelUpEnhancement.md @@ -157,7 +157,6 @@ uiManager.onPlayerSelectOption(0, options); ```typescript // 在HeroViewComp.ts的to_update方法中添加 to_update() { - if(!this.is_master) return // 原有的升级逻辑 oops.message.dispatchEvent(GameEvent.HeroLvUp,{lv:this.lv}) diff --git a/assets/script/game/hero/BuffComp.ts b/assets/script/game/hero/BuffComp.ts index 31e0ce4f..c93a86e8 100644 --- a/assets/script/game/hero/BuffComp.ts +++ b/assets/script/game/hero/BuffComp.ts @@ -9,6 +9,7 @@ import { HeroViewComp } from './HeroViewComp'; import { FightConComp } from '../map/FightConComp'; import { BuffAttr, DebuffAttr } from '../common/config/SkillSet'; import { GameEvent } from '../common/config/GameEvent'; +import { FacSet } from '../common/config/BoxSet'; const { ccclass, property } = _decorator; @ccclass('BuffComp') @@ -89,8 +90,7 @@ export class BuffComp extends Component { let buff=null let info= null if(!this.HeroView) return - if(this.HeroView.is_master) {info=smc.vmdata.hero;buff=this.FIGHTCON.hero_buff} - if(this.HeroView.is_friend) {info=smc.vmdata.friend;buff=this.FIGHTCON.friend_buff} + if(this.HeroView.fac==FacSet.HERO) {info=smc.vmdata.hero;buff=this.FIGHTCON.hero_buff} if(this.HeroView.is_boss) {info=smc.vmdata.boss;buff=this.FIGHTCON.enemy_buff} //if(this.HeroView.is_kalami) {target_key="enemy";buff_key="enemy"} 不显示小怪 if(info==null) return diff --git a/assets/script/game/hero/Hero.ts b/assets/script/game/hero/Hero.ts index 078dd744..b2891165 100644 --- a/assets/script/game/hero/Hero.ts +++ b/assets/script/game/hero/Hero.ts @@ -75,7 +75,6 @@ export class Hero extends ecs.Entity { // const move = this.get(BattleMoveComp); // move.direction = 1; // 向右移动 // move.targetX = 800; // 右边界' - oops.message.dispatchEvent(GameEvent.FriendCalled,{uuid:uuid}) } 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}) { var hv = node.getComponent(HeroViewComp)!; diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index 9a040710..b5fc62c6 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -88,8 +88,6 @@ export class HeroViewComp extends CCComp { stop_cd: number = 0; /*停止倒计时*/ speek_time:number = 0; is_stop_temp:boolean = false - Friend_alive_cd:Timer=new Timer(10) - double_dead:boolean=false double_atked:boolean=false BUFF_DEFS: Array<{value: number, count: number}> = [] //防御提升 @@ -136,9 +134,7 @@ export class HeroViewComp extends CCComp { } /* 显示角色血量 */ this.node.getChildByName("top").getChildByName("hp").active = true; - if(this.is_friend){ //只有伙伴需要召唤后添加hp 怪物,和boss 不要设置减hp debuff 主要 一开始就战斗开始就存在,所以不需要 - this.hp+=this.FIGHTCON.friend_buff.HP*this.hp_max/100 - } + } update(dt: number){ if(!smc.mission.play||smc.mission.pause) return @@ -146,13 +142,7 @@ export class HeroViewComp extends CCComp { // this.ent.destroy(); // return // } - if(this.is_dead) { - // console.log("[HeroViewComp]:alive friend