天赋完善 继续
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@@ -8,6 +8,7 @@ import { HeroViewComp } from "./HeroViewComp";
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import { BuffAttr } from "../common/config/SkillSet";
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import { EnhancementType } from "../common/config/LevelUp";
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import { TalentList } from "../common/config/TalentSet";
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import { smc } from "../common/SingletonModuleComp";
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const { ccclass, property } = _decorator;
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@@ -46,14 +47,13 @@ export class HeroConComp extends CCComp {
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this.heroView.add_ap(buff.value,true)
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break
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case BuffAttr.ATK:
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console.log("[HeroConCompComp]:equip_add ,buff.value",buff.value,this.heroView)
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this.heroView.add_ap(buff.value,false)
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break
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case BuffAttr.ATK_CD:
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this.heroView.add_speed(buff.value)
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break
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case BuffAttr.DEF:
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this.heroView.add_def(buff.value)
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this.heroView.change_def(buff.value)
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break
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case BuffAttr.HP:
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this.heroView.add_hp_max(buff.value,false)
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@@ -61,6 +61,12 @@ export class HeroConComp extends CCComp {
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case BuffAttr.HP_MAX:
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this.heroView.add_hp_max(buff.value,true)
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break
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case BuffAttr.CRITICAL:
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this.heroView.change_crit(buff.value)
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break
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case BuffAttr.CRITICAL_DMG:
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this.heroView.change_crit_d(buff.value)
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break
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}
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}
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}
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@@ -88,7 +94,7 @@ export class HeroConComp extends CCComp {
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this.heroView.add_hp_max(data.value,true)
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break
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case EnhancementType.DEF:
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this.heroView.add_def(data.value)
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this.heroView.change_def(data.value)
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break
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}
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}
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@@ -105,20 +111,96 @@ export class HeroConComp extends CCComp {
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this.heroView.TALENT[BuffAttr.ATK_CD]+=tal.value
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this.heroView.count_atrr(BuffAttr.ATK_CD)
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break
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case BuffAttr.SKILL_CD:
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smc.vmdata.hero.skill_cd_buff+=tal.value //直接加到vmdata中
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break
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case BuffAttr.HP:
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this.heroView.TALENT[BuffAttr.HP]+=tal.value
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this.heroView.count_atrr(BuffAttr.HP)
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break
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case BuffAttr.DEF:
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this.heroView.change_def(tal.value)
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break
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case BuffAttr.CRITICAL:
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this.heroView.TALENT[BuffAttr.CRITICAL]+=tal.value
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this.heroView.change_crit(tal.value)
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break
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case BuffAttr.CRITICAL_DMG:
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this.heroView.TALENT[BuffAttr.CRITICAL_DMG]+=tal.value
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this.heroView.change_crit_d(tal.value)
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break
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case BuffAttr.DODGE:
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this.heroView.TALENT[BuffAttr.DODGE]+=tal.value
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this.heroView.change_dodge(tal.value)
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break
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case BuffAttr.DEBUFF_COUNT:
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this.heroView.TALENT[BuffAttr.DEBUFF_COUNT]+=tal.value
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case BuffAttr.PUNCTURE:
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this.heroView.change_puncture(tal.value)
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break
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case BuffAttr.PUNCTURE_DMG:
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this.heroView.change_puncture_damage(tal.value)
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break
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case BuffAttr.FROST_RATIO:
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this.heroView.change_frost_ratto(tal.value)
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break
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case BuffAttr.KNOCKBACK:
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this.heroView.change_knockback(tal.value)
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break
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case BuffAttr.STUN_RATTO:
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this.heroView.change_stun_ratto(tal.value)
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break
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case BuffAttr.REFLECT:
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this.heroView.change_reflect(tal.value)
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break
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case BuffAttr.LIFESTEAL:
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this.heroView.change_lifesteal(tal.value)
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break
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}
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}
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remove_talent_card(e:GameEvent,data:any){
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console.log("[HeroConCompComp]:remove_talent_card",data)
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let tal=TalentList[data.uuid]
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switch(tal.buffType){
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case BuffAttr.ATK:
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this.heroView.TALENT[BuffAttr.ATK]-=tal.value
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this.heroView.count_atrr(BuffAttr.ATK)
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break
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case BuffAttr.ATK_CD:
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this.heroView.TALENT[BuffAttr.ATK_CD]-=tal.value
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this.heroView.count_atrr(BuffAttr.ATK_CD)
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break
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case BuffAttr.HP:
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this.heroView.TALENT[BuffAttr.HP]-=tal.value
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break
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case BuffAttr.DEF:
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this.heroView.change_def(-tal.value)
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break
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case BuffAttr.CRITICAL:
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this.heroView.change_crit(-tal.value)
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break
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case BuffAttr.CRITICAL_DMG:
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this.heroView.change_crit_d(-tal.value)
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break
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case BuffAttr.DODGE:
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this.heroView.change_dodge(-tal.value)
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break
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case BuffAttr.PUNCTURE:
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this.heroView.change_puncture(-tal.value)
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break
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case BuffAttr.PUNCTURE_DMG:
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this.heroView.change_puncture_damage(-tal.value)
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break
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case BuffAttr.FROST_RATIO:
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this.heroView.change_frost_ratto(-tal.value)
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break
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case BuffAttr.KNOCKBACK:
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this.heroView.change_knockback(-tal.value)
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break
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case BuffAttr.STUN_RATTO:
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this.heroView.change_stun_ratto(-tal.value)
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break
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case BuffAttr.REFLECT:
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this.heroView.change_reflect(-tal.value)
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break
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case BuffAttr.LIFESTEAL:
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this.heroView.change_lifesteal(-tal.value)
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break
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}
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}
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