376 lines
17 KiB
TypeScript
376 lines
17 KiB
TypeScript
import { _decorator, Component, Label, Node, resources, Sprite, SpriteAtlas } from 'cc';
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import { oops } from 'db://oops-framework/core/Oops';
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import { GameEvent } from '../common/config/GameEvent';
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import { smc } from '../common/SingletonModuleComp';
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import { EquipInfo, EquipType, EquipAttrTarget, EquipSpecialAttr} from '../common/config/Equips';
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import { BuffAttr, DebuffAttr, geDebuffNum, getBuffNum } from '../common/config/SkillSet';
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import { FightSet } from '../common/config/Mission';
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import { Quality } from '../common/config/CardSet';
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const { ccclass, property } = _decorator;
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@ccclass('EquipsComp')
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export class EquipsComp extends Component {
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weapon:any=null
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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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friend_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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oops.message.on(GameEvent.EquipAdd,this.equip_add,this)
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oops.message.on(GameEvent.EquipRemove,this.equip_remove,this)
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this.boxs=this.node.getChildByName("boxs")
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oops.message.on(GameEvent.EQUIP_STONE_UP,this.equip_stone_up,this)
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}
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equip_stone_up(e:GameEvent,data:any){
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console.log("[EquipsComp]:equip_stone_up",data)
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smc.vmdata.mission_data.equip_stone+=data
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if(smc.vmdata.mission_data.equip_stone >= smc.vmdata.mission_data.equip_stone_max){
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this.show_equip_get("weapon")
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this.show_equip_get("armor")
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this.show_equip_get("accessory")
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}
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}
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call_equip_card(e:any,data:any){
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let mission_data=smc.vmdata.mission_data
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if(mission_data.equip_stone < mission_data.equip_stone_max){
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oops.gui.toast("装备石不足", false);
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return
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}
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oops.message.dispatchEvent(GameEvent.EquipSelect,{slot:data})
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mission_data.equip_stone-=mission_data.equip_stone_max
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mission_data.equip_stone_max=mission_data.equip_stone_max*2
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}
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start(){
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this.fight_ready()
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}
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fight_ready(){
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this.hide_equip_get(null,"weapon")
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this.hide_equip_get(null,"armor")
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this.hide_equip_get(null,"accessory")
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this.hide_equip_change(null,"weapon")
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this.hide_equip_change(null,"armor")
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this.hide_equip_change(null,"accessory")
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this.boxs.getChildByName("weapon").getChildByName("icon").active=false
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this.boxs.getChildByName("armor").getChildByName("icon").active=false
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this.boxs.getChildByName("accessory").getChildByName("icon").active=false
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this.weapon={
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uuid:0,
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name:"weapon",
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type:"weapon",
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level:0,
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}
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this.armor={
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uuid:0,
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name:"armor",
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type:"armor",
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level:0,
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}
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this.accessory={
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uuid:0,
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name:"accessory",
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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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if(data.type==EquipType.WEAPON){
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this.weapon.uuid=data.uuid
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this.weapon.name=data.name
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this.weapon.type=data.type
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this.weapon.level=data.level
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this.show_weapon(data.uuid)
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}
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if(data.type==EquipType.ARMOR){
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this.armor.uuid=data.uuid
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this.armor.name=data.name
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this.armor.type=data.type
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this.armor.level=data.level
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this.show_armor(data.uuid)
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}
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if(data.type==EquipType.ACCESSORY){
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this.accessory.uuid=data.uuid
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this.accessory.name=data.name
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this.accessory.type=data.type
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this.accessory.level=data.level
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this.show_accessory(data.uuid)
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}
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this.count_attrs()
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}
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show_weapon(uuid:number){
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let icon = this.boxs.getChildByName("weapon").getChildByName("icon")
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icon.active=true
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var icon_path = "game/heros/equips2"
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = icon.getChildByName("icon").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path);
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});
