改了 好多
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@@ -48,15 +48,42 @@ export class MissionComp extends CCComp {
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private on_mon_wave_update(){
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smc.vmdata.mission_data.current_wave++
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console.log("[任务系统] 当前波次 :",smc.vmdata.mission_data.current_wave)
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switch(smc.vmdata.mission_data.current_wave){
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case FightSet.FRIEND_WAVE_UP:
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let wave=smc.vmdata.mission_data.current_wave
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if(wave==FightSet.FRIEND_WAVE_UP){
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console.log("[任务系统] FRIEND_WAVE_UP 英雄选择 :",wave,FightSet.FRIEND_WAVE_UP)
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this.to_hero_select()
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break
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case 2:
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break
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case 3:
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}
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if(wave==FightSet.BOSS_WAVE_UP_1){
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console.log("[任务系统] BOSS_WAVE_UP_1 装备选择 :",wave,FightSet.BOSS_WAVE_UP_1)
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}
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if(wave==FightSet.BOSS_WAVE_UP_2){
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console.log("[任务系统] BOSS_WAVE_UP_2 装备选择 :",wave,FightSet.BOSS_WAVE_UP_2)
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}
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if(wave==FightSet.BOSS_WAVE_UP_3){
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console.log("[任务系统] BOSS_WAVE_UP_3 装备选择 :",wave,FightSet.BOSS_WAVE_UP_3)
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}
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if(wave==FightSet.EQUIP_WAVE_UP_1){
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console.log("[任务系统] EQUIP_WAVE_UP_1 装备选择 :",wave,FightSet.EQUIP_WAVE_UP_1)
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}
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if(wave==FightSet.EQUIP_WAVE_UP_2){
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console.log("[任务系统] EQUIP_WAVE_UP_2 装备选择 :",wave,FightSet.EQUIP_WAVE_UP_2)
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}
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if(wave==FightSet.EQUIP_WAVE_UP_3){
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console.log("[任务系统] EQUIP_WAVE_UP_3 装备选择 :",wave,FightSet.EQUIP_WAVE_UP_3)
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}
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if(wave==FightSet.SKILL_WAVE_UP_1){
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console.log("[任务系统] SKILL_WAVE_UP_1 技能选择 :",wave,FightSet.SKILL_WAVE_UP_1)
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
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}
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if(wave==FightSet.SKILL_WAVE_UP_2){
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console.log("[任务系统] SKILL_WAVE_UP_2 技能选择 :",wave,FightSet.SKILL_WAVE_UP_2)
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
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}
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if(wave==FightSet.SKILL_WAVE_UP_3){
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console.log("[任务系统] SKILL_WAVE_UP_3 技能选择 :",wave,FightSet.SKILL_WAVE_UP_3)
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
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}
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}
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async mission_start(){
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@@ -74,7 +101,7 @@ export class MissionComp extends CCComp {
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}
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to_ready(){
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console.log("英雄技能选择")
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
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// oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
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}
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to_hero_select(){
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@@ -133,7 +160,26 @@ export class MissionComp extends CCComp {
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mission_data.gold-=(mission_data.refresh_gold+mission_data.buff_refresh_gold)
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}
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call_equip_card(){
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let mission_data=smc.vmdata.mission_data
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if(mission_data.gold < (mission_data.refresh_gold+mission_data.buff_refresh_gold)){
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oops.gui.toast("金币不足", false);
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return
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}
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oops.message.dispatchEvent(GameEvent.EquipSelect)
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mission_data.gold-=(mission_data.refresh_gold+mission_data.buff_refresh_gold)
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}
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call_func_card(){
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let mission_data=smc.vmdata.mission_data
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if(mission_data.gold < (mission_data.refresh_gold+mission_data.buff_refresh_gold)){
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oops.gui.toast("金币不足", false);
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return
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}
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oops.message.dispatchEvent(GameEvent.FuncSelect)
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mission_data.gold-=(mission_data.refresh_gold+mission_data.buff_refresh_gold)
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}
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private cleanComponents() {
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ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
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}
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