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攻击力升级

攻击力升级

升级攻击力需要能量,本节课我们需要完善获取能量的逻辑,以及完善攻击力升级逻辑。

1.获取能量

当角色攻击怪物时,造成的伤害可以1:1兑换为能量,我们可以在攻击函数添加该逻辑

PlayerModuleC脚本:

主要添加了两行代码

① 造成伤害后,将伤害值累加到当前能量属性上

② 能量发生改变,调用freshUI刷新UpgradeUI的显示内容

ts
export class PlayerModuleC extends ModuleC<PlayerModuleS, PlayerModuleData>{
	//省略代码
    ......

    public atk() {
        // 范围检测
        let result = QueryUtil.sphereOverlap(this.localPlayer.character.worldTransform.position, 100, false)
        // 筛选出怪物
        for (let obj of result) {
            if (obj instanceof Character) {
                continue
            }

            if (obj.tag == "Monster") {
                // 让怪物受伤
                let scripts = obj.getScripts()
                for (let script of scripts) {
                    if (script instanceof MonsterScirpt) {
                        let damage = script.hurt(this._nowAtk)
                        this._nowEnergy += damage  
                    }
                }
            }
        }

        this.server.net_playAnim()

        // 播放音效
        SoundService.playSound("209818", 1)

        this.freshUI()  
    }



    private freshUI() {
        this._upgradeUI.freshInfo(this._nowEnergy, this._nowAtk, this._nowUpgrade)
    }
}
export class PlayerModuleC extends ModuleC<PlayerModuleS, PlayerModuleData>{
	//省略代码
    ......

    public atk() {
        // 范围检测
        let result = QueryUtil.sphereOverlap(this.localPlayer.character.worldTransform.position, 100, false)
        // 筛选出怪物
        for (let obj of result) {
            if (obj instanceof Character) {
                continue
            }

            if (obj.tag == "Monster") {
                // 让怪物受伤
                let scripts = obj.getScripts()
                for (let script of scripts) {
                    if (script instanceof MonsterScirpt) {
                        let damage = script.hurt(this._nowAtk)
                        this._nowEnergy += damage  
                    }
                }
            }
        }

        this.server.net_playAnim()

        // 播放音效
        SoundService.playSound("209818", 1)

        this.freshUI()  
    }



    private freshUI() {
        this._upgradeUI.freshInfo(this._nowEnergy, this._nowAtk, this._nowUpgrade)
    }
}

2.升级函数

每升一级,就让角色的攻击力增加10%,同时将下一级升级所需的能量值设置为攻击力的10倍。

PlayerModuleC脚本 中添加升级函数upgrade

在这部分逻辑中,我还添加了播放升级特效以及升级音效的逻辑,大家记得要将对应的资源拖入优先加载,否则资源播放会失败。

ts
export class PlayerModuleC extends ModuleC<PlayerModuleS, PlayerModuleData>{
    
    // 省略代码
    ......
    
    public upgrade() {
        // 判断能量是否足够进行升级
        if (this._nowEnergy >= this._nowUpgrade) {
            // 扣除能量
            this._nowEnergy -= this._nowUpgrade

            // 每次升级提示10%攻击力
            this._nowAtk = Math.round(this._nowAtk * 1.1)

            // 下一次升级所需要的能量等于当前攻击力的十倍
            this._nowUpgrade = this._nowAtk * 10

            this.freshUI()

            // 播放升级特效
            EffectService.playOnGameObject("160498", this.localPlayer.character, { slotType: HumanoidSlotType.Root })
            // 播放音效
            SoundService.playSound("169179", 1)
        }
    }

}
export class PlayerModuleC extends ModuleC<PlayerModuleS, PlayerModuleData>{
    
    // 省略代码
    ......
    
    public upgrade() {
        // 判断能量是否足够进行升级
        if (this._nowEnergy >= this._nowUpgrade) {
            // 扣除能量
            this._nowEnergy -= this._nowUpgrade

            // 每次升级提示10%攻击力
            this._nowAtk = Math.round(this._nowAtk * 1.1)

            // 下一次升级所需要的能量等于当前攻击力的十倍
            this._nowUpgrade = this._nowAtk * 10

            this.freshUI()

            // 播放升级特效
            EffectService.playOnGameObject("160498", this.localPlayer.character, { slotType: HumanoidSlotType.Root })
            // 播放音效
            SoundService.playSound("169179", 1)
        }
    }

}

3.绑定升级按钮

当玩家点击UpgradeUI的升级按钮时,就调用upgrade函数来进行升级

UptradeUI脚本

ts
import { PlayerModuleC } from "../Module/PlayerModuleC";
import UpgradeUI_Generate from "../ui-generate/UpgradeUI_generate";


export default class UpgradeUI extends UpgradeUI_Generate {

    protected onAwake(): void {

        // 给按钮添加点击事件
        this.mUpgrade_btn.onClicked.add(() => {
            // 处理升级逻辑
            ModuleService.getModule(PlayerModuleC).upgrade() 
        })
    }


    /**
     * 刷新UI内容
     * @param energy 当前能量
     * @param atk 当前攻击力
     * @param upgrade 升级所需能量
     */
    public freshInfo(energy: number, atk: number, upgrade: number) {
        this.mEnergy_txt.text = energy.toFixed(0)
        this.mAtk_txt.text = atk.toFixed(0)
        this.mUpgrade_txt.text = `升级(${upgrade.toFixed(0)})`
    }

}
import { PlayerModuleC } from "../Module/PlayerModuleC";
import UpgradeUI_Generate from "../ui-generate/UpgradeUI_generate";


export default class UpgradeUI extends UpgradeUI_Generate {

    protected onAwake(): void {

        // 给按钮添加点击事件
        this.mUpgrade_btn.onClicked.add(() => {
            // 处理升级逻辑
            ModuleService.getModule(PlayerModuleC).upgrade() 
        })
    }


    /**
     * 刷新UI内容
     * @param energy 当前能量
     * @param atk 当前攻击力
     * @param upgrade 升级所需能量
     */
    public freshInfo(energy: number, atk: number, upgrade: number) {
        this.mEnergy_txt.text = energy.toFixed(0)
        this.mAtk_txt.text = atk.toFixed(0)
        this.mUpgrade_txt.text = `升级(${upgrade.toFixed(0)})`
    }

}

4.效果演示