dd
This commit is contained in:
@@ -111,7 +111,7 @@ export function getRandomCardsByType(
|
||||
let cardList: number[] = [];
|
||||
switch (type) {
|
||||
case cardType.HERO:
|
||||
cardList = getHeroList(data); //hero选项是1和0 1是主将
|
||||
cardList = getHeroList(); //hero选项是1和0 1是主将
|
||||
break;
|
||||
case cardType.SKILL:
|
||||
cardList = getSkills(data); // 技能时 data是品质
|
||||
|
||||
@@ -12,6 +12,7 @@ export enum GameEvent {
|
||||
/** 登陆成功 */
|
||||
LoginSuccess = "LoginSuccess",
|
||||
MSSelected = "MSSelected",
|
||||
LifeChange = "LifeChange",
|
||||
CastSkill = "CastSkill",
|
||||
CardsClose = "CardsClose",
|
||||
CardRefresh = "CardRefresh",
|
||||
|
||||
@@ -72,6 +72,7 @@ export enum FightSet {
|
||||
DOWN_TIME=5,//倒计时时间
|
||||
MORE_RC=10,//更多次数 广告获取的次数
|
||||
TAL_NUM=3,//天赋数量
|
||||
HEARTPOS=-240,//基地位置
|
||||
// ATK_TO_ATK_RATIO=0.1,
|
||||
// ATK_TO_HP_RATIO=0.2,
|
||||
// ATK_TO_SHIELD_RATIO=2,
|
||||
|
||||
@@ -28,19 +28,16 @@ export enum HType {
|
||||
mage = 2,
|
||||
}
|
||||
|
||||
export const getHeroList = (is_master:number=0)=>{
|
||||
if(is_master==1){
|
||||
return Masters
|
||||
}else{
|
||||
return HeroList
|
||||
}
|
||||
export const getHeroList = ()=>{
|
||||
return Masters
|
||||
|
||||
}
|
||||
export const HeroList = [5021,5022,5023,5024,5025,5026,5027,5028]
|
||||
export const MonList = [5201,5202,5203,5204,5205,5206,5219,5220,5221,5222,5223,5224,5225,5226,5227]
|
||||
export const Masters = [5001,5002,5003,5004,5005,5006,5007,5008,5009,5010,5011,5012]
|
||||
|
||||
export const HeroPos={
|
||||
0:{pos:v3(-160,0,0)},
|
||||
0:{pos:v3(-290,0,0)},
|
||||
1:{pos:v3(0,0,0)},
|
||||
2:{pos:v3(-100,0,0)},
|
||||
}
|
||||
@@ -241,50 +238,50 @@ export const HeroInfo = {
|
||||
|
||||
//主将
|
||||
5001:{uuid:5001,name:"刺心.艾吉斯",path:"k1", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.warrior,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6001,6004,6004],
|
||||
type:HType.warrior,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6001,6004,6004],
|
||||
buff:[],info:"剑类专精,穿刺伤害额外+10%"},
|
||||
|
||||
5002:{uuid:5002,name:"飓风.格罗姆",path:"k2", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.warrior,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6001,6005,6005],
|
||||
type:HType.warrior,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6001,6005,6005],
|
||||
buff:[],info:"斧类专精,风怒概率增加10%"},
|
||||
|
||||
5003:{uuid:5003,name:"碎颅.赫克托",path:"k4", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.warrior,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6001,6021,6001],
|
||||
type:HType.warrior,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6001,6021,6001],
|
||||
buff:[],info:"锤类专精,暴击概率增加10%"},
|
||||
|
||||
5004:{uuid:5004,name:"裂伤.塔米拉",path:"k3", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.warrior,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6001,6021,6001],
|
||||
type:HType.warrior,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6001,6021,6001],
|
||||
buff:[],info:"刀类专精,易伤效果额外持续1次"},
|
||||
|
||||
5005:{uuid:5005,name:"幽灵射手",path:"a4", quality:HQuality.BLUE,lv:1,kind:2,
|
||||
type:HType.remote,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6003,6003,6003],
|
||||
type:HType.remote,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6003,6003,6003],
|
||||
buff:[],info:"说明"},
|
||||
5006:{uuid:5006,name:"战争领主",path:"k5", quality:HQuality.BLUE,lv:1,kind:2,
|
||||
type:HType.warrior,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
|
||||
type:HType.warrior,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6002,6002,6002],
|
||||
buff:[],info:"说明"},
|
||||
|
||||
5007:{uuid:5007,name:"混沌法师",path:"zh1", quality:HQuality.BLUE,lv:1,kind:2,
|
||||
type:HType.mage,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
|
||||
type:HType.mage,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6002,6002,6002],
|
||||
buff:[],info:"说明"},
|
||||
|
||||
5008:{uuid:5008,name:"火焰法师",path:"zh2", quality:HQuality.BLUE,lv:1,kind:2,
|
||||
type:HType.mage,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
|
||||
type:HType.mage,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6002,6002,6002],