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icon.getChildByName("lv1").active=EquipInfo[uuid].lv==1
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icon.getChildByName("lv2").active=EquipInfo[uuid].lv==2
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icon.getChildByName("lv3").active=EquipInfo[uuid].lv==3
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icon.getChildByName("lv4").active=EquipInfo[uuid].lv==4
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icon.getChildByName("lv5").active=EquipInfo[uuid].lv==5
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icon.getChildByName("q1").active=EquipInfo[uuid].quality==Quality.WHITE
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icon.getChildByName("q2").active=EquipInfo[uuid].quality==Quality.GREEN
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icon.getChildByName("q3").active=EquipInfo[uuid].quality==Quality.BLUE
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icon.getChildByName("q4").active=EquipInfo[uuid].quality==Quality.PURPLE
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icon.getChildByName("q5").active=EquipInfo[uuid].quality==Quality.ORANGE
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}
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show_armor(uuid:number){
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let icon = this.boxs.getChildByName("armor").getChildByName("icon")
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icon.active=true
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var icon_path = "game/heros/equips2"
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = icon.getChildByName("icon").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path);
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});
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icon.getChildByName("lv1").active=EquipInfo[uuid].lv==1
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icon.getChildByName("lv2").active=EquipInfo[uuid].lv==2
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icon.getChildByName("lv3").active=EquipInfo[uuid].lv==3
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icon.getChildByName("lv4").active=EquipInfo[uuid].lv==4
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icon.getChildByName("lv5").active=EquipInfo[uuid].lv==5
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icon.getChildByName("q1").active=EquipInfo[uuid].quality==Quality.WHITE
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icon.getChildByName("q2").active=EquipInfo[uuid].quality==Quality.GREEN
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icon.getChildByName("q3").active=EquipInfo[uuid].quality==Quality.BLUE
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icon.getChildByName("q4").active=EquipInfo[uuid].quality==Quality.PURPLE
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icon.getChildByName("q5").active=EquipInfo[uuid].quality==Quality.ORANGE
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}
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show_accessory(uuid:number){
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let icon = this.boxs.getChildByName("accessory").getChildByName("icon")
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icon.active=true
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var icon_path = "game/heros/equips2"
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = icon.getChildByName("icon").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path);
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});
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icon.getChildByName("lv1").active=EquipInfo[uuid].lv==1
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icon.getChildByName("lv2").active=EquipInfo[uuid].lv==2
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icon.getChildByName("lv3").active=EquipInfo[uuid].lv==3
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icon.getChildByName("lv4").active=EquipInfo[uuid].lv==4
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icon.getChildByName("lv5").active=EquipInfo[uuid].lv==5
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icon.getChildByName("q1").active=EquipInfo[uuid].quality==Quality.WHITE
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icon.getChildByName("q2").active=EquipInfo[uuid].quality==Quality.GREEN
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icon.getChildByName("q3").active=EquipInfo[uuid].quality==Quality.BLUE
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icon.getChildByName("q4").active=EquipInfo[uuid].quality==Quality.PURPLE
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icon.getChildByName("q5").active=EquipInfo[uuid].quality==Quality.ORANGE
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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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// 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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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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case EquipAttrTarget.FRIEND:
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targetKey = 'friend_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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count_equip_special_attr(all_special_attr:any[]){
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//特殊属性附加
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let equip_special_attr={
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ice:false,
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fire:false,
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wind:false,
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friend_live_cd_less:0,
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atk_add_friend_atk:0,
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atk_add_friend_hp:0,
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atk_add_glod:0,
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atk_add_master_atk:0,
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atk_add_master_hp:0,
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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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if(special_attr){
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switch(special_attr.special_attr){
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case EquipSpecialAttr.ICE:
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equip_special_attr.ice=true
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break
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case EquipSpecialAttr.FIRE:
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equip_special_attr.fire=true
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break
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case EquipSpecialAttr.WIND:
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equip_special_attr.wind=true
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break
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case EquipSpecialAttr.FRIEND_LIVE_CD:
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equip_special_attr.friend_live_cd_less+=special_attr.special_attr_value
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_ATK:
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equip_special_attr.atk_add_friend_atk+=special_attr.special_attr_value
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_HP:
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equip_special_attr.atk_add_friend_hp+=special_attr.special_attr_value
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break
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case EquipSpecialAttr.ATK_ADD_GLOD:
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equip_special_attr.atk_add_glod+=special_attr.special_attr_value
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break
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case EquipSpecialAttr.ATK_ADD_MASTER_ATK:
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equip_special_attr.atk_add_master_atk+=special_attr.special_attr_value
