装备特殊加成 继续完善
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@@ -122,9 +122,9 @@ export class EquipsComp extends Component {
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let weapon_debuffs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.debuff || [] : [];
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let armor_debuffs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.debuff || [] : [];
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let accessory_debuffs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.debuff || [] : [];
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let weapon_special_attr = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.special_attr : 0;
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let armor_special_attr = this.armor.uuid ? EquipInfo[this.armor.uuid]?.special_attr : 0;
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let accessory_special_attr = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.special_attr : 0;
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let weapon_special_attr = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.special_attr : null;
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let armor_special_attr = this.armor.uuid ? EquipInfo[this.armor.uuid]?.special_attr : null;
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let accessory_special_attr = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.special_attr : null;
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console.log("武器特殊属性", weapon_special_attr);
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console.log("防具特殊属性", armor_special_attr);
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@@ -135,8 +135,9 @@ export class EquipsComp extends Component {
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console.log("武器减益", weapon_debuffs);
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console.log("防具减益", armor_debuffs);
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console.log("饰品减益", accessory_debuffs);
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const all_special_attr=[weapon_special_attr,armor_special_attr,accessory_special_attr]
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let equip_special_attr=this.count_equip_special_attr(weapon_special_attr,armor_special_attr,accessory_special_attr)
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let equip_special_attr=this.count_equip_special_attr(all_special_attr)
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oops.message.dispatchEvent(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,equip_special_attr)
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// 合并所有装备属性
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@@ -181,65 +182,54 @@ export class EquipsComp extends Component {
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oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
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}
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count_equip_special_attr(weapon_special_attr:any,armor_special_attr:any,accessory_special_attr:any){
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count_equip_special_attr(all_special_attr:any[]){
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//特殊属性附加
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let equip_special_attr={
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ice:false,
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fire:false,
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wind:false,
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friend_live_cd_less:0,
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atk_add_friend_atk:0,
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atk_add_friend_hp:0,
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atk_add_glod:0,
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atk_add_master_atk:0,
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atk_add_master_hp:0,
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}
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switch(weapon_special_attr){
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case EquipSpecialAttr.ICE:
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oops.message.dispatchEvent(GameEvent.ChangeATK,EquipSpecialAttr.ICE)
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break
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case EquipSpecialAttr.FIRE:
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oops.message.dispatchEvent(GameEvent.ChangeATK,EquipSpecialAttr.FIRE)
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break
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case EquipSpecialAttr.WIND:
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oops.message.dispatchEvent(GameEvent.ChangeATK,EquipSpecialAttr.WIND)
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break
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case EquipSpecialAttr.FRIEND_LIVE_CD:
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equip_special_attr.friend_live_cd_less+=FightSet.FRIEND_LIVE_CD_LESS
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_ATK:
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equip_special_attr.atk_add_friend_atk+=FightSet.ATK_ADD_FRIEND_ATK
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_HP:
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equip_special_attr.atk_add_friend_hp+=FightSet.ATK_ADD_FRIEND_HP
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break
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case EquipSpecialAttr.ATK_ADD_GLOD:
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equip_special_attr.atk_add_glod+=FightSet.ATK_ADD_GLOD
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}
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all_special_attr.forEach(special_attr=>{
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if(special_attr){
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switch(special_attr.special_attr){
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case EquipSpecialAttr.ICE:
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equip_special_attr.ice=true
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break
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case EquipSpecialAttr.FIRE:
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equip_special_attr.fire=true
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break
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case EquipSpecialAttr.WIND:
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equip_special_attr.wind=true
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break
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case EquipSpecialAttr.FRIEND_LIVE_CD:
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equip_special_attr.friend_live_cd_less+=special_attr.special_attr_value
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_ATK:
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equip_special_attr.atk_add_friend_atk+=special_attr.special_attr_value
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_HP:
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equip_special_attr.atk_add_friend_hp+=special_attr.special_attr_value
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break
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case EquipSpecialAttr.ATK_ADD_GLOD:
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equip_special_attr.atk_add_glod+=special_attr.special_attr_value
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break
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case EquipSpecialAttr.ATK_ADD_MASTER_ATK:
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equip_special_attr.atk_add_master_atk+=special_attr.special_attr_value
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break
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case EquipSpecialAttr.ATK_ADD_MASTER_HP:
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equip_special_attr.atk_add_master_hp+=special_attr.special_attr_value
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break
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}
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}
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})
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switch(armor_special_attr){
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case EquipSpecialAttr.FRIEND_LIVE_CD:
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equip_special_attr.friend_live_cd_less+=FightSet.FRIEND_LIVE_CD_LESS
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_ATK:
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equip_special_attr.atk_add_friend_atk+=FightSet.ATK_ADD_FRIEND_ATK
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_HP:
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equip_special_attr.atk_add_friend_hp+=FightSet.ATK_ADD_FRIEND_HP
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break
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case EquipSpecialAttr.ATK_ADD_GLOD:
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equip_special_attr.atk_add_glod+=FightSet.ATK_ADD_GLOD
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}
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switch(accessory_special_attr){
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case EquipSpecialAttr.FRIEND_LIVE_CD:
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equip_special_attr.friend_live_cd_less+=FightSet.FRIEND_LIVE_CD_LESS
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_ATK:
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equip_special_attr.atk_add_friend_atk+=FightSet.ATK_ADD_FRIEND_ATK
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break
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case EquipSpecialAttr.ATK_ADD_FRIEND_HP:
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equip_special_attr.atk_add_friend_hp+=FightSet.ATK_ADD_FRIEND_HP
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break
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case EquipSpecialAttr.ATK_ADD_GLOD:
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equip_special_attr.atk_add_glod+=FightSet.ATK_ADD_GLOD
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}
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console.log("[EquipsComp]:equip_special_attr",equip_special_attr)
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return equip_special_attr
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}
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@@ -25,7 +25,13 @@ export class FightConComp extends Component {
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temp_friend_debuff = this.getInitTempDebuff();
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temp_enemy_debuff = this.getInitTempDebuff();
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atk_type:number=0;
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Friend_alive_cd:number=FightSet.FRIEND_LIVE_CD
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friend_alive_cd:number=FightSet.FRIEND_LIVE_CD
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atk_add_friend_atk:number=0
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atk_add_friend_hp:number=0
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atk_add_glod:number=0
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atk_add_master_atk:number=0
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atk_add_master_hp:number=0
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onLoad(){
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// console.log("fight con start")
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@@ -35,17 +41,20 @@ export class FightConComp extends Component {
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}
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protected start(): void {
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this.Friend_alive_cd=FightSet.FRIEND_LIVE_CD
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this.friend_alive_cd=FightSet.FRIEND_LIVE_CD
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}
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change_equip_special_attr(e:GameEvent,data:any){
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console.log("[FightConComp]:change_equip_special_attr",data)
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this.up_friend_alive_cd(data.friend_live_cd_less)
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this.atk_add_friend_atk=data.atk_add_friend_atk
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this.atk_add_friend_hp=data.atk_add_friend_hp
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this.atk_add_glod=data.atk_add_glod
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this.atk_add_master_atk=data.atk_add_master_atk
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this.atk_add_master_hp=data.atk_add_master_hp
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this.friend_alive_cd=FightSet.FRIEND_LIVE_CD-data.friend_live_cd_less
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}
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up_friend_alive_cd(less:number){
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this.Friend_alive_cd=FightSet.FRIEND_LIVE_CD-less
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}
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private equip_change(e:GameEvent,equip:any){
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this.hero_buff=equip.hero_buff
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