注释 打印+怪物变强
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@@ -116,7 +116,7 @@ export class HeroViewComp extends CCComp {
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onLoad() {
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this.as = this.getComponent(HeroSpine);
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this.FIGHTCON=this.node.parent.getComponent(FightConComp);
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console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
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//console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
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this.on(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,this.change_atk,this)
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this.on(GameEvent.UpdateHP,this.update_hp,this)
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this.on(GameEvent.EXPUP,this.exp_up,this)
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@@ -159,7 +159,7 @@ export class HeroViewComp extends CCComp {
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this.processDamageQueue();
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}
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use_enhancement(e:GameEvent,data:any){
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console.log("[HeroViewComp]:use_enhancement",data)
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//console.log("[HeroViewComp]:use_enhancement",data)
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if(this.is_master){
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switch(data.type){
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case EnhancementType.ATTACK:
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@@ -230,7 +230,7 @@ export class HeroViewComp extends CCComp {
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// this.BUFFCOMP.tooltip(TooltipTypes.speedup,speed.toFixed(0));
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}
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add_ap(ap: number,is_num:boolean=true){
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console.log("[HeroViewComp]:add_ap add:",ap,this.ap)
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//console.log("[HeroViewComp]:add_ap add:",ap,this.ap)
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if(is_num){
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this.ap += Math.floor(ap);
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}else{
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@@ -242,7 +242,7 @@ export class HeroViewComp extends CCComp {
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}
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de_ap(ap: number,is_num:boolean=true){
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console.log("[HeroViewComp]:de_ap de:",ap,this.ap)
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//console.log("[HeroViewComp]:de_ap de:",ap,this.ap)
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if(is_num){
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this.ap -= Math.floor(ap);
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}else{
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@@ -251,7 +251,7 @@ export class HeroViewComp extends CCComp {
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this.BUFFCOMP.vmdata_update()
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}
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update_hp(e:GameEvent,data:any){
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console.log("[HeroViewComp]:update_hp",data)
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//console.log("[HeroViewComp]:update_hp",data)
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if(this.is_master===data.is_master&&this.fac===FacSet.HERO){
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this.buff_hp += data.hp
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if(data.hp > 0){
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@@ -271,7 +271,7 @@ export class HeroViewComp extends CCComp {
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}
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de_hp_max(hp: number=0,is_num:boolean=true){ //最大值 只存在数值添加, 比例通过buff_hp处理
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console.log("[HeroViewComp]:de_hp_max de:",hp,this.hp_max)
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//console.log("[HeroViewComp]:de_hp_max de:",hp,this.hp_max)
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this.hp_max -= Math.floor(hp) ;
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this.BUFFCOMP.vmdata_update(true)
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}
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@@ -339,7 +339,7 @@ export class HeroViewComp extends CCComp {
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do_dead(){
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this.do_dead_trigger()
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console.log("[HeroViewComp]:角色死亡",this.hero_uuid)
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//console.log("[HeroViewComp]:角色死亡",this.hero_uuid)
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if(this.fac==FacSet.MON){
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let exp=getExpDrops(HeroInfo[this.hero_uuid].quality,this.lv)
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@@ -353,7 +353,7 @@ export class HeroViewComp extends CCComp {
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}
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if(this.fac==FacSet.HERO){
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console.log("[HeroViewComp]:英雄死亡")
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//console.log("[HeroViewComp]:英雄死亡")
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oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
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}
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@@ -384,7 +384,7 @@ export class HeroViewComp extends CCComp {
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}
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let n_deR=deR-DEBUFF_DOWN-buff_debuff_down // 触发概率
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let r=RandomManager.instance.getRandomInt(0,100) // 随机数
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console.log("[HeroViewComp]:类型,值,次数,技能概率,实际概率,随机数",type,deV,deC,deR,n_deR,r)
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//console.log("[HeroViewComp]:类型,值,次数,技能概率,实际概率,随机数",type,deV,deC,deR,n_deR,r)
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if(r < n_deR) {
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// this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*抵抗*")
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return
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@@ -434,7 +434,7 @@ export class HeroViewComp extends CCComp {
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}
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break
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}
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console.log("[HeroViewComp]:debuffs",type,deV,deC,deR,this.DEBUFF_BURNS)
