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2 Commits
76772a1102
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062ce6eb5c
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062ce6eb5c | ||
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bca97070d4 |
@@ -7,11 +7,11 @@
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"embeddedPlayerGroups": []
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},
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"_native": "",
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"sample": 30,
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"sample": 15,
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"speed": 1,
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"wrapMode": 1,
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"enableTrsBlending": false,
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"_duration": 0.26666666666666666,
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"_duration": 0.5333333333333333,
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"_hash": 500763545,
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"_tracks": [
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{
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@@ -69,13 +69,13 @@
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"__type__": "cc.ObjectCurve",
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"_times": [
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0,
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0.03333333333333333,
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0.06666666666666667,
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0.1,
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0.13333333333333333,
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0.16666666666666666,
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0.2,
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0.23333333333333334
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0.26666666666666666,
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0.3333333333333333,
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0.4,
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0.4666666666666667
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],
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"_values": [
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{
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@@ -267,7 +267,7 @@ export const SkillSet: Record<number, SkillConfig> = {
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},
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//==========================buff 技能=====================
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6401:{
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uuid:6401,name:"单体攻击",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"ap_up",endAnm:"",act:"atk",
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uuid:6401,name:"单体攻击",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk",
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DTType:DTType.single,kind:SkillKind.Support,ap:0,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
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RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.ap,value:5}],info:"随机1个友方+5攻击",
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},
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@@ -282,7 +282,7 @@ export const SkillSet: Record<number, SkillConfig> = {
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RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.ap,value:5},{buff:Attrs.hp_max,value:20}],info:"随机1个友方+2攻击,+10最大生命值",
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},
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6404:{
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uuid:6404,name:"群体攻击",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"ap_up",endAnm:"",act:"atk",
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uuid:6404,name:"群体攻击",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk",
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DTType:DTType.single,kind:SkillKind.Support,ap:0,hit_count:3,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
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RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.ap,value:2}],info:"随机3个友方+2攻击",
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},
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@@ -292,12 +292,12 @@ export const SkillSet: Record<number, SkillConfig> = {
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RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.hp_max,value:10}],info:"随机3个友方+10最大生命值",
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},
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6406:{
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uuid:6406,name:"群体全能",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"ap_up",endAnm:"",act:"atk",
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uuid:6406,name:"群体全能",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Team,readyAnm:"up_ap",endAnm:"",act:"atk",
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DTType:DTType.single,kind:SkillKind.Support,ap:0,hit_count:3,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
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RType:RType.fixed,EType:EType.animationEnd,buffs:[{buff:Attrs.ap,value:2},{buff:Attrs.hp_max,value:10}],info:"随机3个友方+2攻击,+10最大生命值",
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},
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6501:{
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uuid:6501,name:"复活",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,readyAnm:"ap_up",endAnm:"",act:"atk",
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uuid:6501,name:"复活",sp_name:"buff_wind",icon:"1255",TGroup:TGroup.Self,readyAnm:"up_ap",endAnm:"",act:"atk",
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DTType:DTType.single,kind:SkillKind.Support,ap:50,hit_count:3,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.support,
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RType:RType.fixed,EType:EType.animationEnd,buffs:[],info:"立即复活,获得50%生命",
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}
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@@ -70,7 +70,7 @@ export interface heroInfo {
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field?:number[]; // 驻场技能uuid列表,英雄在场时对全局生效
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atking?:{s_uuid:number, t_num:number}[]; // 普通攻击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的普攻次数
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atked?:{s_uuid:number, t_num:number}[]; // 受击后触发的技能配置,s_uuid: 技能id, t_num: 触发所需的受击次数
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revive?:{s_uuid:number,r_num:number,upr:number}[]
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revive?:{s_uuid:number,r_num:number,upr:number};
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// dis: number; // 攻击距离(像素)
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speed: number; // 移动速度(像素/秒)
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skills: Record<number, HSkillInfo> ; // 携带技能ID列表
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@@ -115,7 +115,7 @@ export const HeroInfo: Record<number, heroInfo> = {
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// ========== 法师英雄 ==========
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5101:{uuid:5101,name:"奥术法师",path:"hm2", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Long,hp:50,ap:60,speed:800,revive:[{s_uuid:6501,r_num:1,upr:0.5}],
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5101:{uuid:5101,name:"奥术法师",path:"hm2", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Long,hp:50,ap:60,speed:800,revive:{s_uuid:6501,r_num:1,upr:0.5},
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skills:{6201:{uuid:6007,lv:1,cd:1,ccd:0}},info:"冰球,冰锥 远法dps"},
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5102:{uuid:5102,name:"火焰法师",path:"hm1", fac:FacSet.HERO,cards_lv:2,lv:1,type:HType.Long,hp:30,ap:120,speed:800,
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skills:{6203:{uuid:6002,lv:1,cd:1,ccd:0}},info:"火击,火球 远法dps"},
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@@ -194,15 +194,16 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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let canRevive = false;
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let maxReviveCount = 0;
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let reviveHpPercent = 50; // 默认恢复50%
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if (TAttrsComp.revive && TAttrsComp.revive.length > 0) {
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const reviveConf = TAttrsComp.revive[0];
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let reviveSkillConf: any = null; // 提取出来的复活技能配置
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if (TAttrsComp.revive) {
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const reviveConf = TAttrsComp.revive;
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maxReviveCount = reviveConf.r_num + Math.floor((TAttrsComp.lv - 1) * reviveConf.upr);
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if (TAttrsComp.revived_count < maxReviveCount) {
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canRevive = true;
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// 从配置表中读取对应的复活技能配置,ap 字段代表恢复生命值的百分比
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const skillConf = SkillSet[reviveConf.s_uuid];
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if (skillConf && skillConf.ap) {
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reviveHpPercent = skillConf.ap;
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reviveSkillConf = SkillSet[reviveConf.s_uuid];
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if (reviveSkillConf && reviveSkillConf.ap) {
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reviveHpPercent = reviveSkillConf.ap;
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}
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}
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}
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@@ -215,9 +216,17 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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TAttrsComp.dirty_hp = true;
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// 触发复活动画
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if (targetView) {
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targetView.playReady(skillConf.readyAnm);
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targetView.alive()
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if (targetView && reviveSkillConf) {
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targetView.playReady(reviveSkillConf.readyAnm);
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targetView.skill_name('', reviveSkillConf.uuid);
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// 延迟 0.5 秒后恢复状态,让特效有时间播放,同时也能体现“正在复活”的过程
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targetView.scheduleOnce(() => {
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if (targetView.node && targetView.node.isValid) {
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targetView.alive();
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}
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}, 0.5);
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} else if (targetView) {
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targetView.alive();
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}
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mLogger.log(this.debugMode, 'HeroAtkSystem', ` Hero waiting to revive! Lives revived: ${TAttrsComp.revived_count}/${maxReviveCount}, Hp restored: ${reviveHpPercent}%`);
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return reDate;
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@@ -34,7 +34,7 @@ export class HeroAttrsComp extends ecs.Comp {
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fend?: number[];
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atking?: {s_uuid: number, t_num: number}[];
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atked?: {s_uuid: number, t_num: number}[];
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revive?: {s_uuid: number, r_num: number, upr: number}[];
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revive?: {s_uuid: number, r_num: number, upr: number};
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// ==================== 特殊属性 ====================
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critical: number = 0; // 暴击率
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