|
||||
buff:[],info:"说明"},
|
||||
|
||||
5009:{uuid:5009,name:"风暴精灵",path:"m4", quality:HQuality.BLUE,lv:1,kind:2,
|
||||
type:HType.mage,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
|
||||
type:HType.mage,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6002,6002,6002],
|
||||
buff:[],info:"说明"},
|
||||
|
||||
5010:{uuid:5010,name:"战争祭祀",path:"d2", quality:HQuality.BLUE,lv:1,kind:2,
|
||||
type:HType.mage,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6002,6002,6002],
|
||||
type:HType.mage,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6002,6002,6002],
|
||||
buff:[],info:"说明"},
|
||||
|
||||
5011:{uuid:5011,name:"暴风射手",path:"a5", quality:HQuality.BLUE,lv:1,kind:2,
|
||||
type:HType.remote,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6003,6003,6003],
|
||||
type:HType.remote,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6003,6003,6003],
|
||||
buff:[],info:"说明"},
|
||||
|
||||
5012:{uuid:5012,name:"苍穹射手",path:"a3", quality:HQuality.BLUE,lv:1,kind:1,
|
||||
type:HType.remote,hp:100,ap:15,dis:600,cd:1.5,speed:50,skills:[6003,6003,6003],
|
||||
type:HType.remote,hp:100,ap:15,dis:400,cd:1.5,speed:50,skills:[6003,6003,6003],
|
||||
buff:[],info:"说明"},
|
||||
|
||||
|
||||
|
||||
@@ -2,7 +2,10 @@ import { HeroViewComp } from "../../../hero/HeroViewComp";
|
||||
import { BattleMoveComp } from "./BattleMoveComp";
|
||||
import { ecs } from "../../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { smc } from "../../SingletonModuleComp";
|
||||
import { BoxSet } from "../../config/BoxSet";
|
||||
import { BoxSet, FacSet } from "../../config/BoxSet";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { GameEvent } from "../../config/GameEvent";
|
||||
import { FightSet } from "../../config/Mission";
|
||||
|
||||
@ecs.register('BattleMoveSystem')
|
||||
export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
||||
@@ -25,18 +28,19 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
|
||||
|
||||
// 同步状态
|
||||
|
||||
if (!shouldStop&&view.fac==1) { //在攻击范围内停止移动 取消这个判断
|
||||
if (!shouldStop) { //在攻击范围内停止移动 取消这个判断
|
||||
// if(view.fac==1){
|
||||
if(view.is_stop||view.is_dead||view.DEBUFF_STUN>0 ||view.DEBUFF_FROST>0) return //停止移动或者死亡不移动
|
||||
// 新增墓地位置判断,如果已经在墓地则不再移动
|
||||
if (view.node.position.x === -1000 || view.node.position.x === 1000) {
|
||||
return;
|
||||
}
|
||||
// 计算移动量
|
||||
const delta = ((view.speed-view.DEBUFF_SLOW)/3) * this.dt * move.direction;
|
||||
const newX = view.node.position.x + delta;
|
||||
|
||||
view.status_change("move")
|
||||
// 新增墓地位置判断,如果已经在墓地则不再移动
|
||||
if (view.node.position.x === -1000 || view.node.position.x === 1000) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 限制移动范围
|
||||
if (this.validatePosition(newX, move)) {
|
||||
view.node.setPosition(newX, view.node.position.y, 0);
|
||||
@@ -45,7 +49,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
|
||||
else{
|
||||
view.status_change("idle")
|
||||
}
|
||||
|
||||
this.checkEnemiesInBase(e)
|
||||
|
||||
// console.log(`[${view.hero_name}] 类型:${view.type} 是否停止:${shouldStop} 方向:${move.direction} 位置:${view.node.position.x.toFixed(1)}`);
|
||||
}
|
||||
@@ -58,8 +62,22 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
|
||||
newX >= move.targetX;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/** 检测是否在墓地 */
|
||||
private checkInGrave(entity: ecs.Entity): boolean {
|
||||
const view = entity.get(HeroViewComp);
|
||||
return view.node.position.x === -1000 || view.node.position.x === 1000;
|
||||
}
|
||||
/**驾车敌人是否进入我放基地 */
|
||||
private checkEnemiesInBase(entity: ecs.Entity) {
|
||||
const view = entity.get(HeroViewComp);
|
||||
if(view.fac==FacSet.MON){
|
||||
if(view.atk_heart) return
|
||||
if(view.node.position.x <= FightSet.HEARTPOS){
|
||||
oops.message.dispatchEvent(GameEvent.LifeChange,-1)
|
||||
view.atk_heart=true
|
||||
}
|
||||
}
|
||||
}
|
||||
/** 检测攻击范围内敌人 */
|
||||
private checkEnemiesInRange(entity: ecs.Entity, range: number): boolean {
|
||||
const currentPos = entity.get(HeroViewComp).node.position;
|
||||
|
||||
Reference in New Issue
Block a user