cd",this.Friend_alive_cd ,this.Friend_alive_cd.elapsedTime) - if(this.Friend_alive_cd.update(dt)){ - - this.to_alive() - } - } + if(this.timer.update(dt)){ // this.add_ap(10) }; @@ -291,23 +281,12 @@ export class HeroViewComp extends CCComp { } } } - master_count_atk_count(){ //主将攻击次数 主要有装备加成,需要单独处理 + count_atk_count(){ //主将攻击次数 主要有装备加成,需要单独处理 if(!this.is_master) return this.atk_count+=1 - if(this.atk_count< FightSet.ATK_ADD_FRIEND_COUNT) return + if(this.atk_count< FightSet.ATK_ADD_COUNT) return if(this.FIGHTCON.atk_add_glod >0) smc.vmdata.mission_data.gold+=this.FIGHTCON.atk_add_glod - let friends=ecs.query(ecs.allOf(FriendModelComp)) - - friends.forEach(friend=>{ - let friend_view=friend.get(HeroViewComp) - if(this.FIGHTCON.atk_add_friend_atk>0) { - friend_view.add_ap(this.FIGHTCON.atk_add_friend_atk) - } - if(this.FIGHTCON.atk_add_friend_hp>0) { - friend_view.add_hp_max(this.FIGHTCON.atk_add_friend_hp) - } - }) let master=ecs.query(ecs.allOf(MasterModelComp)) master.forEach(master=>{ @@ -323,19 +302,12 @@ export class HeroViewComp extends CCComp { this.atk_count=0 } - friend_count_atk_count(){ //伙伴攻击次数 有装备加成,需要单独处理 - if(this.is_master) return - if(this.atk_add_count==0) return - this.atk_count+=1 - if(this.atk_count < this.atk_add_count) return - } do_dead(){ this.do_dead_trigger() - this.Friend_alive_cd=new Timer(this.FIGHTCON.friend_alive_cd) console.log("[HeroViewComp]:角色死亡",this.hero_uuid) if(this.fac==FacSet.MON){ @@ -349,7 +321,7 @@ export class HeroViewComp extends CCComp { } } - if(this.is_master){ + if(this.fac==FacSet.HERO){ console.log("[HeroViewComp]:英雄死亡") oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) } @@ -358,8 +330,7 @@ export class HeroViewComp extends CCComp { } get_buff(){ let buff=null - if(this.is_master) buff=this.FIGHTCON.hero_buff - if(this.is_friend) buff=this.FIGHTCON.friend_buff + if(this.fac==FacSet.HERO) buff=this.FIGHTCON.hero_buff if(this.is_boss) buff=this.FIGHTCON.enemy_buff if(this.is_kalami) buff=this.FIGHTCON.enemy_buff if(buff==null) return @@ -572,16 +543,12 @@ export class HeroViewComp extends CCComp { do_dead_trigger(){ if(this.is_dead||this.fac==FacSet.MON||this.is_master) return let count = 1 - if(this.double_dead) { - console.log("[HeroViewComp]:double_dead") - count =2 - } for(let i=0;i"+"=>cd:"+cd+"=> count:"+count) if (this.HeroView.is_atking &&(this.HeroView.at > cd)) { if(this.HeroView.is_dead) return const config = SkillSet[this.HeroView.atk_skill]; if (!config) return; - // console.log(this.HeroView.hero_name+(this.HeroView.is_master?"