取消掉副英雄
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@@ -23,7 +23,6 @@ export class BarCompComp extends CCComp {
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/** 视图层逻辑代码分离演示 */
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protected onLoad(): void {
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this.on(GameEvent.FightReady,this.readay,this)
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this.on(GameEvent.FriendCalled,this.friend_called,this)
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this.on(GameEvent.MasterCalled,this.master_called,this)
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this.on(GameEvent.APChange,this.ap_change,this)
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@@ -48,15 +47,7 @@ export class BarCompComp extends CCComp {
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sprite.spriteFrame = atlas.getSpriteFrame(HeroInfo[data.uuid].path);
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});
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}
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private friend_called(e:any,data:any){
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this.node.getChildByName("fbar").active=true
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let show=this.node.getChildByName("fbar").getChildByName("hero")
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var icon_path = "game/heros/herois"
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = show.getChildByName("icon").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(HeroInfo[data.uuid].path);
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});
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}
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private ap_change(e:any,data:any){
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console.log("[barcomp]:ap_change",data)
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if(data.is_master==true){
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@@ -16,7 +16,6 @@ export class EquipsComp extends Component {
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boxs:Node=null
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attrs:any={
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hero_buff:getBuffNum(),
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friend_buff:getBuffNum(),
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enemy_buff:getBuffNum(),
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}
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/** 视图层逻辑代码分离演示 */
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@@ -228,7 +227,6 @@ export class EquipsComp extends Component {
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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(all_special_attr)
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let friend_get_master_equip=equip_special_attr[EquipSpecialAttr.FRIEND_GET_MASTER_EQUIP]
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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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@@ -243,15 +241,9 @@ export class EquipsComp extends Component {
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case EquipAttrTarget.HERO:
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targetKey = 'hero_buff';
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break;
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case EquipAttrTarget.FRIEND:
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targetKey = 'friend_buff';
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break;
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}
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this.add_attr(targetKey,attr)
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});
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// 伙伴获取英雄装备属性加成
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this.attrs.friend_buff.ATK+=this.attrs.hero_buff.ATK*friend_get_master_equip
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this.attrs.friend_buff.HP+=this.attrs.hero_buff.HP*friend_get_master_equip
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console.log("[EquipsComp]:debuff buff attrs ", this.attrs);
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oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
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@@ -263,17 +255,12 @@ export class EquipsComp extends Component {
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[EquipSpecialAttr.ICE]: 0,
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[EquipSpecialAttr.FIRE]: 0,
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[EquipSpecialAttr.WIND]: 0,
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[EquipSpecialAttr.FRIEND_LIVE_CD]: 0,
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[EquipSpecialAttr.ATK_ADD_FRIEND_ATK]: 0,
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[EquipSpecialAttr.ATK_ADD_FRIEND_HP]: 0,
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[EquipSpecialAttr.ATK_ADD_GLOD]: 0,
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[EquipSpecialAttr.ATK_ADD_MASTER_ATK]: 0,
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[EquipSpecialAttr.ATK_ADD_MASTER_HP]: 0,
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[EquipSpecialAttr.DOUBLE_DEAD]: 0,
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[EquipSpecialAttr.DOUBLE_ATKED]: 0,
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[EquipSpecialAttr.FRIEND_ATKED_ADD_SKILL_STONE]: 0,
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[EquipSpecialAttr.ATKED_ADD_SKILL_STONE]: 0,
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[EquipSpecialAttr.ATK_ADD_VALUE]: 0,
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[EquipSpecialAttr.FRIEND_GET_MASTER_EQUIP]: 0,
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};
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console.log("[EquipsComp]:all_special_attr",all_special_attr)
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@@ -302,7 +289,6 @@ export class EquipsComp extends Component {
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// 创建新的属性对象
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const newAttrs = {
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hero_buff: getBuffNum(),
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friend_buff: getBuffNum(),
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enemy_buff: getBuffNum(),
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};
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@@ -311,7 +297,6 @@ export class EquipsComp extends Component {
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console.log("重置属性", {
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hero_buff: this.attrs.hero_buff,
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friend_buff: this.attrs.friend_buff,
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enemy_buff: this.attrs.enemy_buff,
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});
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}
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@@ -17,24 +17,18 @@ const { ccclass, property } = _decorator;
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export class FightConComp extends Component {
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//装备 及 光环效果 物品存在生效 enemy_buff 是针对 怪物的debuff 偶尔也有buff 需要注意
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hero_buff=getBuffNum()
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friend_buff=getBuffNum()
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enemy_buff=getBuffNum()
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//注意临时buff和debuff 每种buff的值 必须都一样 多种值 战斗处理复杂 暂时放弃
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atk_type:number=0;
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//装备特殊属性 触发后 局内永久生效
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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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double_dead:number=0
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double_atked:number=0
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friend_atked_add_skill_stone:number=0
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atked_add_skill_stone:number=0
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atk_add_value:number=0
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friend_get_master_equip:number=0
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//卡牌特效
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card_atk_add:number=0 //卡牌特效 攻击提高攻击力效果 额外添加值
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@@ -56,50 +50,34 @@ 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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}
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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.atk_add_value=data[EquipSpecialAttr.ATK_ADD_VALUE]
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this.atk_add_friend_atk=data[EquipSpecialAttr.ATK_ADD_FRIEND_ATK]+this.atk_add_value+(this.card_atk_add > 0 ? this.card_atk_add:0) //装备特殊属性 英雄/伙伴 攻击力增加
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this.atk_add_friend_hp=data[EquipSpecialAttr.ATK_ADD_FRIEND_HP]+this.atk_add_value+(this.card_hp_add > 0 ? this.card_hp_add:0) //装备特殊属性 英雄/伙伴 生命值增加