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break
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case EquipSpecialAttr.ATK_ADD_MASTER_HP:
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equip_special_attr.atk_add_master_hp+=special_attr.special_attr_value
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break
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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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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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// 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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friend_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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console.log("重置属性", {
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hero_buff: this.attrs.hero_buff,
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friend_buff: this.attrs.friend_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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console.log("equip_remove",data)
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}
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update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause) return
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}
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private show_equip_get(e:string){
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if(this.weapon.uuid==0){
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this.boxs.getChildByName("weapon").getChildByName("get").active =true
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this.boxs.getChildByName("weapon").getChildByName("light").active=true
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this.boxs.getChildByName("weapon").getChildByName("tip").active=true
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this.boxs.getChildByName("weapon").getChildByName("tip").getComponent(Label).string="购买"
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}else{
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this.boxs.getChildByName("weapon").getChildByName("change").active =true
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this.boxs.getChildByName("weapon").getChildByName("light").active=true
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this.boxs.getChildByName("weapon").getChildByName("tip").active=true
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this.boxs.getChildByName("weapon").getChildByName("tip").getComponent(Label).string="升级"
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}
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if(this.armor.uuid==0){
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this.boxs.getChildByName("armor").getChildByName("get").active =true
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this.boxs.getChildByName("armor").getChildByName("light").active=true
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this.boxs.getChildByName("armor").getChildByName("tip").active=true
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this.boxs.getChildByName("armor").getChildByName("tip").getComponent(Label).string="购买"
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}else{
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this.boxs.getChildByName("armor").getChildByName("change").active =true
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this.boxs.getChildByName("armor").getChildByName("light").active=true
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this.boxs.getChildByName("armor").getChildByName("tip").active=true
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this.boxs.getChildByName("armor").getChildByName("tip").getComponent(Label).string="升级"
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}
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if(this.accessory.uuid==0 &&smc.vmdata.mission_data.equip_stone_max >= 160){
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this.boxs.getChildByName("accessory").getChildByName("get").active =true
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this.boxs.getChildByName("accessory").getChildByName("light").active=true
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this.boxs.getChildByName("accessory").getChildByName("tip").active=true
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this.boxs.getChildByName("accessory").getChildByName("tip").getComponent(Label).string="购买"
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}
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}
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private hide_equip_get(e:any,data:string){
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this.boxs.getChildByName("weapon").getChildByName("get").active =false
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this.boxs.getChildByName("weapon").getChildByName("light").active=false
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this.boxs.getChildByName("weapon").getChildByName("tip").active=false
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this.boxs.getChildByName("armor").getChildByName("get").active =false
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this.boxs.getChildByName("armor").getChildByName("light").active=false
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this.boxs.getChildByName("armor").getChildByName("tip").active=false
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this.boxs.getChildByName("accessory").getChildByName("get").active =false
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this.boxs.getChildByName("accessory").getChildByName("light").active=false
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this.boxs.getChildByName("accessory").getChildByName("tip").active=false
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}
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private show_equip_change(e:string){
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if(this.weapon.uuid!=0){
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this.boxs.getChildByName("weapon").getChildByName("change").active =true
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}
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if(this.armor.uuid!=0){
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this.boxs.getChildByName("armor").getChildByName("change").active =true
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}
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if(this.accessory.uuid!=0){
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this.boxs.getChildByName("accessory").getChildByName("change").active =true
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}
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}
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private hide_equip_change(e:any,data:any){
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this.boxs.getChildByName("weapon").getChildByName("change").active =false
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this.boxs.getChildByName("weapon").getChildByName("light").active=false
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this.boxs.getChildByName("weapon").getChildByName("tip").active=false
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this.boxs.getChildByName("armor").getChildByName("change").active =false
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this.boxs.getChildByName("armor").getChildByName("light").active=false
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this.boxs.getChildByName("armor").getChildByName("tip").active=false
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this.boxs.getChildByName("accessory").getChildByName("change").active =false
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this.boxs.getChildByName("accessory").getChildByName("light").active=false
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this.boxs.getChildByName("accessory").getChildByName("tip").active=false
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}
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}
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