[主]":"[从] 释放")+"=>"+config.name+"=>"+count) this.castSkill(config,this.check_wfuny()); - this.HeroView.master_count_atk_count() - this.HeroView.friend_count_atk_count() + this.HeroView.count_atk_count() this.HeroView.at = 0; } if (this.aoe_queues.length > 0) { @@ -339,7 +336,6 @@ export class SkillConComp extends CCComp { get_buff(view:HeroViewComp){ if(view.is_master) return this.FIGHTCON.hero_buff - if(view.is_friend) return this.FIGHTCON.friend_buff if(view.is_boss||view.is_kalami) return this.FIGHTCON.enemy_buff return null } diff --git a/assets/script/game/map/BarComp.ts b/assets/script/game/map/BarComp.ts index 42e98c21..77f65064 100644 --- a/assets/script/game/map/BarComp.ts +++ b/assets/script/game/map/BarComp.ts @@ -23,7 +23,6 @@ export class BarCompComp extends CCComp { /** 视图层逻辑代码分离演示 */ protected onLoad(): void { this.on(GameEvent.FightReady,this.readay,this) - this.on(GameEvent.FriendCalled,this.friend_called,this) this.on(GameEvent.MasterCalled,this.master_called,this) this.on(GameEvent.APChange,this.ap_change,this) @@ -48,15 +47,7 @@ export class BarCompComp extends CCComp { sprite.spriteFrame = atlas.getSpriteFrame(HeroInfo[data.uuid].path); }); } - private friend_called(e:any,data:any){ - this.node.getChildByName("fbar").active=true - let show=this.node.getChildByName("fbar").getChildByName("hero") - var icon_path = "game/heros/herois" - resources.load(icon_path, SpriteAtlas, (err: any, atlas) => { - const sprite = show.getChildByName("icon").getComponent(Sprite); - sprite.spriteFrame = atlas.getSpriteFrame(HeroInfo[data.uuid].path); - }); - } + private ap_change(e:any,data:any){ console.log("[barcomp]:ap_change",data) if(data.is_master==true){ diff --git a/assets/script/game/map/EquipsComp.ts b/assets/script/game/map/EquipsComp.ts index 089b2548..ddd3cbcc 100644 --- a/assets/script/game/map/EquipsComp.ts +++ b/assets/script/game/map/EquipsComp.ts @@ -16,7 +16,6 @@ export class EquipsComp extends Component { boxs:Node=null attrs:any={ hero_buff:getBuffNum(), - friend_buff:getBuffNum(), enemy_buff:getBuffNum(), } /** 视图层逻辑代码分离演示 */ @@ -228,7 +227,6 @@ export class EquipsComp extends Component { 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) - let friend_get_master_equip=equip_special_attr[EquipSpecialAttr.FRIEND_GET_MASTER_EQUIP] oops.message.dispatchEvent(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,equip_special_attr) // 合并所有装备属性 @@ -243,15 +241,9 @@ export class EquipsComp extends Component { case EquipAttrTarget.HERO: targetKey = 'hero_buff'; break; - case EquipAttrTarget.FRIEND: - targetKey = 'friend_buff'; - break; } this.add_attr(targetKey,attr) }); - // 伙伴获取英雄装备属性加成 - this.attrs.friend_buff.ATK+=this.attrs.hero_buff.ATK*friend_get_master_equip - this.attrs.friend_buff.HP+=this.attrs.hero_buff.HP*friend_get_master_equip console.log("[EquipsComp]:debuff buff attrs ", this.attrs); oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs); @@ -263,17 +255,12 @@ export class EquipsComp extends Component { [EquipSpecialAttr.ICE]: 0, [EquipSpecialAttr.FIRE]: 0, [EquipSpecialAttr.WIND]: 0, - [EquipSpecialAttr.FRIEND_LIVE_CD]: 