技能改spine 怪物增加
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@@ -9,7 +9,6 @@ import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label,RigidBody2D ,Node,
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroSpine } from "./HeroSpine";
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import { Hero } from "./Hero";
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import { HeroModelComp } from "./HeroModelComp";
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import { BoxSet, GameSet } from "../common/config/BoxSet";
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import { smc } from "../common/SingletonModuleComp";
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@@ -23,8 +22,6 @@ import { RandomManager } from "../../../../extensions/oops-plugin-framework/asse
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import { TimerManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/TimerManager";
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import { HeroSet } from "../common/config/heroSet";
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import { BuffComp } from "./BuffComp";
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import { BossList } from "../common/config/MissionSet";
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import { Monster } from "./Mon";
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import { MonModelComp } from "./MonModelComp";
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const { ccclass, property } = _decorator;
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@@ -514,9 +511,14 @@ export class HeroViewComp extends CCComp {
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}
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//使用max_skill
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do_skill(skill:number){
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// this.as.max()
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// this.at = 0; //共享普攻攻击cd
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this.BUFFCOMP.tooltip(3,SkillSet[skill].name,skill);
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if(SkillSet[skill].flash){
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this.as.max()
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this.scheduleOnce(()=>{
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this.BUFFCOMP.show_do_buff(SkillSet[skill].fname)
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},0.1)
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}
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switch (SkillSet[skill].tg) {
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case SkTG.self: //自己
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this.do_add_buff(this.node.getComponent(HeroViewComp),skill)
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