dd
This commit is contained in:
@@ -70,13 +70,19 @@ export interface EquipData {
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name: string; // 装备名称
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name: string; // 装备名称
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type: EquipType; // 装备类型
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type: EquipType; // 装备类型
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info: string; // 装备描述
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info: string; // 装备描述
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special_attr: EquipSpecialAttrData; // 特殊属性
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special_attr: EquipSpecialAttrData[]; // 特殊属性数组
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buff: EquipAttribute[]; // 属性加成列表
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buff: EquipAttribute[]; // 属性加成列表
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debuff: EquipDebuffAttribute[]; // 属性减益列表
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debuff: EquipDebuffAttribute[]; // 属性减益列表
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}
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}
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export const EquipInfo: { [key: number]: EquipData } = {
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export const EquipInfo: { [key: number]: EquipData } = {
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2001: {uuid: 2001, name: "新手剑", type: EquipType.WEAPON,info:"攻击力增加80%",
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2001: {uuid: 2001, name: "新手剑", type: EquipType.WEAPON,info:"攻击力增加80%",
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special_attr: {special_attr:EquipSpecialAttr.FRIEND_LIVE_CD,special_attr_value:3},
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special_attr: [
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{special_attr:EquipSpecialAttr.ATK_ADD_FRIEND_ATK,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_FRIEND_HP,special_attr_value:30},
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{special_attr:EquipSpecialAttr.ATK_ADD_GLOD,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_MASTER_ATK,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_MASTER_HP,special_attr_value:3},
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],
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buff: [
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buff: [
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{ type: BuffAttr.ATK, value: 80, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK, value: 80, target: EquipAttrTarget.HERO },
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],
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],
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@@ -85,7 +91,13 @@ export const EquipInfo: { [key: number]: EquipData } = {
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]
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]
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},
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},
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2002: {uuid: 2002,name: "新手剑2",type: EquipType.WEAPON,info:"攻击速度增加30%",
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2002: {uuid: 2002,name: "新手剑2",type: EquipType.WEAPON,info:"攻击速度增加30%",
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special_attr:{special_attr:EquipSpecialAttr.FRIEND_LIVE_CD,special_attr_value:3},
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special_attr:[
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{special_attr:EquipSpecialAttr.ATK_ADD_FRIEND_ATK,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_FRIEND_HP,special_attr_value:30},
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{special_attr:EquipSpecialAttr.ATK_ADD_GLOD,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_MASTER_ATK,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_MASTER_HP,special_attr_value:3},
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],
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buff: [
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buff: [
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{ type: BuffAttr.ATK_CD, value: 30, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_CD, value: 30, target: EquipAttrTarget.HERO },
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],
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],
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@@ -94,7 +106,13 @@ export const EquipInfo: { [key: number]: EquipData } = {
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]
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]
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},
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},
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2003: {uuid: 2003,name: "新手剑3",type: EquipType.WEAPON,info:"攻击次数增加1次",
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2003: {uuid: 2003,name: "新手剑3",type: EquipType.WEAPON,info:"攻击次数增加1次",
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special_attr:{special_attr:EquipSpecialAttr.FRIEND_LIVE_CD,special_attr_value:3},
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special_attr:[
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{special_attr:EquipSpecialAttr.ATK_ADD_FRIEND_ATK,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_FRIEND_HP,special_attr_value:30},
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{special_attr:EquipSpecialAttr.ATK_ADD_GLOD,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_MASTER_ATK,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_MASTER_HP,special_attr_value:3},
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],
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buff: [
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buff: [
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{ type: BuffAttr.ATK_COUNT, value: 1, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.ATK_COUNT, value: 1, target: EquipAttrTarget.HERO },
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],
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],
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@@ -103,7 +121,13 @@ export const EquipInfo: { [key: number]: EquipData } = {
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]
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]
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},
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},
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2004: {uuid: 2004,name: "防具1",type: EquipType.ARMOR,info:"生命值增加100%",
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2004: {uuid: 2004,name: "防具1",type: EquipType.ARMOR,info:"生命值增加100%",
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special_attr:{special_attr:EquipSpecialAttr.FRIEND_LIVE_CD,special_attr_value:3},
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special_attr:[
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{special_attr:EquipSpecialAttr.ATK_ADD_FRIEND_ATK,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_FRIEND_HP,special_attr_value:30},
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{special_attr:EquipSpecialAttr.ATK_ADD_GLOD,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_MASTER_ATK,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_MASTER_HP,special_attr_value:3},
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],
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buff: [
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buff: [
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{ type: BuffAttr.HP, value: 100, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.HP, value: 100, target: EquipAttrTarget.HERO },
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],
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],
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@@ -112,7 +136,13 @@ export const EquipInfo: { [key: number]: EquipData } = {
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]
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]
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},
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},
