逐步 去掉 主英雄设定
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@@ -19,7 +19,7 @@ export class Hero extends ecs.Entity {
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HeroModel!: HeroModelComp;
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HeroView!: HeroViewComp;
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BattleMove!: BattleMoveComp;
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vmHero:any={}
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protected init() {
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this.addComponents<ecs.Comp>(
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BattleMoveComp,
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@@ -38,29 +38,26 @@ export class Hero extends ecs.Entity {
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}
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super.destroy();
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}
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hart_load(uuid:number=5004) {
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console.log("主体加载")
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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var scene = smc.map.MapView.scene;
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node.parent = scene.entityLayer!.node!
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let pos=HeroPos[0].pos
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// if(HeroInfo[uuid].type==HType.warrior) pos=HeroPos[1].pos
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node.setPosition(pos)
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var hv = this.hero_init(uuid,node)
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hv.scale = 1;
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hv.is_master=true;
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hv.lv=1
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this.add(hv);
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this.addComponents<ecs.Comp>(MasterModelComp)
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,info:any={ap:0,hp:0,lv:1,crit:0,crit_d:0,dod:0,dod_no:false,crit_no:false},fight_pos:number=1) {
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// console.log("英雄加载:",uuid,pos,scale,info)
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scale = 1
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if(smc.vmdata.hero1.uuid==0){
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this.vmHero=smc.vmdata.hero1
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}else if(smc.vmdata.hero2.uuid==0){
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this.vmHero=smc.vmdata.hero2
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}else if(smc.vmdata.hero3.uuid==0){
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this.vmHero=smc.vmdata.hero3
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}else{
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console.log("[Hero] 英雄已满")
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return
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}
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this.vmHero.uuid=uuid
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this.vmHero.count=1
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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@@ -69,18 +66,21 @@ export class Hero extends ecs.Entity {
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node.setPosition(pos)
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// console.log("hero load",pos)
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var hv = this.hero_init(uuid,node,info)
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hv.fight_pos=fight_pos
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hv.is_friend=true
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this.add(hv);
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this.addComponents<ecs.Comp>(FriendModelComp);
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// const move = this.get(BattleMoveComp);
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// move.direction = 1; // 向右移动
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// move.targetX = 800; // 右边界'
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this.addComponents<ecs.Comp>(MasterModelComp)
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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const move = this.get(BattleMoveComp);
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move.direction = 1; // 向右移动
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move.targetX = 800; // 右边界'
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}
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hero_init(uuid:number=1001,node:Node,info:any={ap:0,hp:0,lv:1,crit:0,crit_d:0,dod:0,dod_no:false,crit_no:false}) {
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var hv = node.getComponent(HeroViewComp)!;
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let hero= HeroInfo[uuid] // 共用英雄数据
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hv.vmHero=this.vmHero
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this.vmHero.name=hero.name
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hv.scale = 1;
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hv.is_master=true;
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hv.lv=1
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hv.lv=info.lv
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hv.fac = FacSet.HERO;
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hv.type = hero.type;
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@@ -89,8 +89,8 @@ export class Hero extends ecs.Entity {
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hv.hero_name= hero.name;
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hv.speed =hv.ospeed = hero.speed;
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hv.dis = hero.dis;
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hv.cd = hv.cd_base = hero.cd
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hv.hp= hv.hp_max = hv.hp_base=hero.hp+info.hp
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this.vmHero.cd_max=hv.cd = hv.cd_base = hero.cd
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this.vmHero.hp=this.vmHero.hp_max= hv.hp = hv.hp_max = hv.hp_base=hero.hp+info.hp
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hv.ap = hv.ap_base=hero.ap+info.ap;
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hero.buff.forEach((buff:any)=>{
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switch(buff.buff_type){
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