style: 格式化代码对齐与缩进
统一调整所有枚举、对象的代码格式,修正缩进和空格规范,移除冗余代码注释
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@@ -2,51 +2,51 @@ import { Color } from "cc";
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/** 碰撞分组 */
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export enum BoxSet {
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//物理碰撞tag
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SKILL_TAG=8,
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ATK_RANGE = 4,
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//group
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DEFAULT = 1,
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MONSTER = 2,
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HERO = 4,
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//地图边界
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LETF_END = -360,
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RIGHT_END = 360,
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//游戏地平线
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GAME_LINE = 100,
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//物理碰撞tag
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SKILL_TAG = 8,
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ATK_RANGE = 4,
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//group
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DEFAULT = 1,
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MONSTER = 2,
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HERO = 4,
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//地图边界
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LETF_END = -360,
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RIGHT_END = 360,
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//游戏地平线
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GAME_LINE = 100,
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}
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export enum FacSet {
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HERO=0,
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MON=1,
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HERO = 0,
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MON = 1,
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}
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export enum FightSet {
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CRIT_DAMAGE=50,//暴击伤害
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MORE_RC=10,//更多次数 广告获取的次数
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HEARTPOS=-320,//基地位置
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HERO_MAX_NUM=6,//英雄最大数量
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MERGE_MAX=5, //英雄最大等级
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MERGE_NEED=3, //英雄升级需要的英雄数
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CRIT_DAMAGE = 50,//暴击伤害
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MORE_RC = 10,//更多次数 广告获取的次数
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HEARTPOS = -320,//基地位置
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HERO_MAX_NUM = 6,//英雄最大数量
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MERGE_MAX = 3, //英雄最大等级
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MERGE_NEED = 3, //英雄升级需要的英雄数
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// BACK_RANG=30,//后退范围
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BACK_RANG=30,//后退范围
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FiIGHT_TIME=30,//战斗时间
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BACK_RANG = 30,//后退范围
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FiIGHT_TIME = 30,//战斗时间
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// BACK_CHANCE=40,//击退概率
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FROST_TIME=3,//冰冻时间
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SKILL_CAST_DELAY=0.15,
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CSKILL_START_X=-340,
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CSKILL_START_Y=30,
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SHIELD_MAX=5,
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WAVE_HEAL_RATE=0.5, // 回合结束时所有英雄恢复最大生命值的比例
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PUNCTURE_DOWN=50,
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FROST_TIME = 3,//冰冻时间
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SKILL_CAST_DELAY = 0.15,
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CSKILL_START_X = -340,
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CSKILL_START_Y = 30,
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SHIELD_MAX = 5,
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WAVE_HEAL_RATE = 0.5, // 回合结束时所有英雄恢复最大生命值的比例
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PUNCTURE_DOWN = 50,
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}
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export const laneIdx = {
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2:[-180,90],
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1:[-180,0],
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3:[-180,-90],
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5:[-280,90],
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4:[-280,0],
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6:[-280,-90],
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2: [-180, 90],
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1: [-180, 0],
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3: [-180, -90],
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5: [-280, 90],
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4: [-280, 0],
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6: [-280, -90],
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}
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export enum IndexSet {
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@@ -58,20 +58,20 @@ export enum IndexSet {
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MON2 = -3000,
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/** 每个怪物的层级增量,确保后生成的在前面 */
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MON_INCREMENT = 1,
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SLILL=4000,
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BOSS=2100,
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SLILL = 4000,
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BOSS = 2100,
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}
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export const TooltipTypes = {
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life:1,
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health:2,
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skill:3,
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crit:4,
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uskill:5,
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lvup:6,
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apup:7,
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hpup:8,
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addmp:9,
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shield:10,
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life: 1,
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health: 2,
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skill: 3,
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crit: 4,
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uskill: 5,
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lvup: 6,
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apup: 7,
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hpup: 8,
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addmp: 9,
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shield: 10,
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}
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@@ -772,12 +772,12 @@ export class MissionCardComp extends CCComp {
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label.string = `lv.${lv}`;
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}
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}
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const widget = this.pool_lv_node.getComponent(Widget);
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if (widget) widget.updateAlignment();
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this.pool_lv_node.children.forEach(child => {
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const childWidget = child.getComponent(Widget);
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if (childWidget) childWidget.updateAlignment();
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});
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// const widget = this.pool_lv_node.getComponent(Widget);
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// if (widget) widget.updateAlignment();
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// this.pool_lv_node.children.forEach(child => {
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// const childWidget = child.getComponent(Widget);
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// if (childWidget) childWidget.updateAlignment();
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// });
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const peak = 1.2
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this.playHeroNumNodePop(this.pool_lv_node, peak);
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}
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