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2005: {uuid: 2005,name: "防具2",type: EquipType.ARMOR,info:"免伤增加50%",
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2005: {uuid: 2005,name: "防具2",type: EquipType.ARMOR,info:"免伤增加50%",
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special_attr:{special_attr:EquipSpecialAttr.FRIEND_LIVE_CD,special_attr_value:3},
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special_attr:[
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{special_attr:EquipSpecialAttr.ATK_ADD_FRIEND_ATK,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_FRIEND_HP,special_attr_value:30},
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{special_attr:EquipSpecialAttr.ATK_ADD_GLOD,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_MASTER_ATK,special_attr_value:3},
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{special_attr:EquipSpecialAttr.ATK_ADD_MASTER_HP,special_attr_value:3},
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],
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buff: [
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buff: [
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{ type: BuffAttr.DEF, value: 50, target: EquipAttrTarget.HERO },
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{ type: BuffAttr.DEF, value: 50, target: EquipAttrTarget.HERO },
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],
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],
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@@ -119,7 +119,7 @@ export class HeroViewComp extends CCComp {
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// return
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// return
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// }
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// }
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if(this.is_dead) {
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if(this.is_dead) {
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console.log("[HeroViewComp]:alive friend cd",this.Friend_alive_cd ,this.Friend_alive_cd.elapsedTime)
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// console.log("[HeroViewComp]:alive friend cd",this.Friend_alive_cd ,this.Friend_alive_cd.elapsedTime)
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if(this.Friend_alive_cd.update(dt)){
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if(this.Friend_alive_cd.update(dt)){
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this.to_alive()
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this.to_alive()
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@@ -187,6 +187,7 @@ export class HeroViewComp extends CCComp {
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* @param ap 要增加的攻击。
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* @param ap 要增加的攻击。
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*/
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*/
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add_ap(ap: number,is_num:boolean=true){
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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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if(is_num){
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if(is_num){
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this.ap += Math.floor(ap);
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this.ap += Math.floor(ap);
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}else{
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}else{
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@@ -196,6 +197,7 @@ export class HeroViewComp extends CCComp {
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}
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}
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de_ap(ap: number,is_num:boolean=true){
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de_ap(ap: number,is_num:boolean=true){
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console.log("[HeroViewComp]:de_ap de:",ap,this.ap)
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if(is_num){
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if(is_num){
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this.ap -= Math.floor(ap);
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this.ap -= Math.floor(ap);
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}else{
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}else{
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@@ -205,6 +207,7 @@ export class HeroViewComp extends CCComp {
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}
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}
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add_hp_max(hp: number=0,is_num:boolean=true){
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add_hp_max(hp: number=0,is_num:boolean=true){
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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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if(is_num){
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this.hp_max += Math.floor(hp) ;
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this.hp_max += Math.floor(hp) ;
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this.hp += Math.floor(hp) ;
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this.hp += Math.floor(hp) ;
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@@ -216,6 +219,7 @@ export class HeroViewComp extends CCComp {
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}
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}
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de_hp_max(hp: number=0,is_num:boolean=true){
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de_hp_max(hp: number=0,is_num:boolean=true){
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console.log("[HeroViewComp]:de_hp_max de:",hp,this.hp_max)
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if(is_num){
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if(is_num){
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this.hp_max -= Math.floor(hp) ;
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this.hp_max -= Math.floor(hp) ;
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}else{
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}else{
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@@ -252,7 +256,7 @@ export class HeroViewComp extends CCComp {
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if(!this.is_master) return
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if(!this.is_master) return
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this.atk_count+=1
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this.atk_count+=1
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if(this.atk_count< FightSet.ATK_ADD_FRIEND_COUNT) return
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if(this.atk_count< FightSet.ATK_ADD_FRIEND_COUNT) return
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if(this.FIGHTCON.atk_add_glod >0) smc.mission.add_gold(this.FIGHTCON.atk_add_glod)
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if(this.FIGHTCON.atk_add_glod >0) smc.vmdata.mission_data.gold+=this.FIGHTCON.atk_add_glod
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this.do_friend_atk_add()
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this.do_friend_atk_add()
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this.do_master_atk_add()
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this.do_master_atk_add()
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@@ -113,7 +113,7 @@ export class EquipsComp extends Component {
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count_attrs(){
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count_attrs(){
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// 重置所有属性
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// 重置所有属性
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this.reset_attrs();
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this.reset_attrs();
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console.log("重置后的属性", this.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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// 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 weapon_buffs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.buff || [] : [];
