旋风斩 螺旋丸 完成
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@@ -146,11 +146,6 @@ export class HeroViewComp extends CCComp {
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// this.node.getChildByName("atk").getComponent(Label).string = this.ap.toString();
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// this.node.getChildByName("hp_max").setScale(this.scale,1);
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// this.node.getChildByName("hp_max").getComponent(Label).string=this.hp_max.toString();
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// this.BoxRang.getComponent(BoxRangComp).box_group = this.box_group;
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// this.BoxRang.getComponent(BoxRangComp).atk_range = this.ap_range
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// this.BoxRang.getComponent(BoxRangComp).offset_x = 300;
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// console.log("monseter ",this.BoxRang);
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// console.log("monseter ",this.BoxRang);
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// 注册单个碰撞体的回调函数
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@@ -378,6 +373,7 @@ export class HeroViewComp extends CCComp {
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break;
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case 8:
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if(num > skill.depb) return
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if(this.node.position.x > 300||this.node.position.x < -300) return
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tween(this.node).to( 0.1,
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{ position: new Vec3(this.node.position.x-this.scale*50,this.node.position.y) },
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{ }
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@@ -695,9 +691,9 @@ export class HeroViewComp extends CCComp {
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}
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do_all_buff(sk:number){
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let skill = ecs.getEntity<Skill>(Skill);
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let t_pos=v3(-320,0)
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if(this.box_group==BoxSet.MONSTER) t_pos=v3(320,0)
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let pos = t_pos
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let pos=v3(-320,0)
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if(this.box_group==BoxSet.MONSTER) pos=v3(320,0)
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let t_pos = pos
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this.to_console("to_all_buff:"+sk)
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let is_crit=this.check_crit()
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skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add);
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