0, - [EquipSpecialAttr.ATK_ADD_FRIEND_ATK]: 0, - [EquipSpecialAttr.ATK_ADD_FRIEND_HP]: 0, [EquipSpecialAttr.ATK_ADD_GLOD]: 0, [EquipSpecialAttr.ATK_ADD_MASTER_ATK]: 0, [EquipSpecialAttr.ATK_ADD_MASTER_HP]: 0, - [EquipSpecialAttr.DOUBLE_DEAD]: 0, [EquipSpecialAttr.DOUBLE_ATKED]: 0, - [EquipSpecialAttr.FRIEND_ATKED_ADD_SKILL_STONE]: 0, + [EquipSpecialAttr.ATKED_ADD_SKILL_STONE]: 0, [EquipSpecialAttr.ATK_ADD_VALUE]: 0, - [EquipSpecialAttr.FRIEND_GET_MASTER_EQUIP]: 0, }; console.log("[EquipsComp]:all_special_attr",all_special_attr) @@ -302,7 +289,6 @@ export class EquipsComp extends Component { // 创建新的属性对象 const newAttrs = { hero_buff: getBuffNum(), - friend_buff: getBuffNum(), enemy_buff: getBuffNum(), }; @@ -311,7 +297,6 @@ export class EquipsComp extends Component { console.log("重置属性", { hero_buff: this.attrs.hero_buff, - friend_buff: this.attrs.friend_buff, enemy_buff: this.attrs.enemy_buff, }); } diff --git a/assets/script/game/map/FightConComp.ts b/assets/script/game/map/FightConComp.ts index 504c9d63..22dfeca1 100644 --- a/assets/script/game/map/FightConComp.ts +++ b/assets/script/game/map/FightConComp.ts @@ -17,24 +17,18 @@ const { ccclass, property } = _decorator; export class FightConComp extends Component { //装备 及 光环效果 物品存在生效 enemy_buff 是针对 怪物的debuff 偶尔也有buff 需要注意 hero_buff=getBuffNum() - friend_buff=getBuffNum() enemy_buff=getBuffNum() //注意临时buff和debuff 每种buff的值 必须都一样 多种值 战斗处理复杂 暂时放弃 atk_type:number=0; //装备特殊属性 触发后 局内永久生效 - friend_alive_cd:number=FightSet.FRIEND_LIVE_CD - atk_add_friend_atk:number=0 - atk_add_friend_hp:number=0 atk_add_glod:number=0 atk_add_master_atk:number=0 atk_add_master_hp:number=0 - double_dead:number=0 double_atked:number=0 - friend_atked_add_skill_stone:number=0 + atked_add_skill_stone:number=0 atk_add_value:number=0 - friend_get_master_equip:number=0 //卡牌特效 card_atk_add:number=0 //卡牌特效 攻击提高攻击力效果 额外添加值 @@ -56,50 +50,34 @@ export class FightConComp extends Component { } protected start(): void { - this.friend_alive_cd=FightSet.FRIEND_LIVE_CD } change_equip_special_attr(e:GameEvent,data:any){ console.log("[FightConComp]:change_equip_special_attr",data) this.atk_add_value=data[EquipSpecialAttr.ATK_ADD_VALUE] - this.atk_add_friend_atk=data[EquipSpecialAttr.ATK_ADD_FRIEND_ATK]+this.atk_add_value+(this.card_atk_add > 0 ? this.card_atk_add:0) //装备特殊属性 英雄/伙伴 攻击力增加 - this.atk_add_friend_hp=data[EquipSpecialAttr.ATK_ADD_FRIEND_HP]+this.atk_add_value+(this.card_hp_add > 0 ? this.card_hp_add:0) //装备特殊属性 英雄/伙伴 生命值增加 this.atk_add_glod=data[EquipSpecialAttr.ATK_ADD_GLOD] this.atk_add_master_atk=data[EquipSpecialAttr.ATK_ADD_MASTER_ATK]+this.atk_add_value+(this.card_atk_add > 0 ? this.card_atk_add:0) //装备特殊属性 英雄/伙伴 攻击力增加 this.atk_add_master_hp=data[EquipSpecialAttr.ATK_ADD_MASTER_HP]+this.atk_add_value+(this.card_hp_add > 0 ? this.card_hp_add:0) //装备特殊属性 