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- cc.Class({
- extends: require("BasePlayerStates"),
- properties: {
- playerController: cc.Node,
- Charactor: cc.Node,
- progressBar_hp: cc.Node,
- progressBar_endur: cc.Node,
- },
- onLoad() {
- this._super();
- this._hp = this.hp;
- this._maxhp = this.maxhp; //血量
- this._endurance = this.endurance;
- this._maxendurance = this.maxendurance; //蓝量
- this._damage = this.damage; //攻击力
- this._defense = this.defense; //防御
- this._combo_rate = this.combo_rate; //连击率
- this._crit_rate = this.crit_rate; //暴击率
- this._dodge_endurance = this.dodge_endurance; //闪避回蓝
- this._defense_hp = this.defense_hp; //格挡回血
- this._recover_hp = this.recover_hp; //被动回血1/s
- this._recover_endurance = this.recover_endurance; //被动回蓝1/s
- this._block_minus_endurance = this.block_minus_endurance; //格挡减蓝量
- //被动回血回蓝
- this.schedule(() => {
- this._hp = this.addblood(this._maxhp, this._hp, 0);
- this._endurance = this.addendurance(this._maxendurance, this._endurance, 0);
- console.log("Ai被动", this._hp, this._endurance);
- }, 1);
- },
- start() {
- this.Charactor.on("attack", () => {
- //console.log("检测到攻击2");
- });
- this.Charactor.on("attack_critical_strike", () => {
- //console.log("检测到暴击2");
- });
- this.Charactor.on("attack_double-hit", () => {
- //console.log("检测到连击2");
- });
- this.Charactor.on("dodge", () => {
- //console.log("检测到躲闪2");
- this.addendurance(this._maxendurance, this._endurance, 1); //闪避回蓝
- this.progressBar_endur.getComponent(cc.Sprite).fillRange = this._endurance / this._maxendurance;
- });
- this.Charactor.on("block", () => {
- // console.log("检测到防御2");
- this._endurance = this.minusendurance(this._endurance); //减蓝
- this._hp = this.addblood(this._maxhp, this._hp, 1); //回血
- this.progressBar_hp.getComponent(cc.Sprite).fillRange = this._hp / this._maxhp;
- this.progressBar_endur.getComponent(cc.Sprite).fillRange = this._endurance / this._maxendurance;
- });
- this.Charactor.on("hurt_ord", () => {
- // console.log("检测到受普攻");
- this._hp = this.minusblood(this._hp);
- this.progressBar_hp.getComponent(cc.Sprite).fillRange = this._hp / this._maxhp;
- });
- this.Charactor.on("hurt_critical", () => {
- //console.log("检测到受暴击");
- this._hp = this.minusblood_critical(this._hp);
- //console.log("暴击后的血量:", this._hp);
- this.progressBar_hp.getComponent(cc.Sprite).fillRange = this._hp / this._maxhp;
- });
- this.Charactor.on("hurt_double", () => {
- //console.log("检测到受连攻");
- this._hp = this.minusblood(this._hp);
- this.progressBar_hp.getComponent(cc.Sprite).fillRange = this._hp / this._maxhp;
- this._hp = this.minusblood(this._hp);
- this.progressBar_hp.getComponent(cc.Sprite).fillRange = this._hp / this._maxhp;
- });
- },
- // update (dt) {},
- });
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