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//console.log("[HeroViewComp]:debuffs",type,deV,deC,deR,this.DEBUFF_BURNS)
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}
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add_buff(buff:number,count:number,type:number){
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@@ -482,7 +482,7 @@ export class HeroViewComp extends CCComp {
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this.is_dead=true
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this.BUFFCOMP.dead()
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this.do_dead()
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console.log("[HeroViewComp]:dead,fac => "+(this.fac==FacSet.HERO?"hero":"monster"))
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//console.log("[HeroViewComp]:dead,fac => "+(this.fac==FacSet.HERO?"hero":"monster"))
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if(this.ent == null) return;
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if(this.fac ==FacSet.HERO){
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this.to_grave()
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@@ -519,7 +519,7 @@ export class HeroViewComp extends CCComp {
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if(buff!==null) buff_def=buff.DEF
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damage=remainingDamage*(100-(buff_def+def)+Burn)/100
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console.log("[HeroViewComp]:最终伤害,敌人伤害值,免伤,防御,易伤",damage,remainingDamage,buff_def,def,Burn)
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////console.log("[HeroViewComp]:最终伤害,敌人伤害值,免伤,防御,易伤",damage,remainingDamage,buff_def,def,Burn)
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return Math.floor(damage)
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}
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count_debuff(){
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@@ -559,11 +559,11 @@ export class HeroViewComp extends CCComp {
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if(crit > 0){
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let random = Math.random()*100
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if(random < crit) {
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console.log("[HeroViewComp]:crit",crit,random)
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//console.log("[HeroViewComp]:crit",crit,random)
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return true
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}
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}
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console.log("[HeroViewComp]:crit",crit)
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//console.log("[HeroViewComp]:crit",crit)
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return false
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}
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// dead(){
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@@ -575,14 +575,14 @@ export class HeroViewComp extends CCComp {
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if(this.is_dead||this.fac==FacSet.MON||this.is_master) return
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let count = 1
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for(let i=0;i<count;i++){
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console.log("[HeroViewComp]:dead"+i+"次")
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//console.log("[HeroViewComp]:dead"+i+"次")
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}
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}
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do_atked_trigger(){
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if(this.is_dead||this.fac==FacSet.MON) return
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let count = 1
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if(this.double_atked) {
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console.log("[HeroViewComp]:double_atked")
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//console.log("[HeroViewComp]:double_atked")
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count =2
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}
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@@ -611,7 +611,7 @@ export class HeroViewComp extends CCComp {
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}
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to_console(value:any,value2:any=null,value3:any=null){
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console.log("["+this.scale+this.hero_name+']'+value,value2,value3)
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//console.log("["+this.scale+this.hero_name+']'+value,value2,value3)
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}
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reset() {
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@@ -641,13 +641,13 @@ export class HeroViewComp extends CCComp {
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exp_up(e:any,data:any){
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if(this.fac==FacSet.MON) return
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console.log("[HeroViewComp]:经验提高",data.exp)
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//console.log("[HeroViewComp]:经验提高",data.exp)
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this.exp+=data.exp
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this.next_exp=getUpExp(this.lv)
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let diff=this.exp-this.next_exp
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if(diff >= 0){
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this.exp=diff
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console.log("[HeroViewComp]:exp_up",this.exp,this.next_exp)
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//console.log("[HeroViewComp]:exp_up",this.exp,this.next_exp)
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oops.message.dispatchEvent(GameEvent.EnhancementSelect)
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this.to_update()
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}
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@@ -704,10 +704,10 @@ export class HeroViewComp extends CCComp {
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this.atked_count++;
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if (isCrit) {
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this.BUFFCOMP.tooltip(TooltipTypes.crit, damage.toFixed(0), damage);
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// console.log("暴击伤害:" + damage);
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// //console.log("暴击伤害:" + damage);
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} else {
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this.BUFFCOMP.tooltip(TooltipTypes.life, damage.toFixed(0), damage);
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// console.log("普通伤害:" + damage);
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// //console.log("普通伤害:" + damage);
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}
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}
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}
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