英雄/伙伴 生命值增加 - this.friend_alive_cd=FightSet.FRIEND_LIVE_CD-data[EquipSpecialAttr.FRIEND_LIVE_CD] - this.double_dead=data[EquipSpecialAttr.DOUBLE_DEAD] this.double_atked=data[EquipSpecialAttr.DOUBLE_ATKED] - this.friend_atked_add_skill_stone=data[EquipSpecialAttr.FRIEND_ATKED_ADD_SKILL_STONE] - this.friend_get_master_equip=data[EquipSpecialAttr.FRIEND_GET_MASTER_EQUIP] + this.atked_add_skill_stone=data[EquipSpecialAttr.ATKED_ADD_SKILL_STONE] } private equip_change(e:GameEvent,equip:any){ let old_hero_hp=JSON.parse(JSON.stringify(this.hero_buff.HP)) - let old_friend_hp=JSON.parse(JSON.stringify(this.friend_buff.HP)) - let new_hero_hp=JSON.parse(JSON.stringify(equip.hero_buff.HP)) - let new_friend_hp=JSON.parse(JSON.stringify(equip.friend_buff.HP)) this.hero_buff=equip.hero_buff - this.friend_buff=equip.friend_buff this.enemy_buff=equip.enemy_buff - - let hero_hp_add=new_hero_hp-old_hero_hp - let friend_hp_add=new_friend_hp-old_friend_hp console.log("[FightConComp]:old_hero_hp:"+old_hero_hp+" new_hero_hp:"+new_hero_hp+" hero_hp_add:"+hero_hp_add) if(hero_hp_add!==0){ oops.message.dispatchEvent(GameEvent.UpdateHP,{hp:hero_hp_add,is_master:true}) } - if(friend_hp_add!==0){ - oops.message.dispatchEvent(GameEvent.UpdateHP,{hp:friend_hp_add,is_master:false}) - } - + this.scheduleOnce(()=>{ oops.message.dispatchEvent(GameEvent.UpdateVMData) },0.1) @@ -148,21 +126,13 @@ export class FightConComp extends Component { private clearAlls() { this.hero_buff=getBuffNum() - this.friend_buff=getBuffNum() this.enemy_buff=getBuffNum() - - - this.friend_alive_cd=FightSet.FRIEND_LIVE_CD - this.atk_add_friend_atk=0 - this.atk_add_friend_hp=0 this.atk_add_glod=0 this.atk_add_master_atk=0 this.atk_add_master_hp=0 - this.double_dead=0 this.double_atked=0 - this.friend_atked_add_skill_stone=0 + this.atked_add_skill_stone=0 this.atk_add_value=0 - this.friend_get_master_equip=0 this.card_atk_add=0 this.card_hp_add=0 diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts index 59f99374..b6a35582 100644 --- a/assets/script/game/map/MissionComp.ts +++ b/assets/script/game/map/MissionComp.ts @@ -51,11 +51,11 @@ export class MissionComp extends CCComp { private on_mon_wave_update(){ smc.vmdata.mission_data.current_wave++ let wave=smc.vmdata.mission_data.current_wave - if(wave==FightSet.FRIEND_WAVE_UP){ - console.log("[任务系统] FRIEND_WAVE_UP 伙伴选择 :",wave,FightSet.FRIEND_WAVE_UP) - let node= this.node.getChildByName("new_hero") - tween(node).to(0.3, {position:v3(280,node.position.y,1)}).start() - } + // if(wave==FightSet.FRIEND_WAVE_UP){ + // console.log("[任务系统] FRIEND_WAVE_UP 伙伴选择 :",wave,FightSet.FRIEND_WAVE_UP) + // let node= this.node.getChildByName("new_hero") + // tween(node).to(0.3, {position:v3(280,node.position.y,1)}).start() + // } } @@ -163,9 +163,10 @@ export class MissionComp extends CCComp { private cleanComponents() { ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()}); } + hide_call_friend(){ - let node =this.node.getChildByName("new_hero") - tween(node).to(0.3, {position:v3(480,node.position.y,1)}).start() + // let node =this.node.getChildByName("new_hero") + // tween(node).to(0.3, {position:v3(480,node.position.y,1)}).start() } /** 视图层逻辑代码分离演示 */ diff --git a/assets/script/game/map/MissionHeroComp.ts b/assets/script/game/map/MissionHeroComp.ts index cfd99fb0..d014e636 100644 --- a/assets/script/game/map/MissionHeroComp.ts +++ b/assets/script/game/map/MissionHeroComp.ts @@ -18,7 +18,6 @@ const { ccclass, property } = _decorator; @ecs.register('MissionHeroComp', false) export class MissionHeroCompComp extends CCComp { timer:Timer=new Timer(2) - Friend_alive_cd:Timer=new Timer(10) Friend_is_dead:boolean=false current_hero_uuid:number=0 onLoad(){ @@ -33,15 +32,10 @@ export class MissionHeroCompComp extends CCComp { this.node.getChildByName("location").active=false } fight_ready(){ - this.Friend_alive_cd=new Timer(FightSet.FRIEND_LIVE_CD) } protected update(dt: number): void { if(smc.mission.status != 1) return - if(this.Friend_is_dead){ - if(this.Friend_alive_cd.update(dt)){ - console.log("alive friend") - } - } + } @@ -52,10 +46,7 @@ export class MissionHeroCompComp extends CCComp { console.log("[MissionHeroComp]:zhaohuan",args) this.addHero(args.uuid,false,true) } - up_friend_alive_cd(less:number){ - - } - + private call_friend(event: string, args: any,is_master:boolean=false){ console.log("[MissionHeroComp]:call_hero addHero",args.uuid,is_master) let hero_pos=1 diff --git a/assets/script/game/skills/Skill.ts b/assets/script/game/skills/Skill.ts index 7d558d02..49a67aae 100644 --- a/assets/script/game/skills/Skill.ts +++ b/assets/script/game/skills/Skill.ts @@ -130,7 +130,6 @@ export class Skill extends ecs.Entity { let frost_time=0 let frost_ratto=0 if(view.is_master) buff=FIGHTCON.hero_buff - if(view.is_friend) buff=FIGHTCON.friend_buff if(view.is_boss) buff=FIGHTCON.enemy_buff if(view.is_kalami) buff=FIGHTCON.enemy_buff if(buff!==null) { diff --git a/assets/script/game/skills/SkillCom.ts b/assets/script/game/skills/SkillCom.ts index d9824827..2bb73eb5 100644 --- a/assets/script/game/skills/SkillCom.ts +++ b/assets/script/game/skills/SkillCom.ts @@ -183,7 +183,6 @@ export class SkillCom extends CCComp { let debuff = {deV:0,deC:0,deR:0} let buff=null if(this.caster.is_master) buff = this.FIGHTCON.hero_buff - if(this.caster.is_friend) buff = this.FIGHTCON.friend_buff if(this.caster.is_boss||this.caster.is_kalami) buff = this.FIGHTCON.enemy_buff if(buff==null) return debuff debuff.deV=buff.DEBUFF_VALUE diff --git a/assets/script/wp.md b/assets/script/wp.md index 3e20595b..d6ca2619 100644 --- a/assets/script/wp.md +++ b/assets/script/wp.md @@ -200,7 +200,7 @@ | 4 | 紫 | 量子闪避者(Lv4) | +40% | 41% | 免伤11% |- | | 5 | 绿 | 风影圆盾(Lv5) | +36% | 37% | - | - | | 5 | 蓝 | 流光护盾(Lv5) | +40% | 40% | Debuff减免16% | - | -| 5 | 紫 | 量子闪避者(Lv5) | +44% | 44% | 免伤13% | **伙伴双倍死亡触发** | +| 5 | 紫 | 量子闪避者(Lv5) | +44% | 44% | 免伤13% |- | | 等级 | 品质 | 完整名称 | HP加成 | 反伤比率 | 附加属性 | 特殊属性 | @@ -219,7 +219,7 @@ | 4 | 紫 | 龙鳞反伤者(Lv4) | +100% | 31% | 免伤11% | - | | 5 | 绿 | 荆棘木盾(Lv5) | +92% | 27% | - | - | | 5 | 蓝 | 钢铁尖刺(Lv5) | +100% | 30% | Debuff减免16% | - | -| 5 | 紫 | 龙鳞反伤者(Lv5) | +108% | 34% | 免伤13% | **伙伴双倍收击触发** | +| 5 | 紫 | 龙鳞反伤者(Lv5) | +108% | 34% | 免伤13% |- | | 等级 | 品质 | 完整名称 | HP加成 | 免伤比例 | 附加属性 | 特殊属性 | |------|------|----------------------|--------|----------|------------------|----------| @@ -237,7 +237,7 @@ | 4 | 紫 | 永恒守护者(Lv4) | +80% | 21% | 闪避11% |- | | 5 | 绿 | 守护圆盾(Lv5) | +72% | 18% | - | - | | 5 | 蓝 | 圣光壁垒(Lv5) | +80% | 20% | Debuff减免16% | - | -| 5 | 紫 | 永恒守护者(Lv5) | +88% | 23% | 闪避13% | **被攻5次+1技能点** | +| 5 | 紫 | 永恒守护者(Lv5) | +88% | 23% | 闪避13% | - | ## 🟢 绿色品质饰品(自然元素系列) @@ -278,18 +278,18 @@ | 品质 | 名称 | 等级 | 属性类型1 | 属性值1 | 属性类型2 | 属性值2 | 核心属性 | 核心值 | |------|------------|------|-----------|---------|-----------|---------|------------------|--------| -| 紫 | 天穹徽章 | 4 | HP加成 | +40% | 免伤 | +15% | 攻击触发属性增加的值额外加值 | 2 | -| 紫 | 天穹徽章 | 5 | HP加成 | +44% | 免伤 | +18% | 攻击触发属性增加的值额外加值 | 4 | -| 紫 | 神木戒指 | 4 | 攻击 | +44% | 暴伤 | +30% | 伙伴获得主将装备生命值和攻击力属性加成 | 10 | -| 紫 | 神木戒指 | 5 | 攻击 | +50% | 暴伤 | +34% | 伙伴获得主将装备生命值和攻击力属性加成 | 20 | -| 紫 | 日曜吊坠 | 4 | HP加成 | +36% | 攻击 | +40% | 攻击n次后增加主将攻击力/攻击n次后增加主将生命值 | 2/10 | -| 紫 | 日曜吊坠 | 5 | HP加成 | +40% | 攻击 | +48% | 攻击n次后增加主将攻击力/攻击n次后增加主将生命值 | 4/20 | -| 紫 | 月影指环 | 4 | 免伤 | +16% | 暴伤 | +28% | 攻击n次后增加伙伴攻击力/攻击n次后增加伙伴生命值 | 3/10 | -| 紫 | 月影指环 | 5 | 免伤 | +18% | 暴伤 | +32% | 攻击n次后增加伙伴攻击力/攻击n次后增加伙伴生命值 | 6/25 | -| 紫 | 星尘耳饰 | 4 | 闪避 | +10% | 攻击 | +44% | 伙伴复活时间减少 | -30% | -| 紫 | 星尘耳饰 | 5 | 闪避 | +12% | 攻击 | +50% | 伙伴复活时间减少 | -50% | -| 紫 | 深渊挂饰 | 4 | 反伤 | +12% | HP加成 | +44% | 双倍死亡触发 | 1 | -| 紫 | 深渊挂饰 | 5 | 反伤 | +14% | HP加成 | +50% | 双倍死亡触发 | 2 | +| 紫 | 天穹徽章 | 4 | HP加成 | +40% | 免伤 | +15% | 攻击触发属性增加的值额外加值 | 1 | +| 紫 | 天穹徽章 | 5 | HP加成 | +44% | 免伤 | +18% | 攻击触发属性增加的值额外加值 | 2 | +| 紫 | 神木戒指 | 4 | 攻击 | +44% | 暴伤 | +30% | 改成暴击 | 5% | +| 紫 | 神木戒指 | 5 | 攻击 | +50% | 暴伤 | +34% | 改成暴击 | 10% | +| 紫 | 日曜吊坠 | 4 | HP加成 | +36% | 攻击 | +40% | 攻击n次后增加主将攻击力 | 1 | +| 紫 | 日曜吊坠 | 5 | HP加成 | +40% | 攻击 | +48% | 攻击n次后增加主将攻击力 | 2| +| 紫 | 月影指环 | 4 | 免伤 | +16% | 暴伤 | +28% | 攻击n次后增加主将生命值 | 5 | +| 紫 | 月影指环 | 5 | 免伤 | +18% | 暴伤 | +32% | 攻击n次后增加主将生命值 | 10 | +| 紫 | 星尘耳饰 | 4 | 闪避 | +10% | 攻击 | +44% | 改成技能cd减少 | -10% | +| 紫 | 星尘耳饰 | 5 | 闪避 | +12% | 攻击 | +50% | 改成技能cd减少 | -20% | +| 紫 | 深渊挂饰 | 4 | 反伤 | +12% | HP加成 | +44% | 穿刺 | 1 | +| 紫 | 深渊挂饰 | 5 | 反伤 | +14% | HP加成 | +50% | 穿刺 | 2 | | 紫 | 永夜徽章 | 4 | 免伤 | +18% | 暴伤 | +32% | 双倍受击触发 | 1 | | 紫 | 永夜徽章 | 5 | 免伤 | +20% | 暴伤 | +36% | 双倍受击触发 | 2 |