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this.atk_add_glod=data[EquipSpecialAttr.ATK_ADD_GLOD]
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this.atk_add_master_atk=data[EquipSpecialAttr.ATK_ADD_MASTER_ATK]+this.atk_add_value+(this.card_atk_add > 0 ? this.card_atk_add:0) //装备特殊属性 英雄/伙伴 攻击力增加
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this.atk_add_master_hp=data[EquipSpecialAttr.ATK_ADD_MASTER_HP]+this.atk_add_value+(this.card_hp_add > 0 ? this.card_hp_add:0) //装备特殊属性 英雄/伙伴 生命值增加
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this.friend_alive_cd=FightSet.FRIEND_LIVE_CD-data[EquipSpecialAttr.FRIEND_LIVE_CD]
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this.double_dead=data[EquipSpecialAttr.DOUBLE_DEAD]
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this.double_atked=data[EquipSpecialAttr.DOUBLE_ATKED]
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this.friend_atked_add_skill_stone=data[EquipSpecialAttr.FRIEND_ATKED_ADD_SKILL_STONE]
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this.friend_get_master_equip=data[EquipSpecialAttr.FRIEND_GET_MASTER_EQUIP]
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this.atked_add_skill_stone=data[EquipSpecialAttr.ATKED_ADD_SKILL_STONE]
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}
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private equip_change(e:GameEvent,equip:any){
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let old_hero_hp=JSON.parse(JSON.stringify(this.hero_buff.HP))
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let old_friend_hp=JSON.parse(JSON.stringify(this.friend_buff.HP))
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let new_hero_hp=JSON.parse(JSON.stringify(equip.hero_buff.HP))
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let new_friend_hp=JSON.parse(JSON.stringify(equip.friend_buff.HP))
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this.hero_buff=equip.hero_buff
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this.friend_buff=equip.friend_buff
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this.enemy_buff=equip.enemy_buff
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let hero_hp_add=new_hero_hp-old_hero_hp
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let friend_hp_add=new_friend_hp-old_friend_hp
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console.log("[FightConComp]:old_hero_hp:"+old_hero_hp+" new_hero_hp:"+new_hero_hp+" hero_hp_add:"+hero_hp_add)
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if(hero_hp_add!==0){
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oops.message.dispatchEvent(GameEvent.UpdateHP,{hp:hero_hp_add,is_master:true})
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}
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if(friend_hp_add!==0){
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oops.message.dispatchEvent(GameEvent.UpdateHP,{hp:friend_hp_add,is_master:false})
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}
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this.scheduleOnce(()=>{
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oops.message.dispatchEvent(GameEvent.UpdateVMData)
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},0.1)
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@@ -148,21 +126,13 @@ export class FightConComp extends Component {
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private clearAlls() {
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this.hero_buff=getBuffNum()
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this.friend_buff=getBuffNum()
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this.enemy_buff=getBuffNum()
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this.friend_alive_cd=FightSet.FRIEND_LIVE_CD
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this.atk_add_friend_atk=0
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this.atk_add_friend_hp=0
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this.atk_add_glod=0
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this.atk_add_master_atk=0
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this.atk_add_master_hp=0
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this.double_dead=0
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this.double_atked=0
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this.friend_atked_add_skill_stone=0
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this.atked_add_skill_stone=0
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this.atk_add_value=0
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this.friend_get_master_equip=0
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this.card_atk_add=0
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this.card_hp_add=0
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@@ -51,11 +51,11 @@ 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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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 伙伴选择 :",wave,FightSet.FRIEND_WAVE_UP)
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let node= this.node.getChildByName("new_hero")
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tween(node).to(0.3, {position:v3(280,node.position.y,1)}).start()
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}
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// if(wave==FightSet.FRIEND_WAVE_UP){
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// console.log("[任务系统] FRIEND_WAVE_UP 伙伴选择 :",wave,FightSet.FRIEND_WAVE_UP)
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// let node= this.node.getChildByName("new_hero")
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// tween(node).to(0.3, {position:v3(280,node.position.y,1)}).start()
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// }
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}
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@@ -163,9 +163,10 @@ export class MissionComp extends CCComp {
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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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hide_call_friend(){
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let node =this.node.getChildByName("new_hero")
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tween(node).to(0.3, {position:v3(480,node.position.y,1)}).start()
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// let node =this.node.getChildByName("new_hero")
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// tween(node).to(0.3, {position:v3(480,node.position.y,1)}).start()
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}
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/** 视图层逻辑代码分离演示 */
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@@ -18,7 +18,6 @@ const { ccclass, property } = _decorator;
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@ecs.register('MissionHeroComp', false)
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export class MissionHeroCompComp extends CCComp {
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timer:Timer=new Timer(2)
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Friend_alive_cd:Timer=new Timer(10)
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Friend_is_dead:boolean=false
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current_hero_uuid:number=0
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onLoad(){
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@@ -33,15 +32,10 @@ export class MissionHeroCompComp extends CCComp {
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this.node.getChildByName("location").active=false
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}
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fight_ready(){
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this.Friend_alive_cd=new Timer(FightSet.FRIEND_LIVE_CD)
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}
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protected update(dt: number): void {
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if(smc.mission.status != 1) return
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if(this.Friend_is_dead){
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if(this.Friend_alive_cd.update(dt)){
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console.log("alive friend")
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}
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}
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}
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@@ -52,10 +46,7 @@ export class MissionHeroCompComp extends CCComp {
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console.log("[MissionHeroComp]:zhaohuan",args)
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this.addHero(args.uuid,false,true)
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}
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up_friend_alive_cd(less:number){
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}
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private call_friend(event: string, args: any,is_master:boolean=false){
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console.log("[MissionHeroComp]:call_hero addHero",args.uuid,is_master)
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let hero_pos=1
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