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@@ -122,20 +122,20 @@ export class EquipsComp extends Component {
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let weapon_debuffs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.debuff || [] : [];
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let weapon_debuffs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.debuff || [] : [];
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let armor_debuffs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.debuff || [] : [];
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let armor_debuffs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.debuff || [] : [];
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let accessory_debuffs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.debuff || [] : [];
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let accessory_debuffs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.debuff || [] : [];
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let weapon_special_attr = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.special_attr : null;
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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 : null;
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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 : null;
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let accessory_special_attr = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.special_attr : [];
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console.log("武器特殊属性", weapon_special_attr);
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console.log("[EquipsComp]:weapon_special_attr", weapon_special_attr);
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console.log("防具特殊属性", armor_special_attr);
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console.log("[EquipsComp]:armor_special_attr", armor_special_attr);
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console.log("饰品特殊属性", accessory_special_attr);
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console.log("[EquipsComp]:accessory_special_attr", accessory_special_attr);
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console.log("武器属性", weapon_buffs);
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console.log("[EquipsComp]:weapon_buffs", weapon_buffs);
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console.log("防具属性", armor_buffs);
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console.log("[EquipsComp]:防具属性", armor_buffs);
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console.log("饰品属性", accessory_buffs);
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console.log("[EquipsComp]:饰品属性", accessory_buffs);
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console.log("武器减益", weapon_debuffs);
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console.log("[EquipsComp]:武器减益", weapon_debuffs);
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console.log("防具减益", armor_debuffs);
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console.log("[EquipsComp]:防具减益", armor_debuffs);
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console.log("饰品减益", accessory_debuffs);
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console.log("[EquipsComp]:饰品减益", accessory_debuffs);
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const all_special_attr=[weapon_special_attr,armor_special_attr,accessory_special_attr]
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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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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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oops.message.dispatchEvent(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,equip_special_attr)
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@@ -143,8 +143,8 @@ export class EquipsComp extends Component {
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// 合并所有装备属性
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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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const allBuff = [...weapon_buffs, ...armor_buffs, ...accessory_buffs];
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const allDebuff = [...weapon_debuffs, ...armor_debuffs, ...accessory_debuffs];
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const allDebuff = [...weapon_debuffs, ...armor_debuffs, ...accessory_debuffs];
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console.log("合并后的所有属性", allBuff);
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console.log("[EquipsComp]:合并后的所有属性", allBuff);
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console.log("合并后的所有减益", allDebuff);
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console.log("[EquipsComp]:合并后的所有减益", allDebuff);
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// 计算每个目标的属性加成
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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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allBuff.forEach(attr => {
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const target = attr.target || EquipAttrTarget.HERO;
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const target = attr.target || EquipAttrTarget.HERO;
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@@ -178,7 +178,7 @@ export class EquipsComp extends Component {
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this.add_debuff(targetKey,attr)
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this.add_debuff(targetKey,attr)
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});
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});
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console.log("最终属性加成", this.attrs);
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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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oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
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}
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}
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@@ -195,7 +195,7 @@ export class EquipsComp extends Component {
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atk_add_master_atk:0,
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atk_add_master_atk:0,
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atk_add_master_hp:0,
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atk_add_master_hp:0,
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}
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}
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console.log("[EquipsComp]:all_special_attr",all_special_attr)
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all_special_attr.forEach(special_attr=>{
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all_special_attr.forEach(special_attr=>{
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if(special_attr){
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if(special_attr){
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switch(special_attr.special_attr){
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switch(special_attr.special_attr){
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@@ -229,7 +229,6 @@ export class EquipsComp extends Component {
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}
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}
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}
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}
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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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console.log("[EquipsComp]:equip_special_attr",equip_special_attr)
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return equip_special_attr
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return equip_special_attr
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}
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}
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Reference in New Issue
Block a user