合并多个相同怪物显示
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@ -383,6 +383,15 @@ enemys.prototype._getCurrentEnemys_addEnemy = function (enemyId, enemys, used, x
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x = null;
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x = null;
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y = null;
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y = null;
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} else {
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} else {
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// 检查enemys里面是否使用了存在的内容
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for (var i = 0; i < enemys.length; ++i) {
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var one = enemys[i];
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if (id == one.id && one.locs != null &&
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locEnemyInfo.atk == one.atk && locEnemyInfo.def == one.def && locEnemyInfo.hp == one.hp) {
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one.locs.push([x, y]);
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return;
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}
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}
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enemyInfo = locEnemyInfo;
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enemyInfo = locEnemyInfo;
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}
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}
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var id = enemy.id + ":" + x + ":" + y;
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var id = enemy.id + ":" + x + ":" + y;
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@ -400,8 +409,7 @@ enemys.prototype._getCurrentEnemys_addEnemy = function (enemyId, enemys, used, x
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e[v] = enemyInfo[v];
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e[v] = enemyInfo[v];
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}
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}
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if (x != null && y != null) {
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if (x != null && y != null) {
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e.x = x;
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e.locs = [[x, y]];
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e.y = y;
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}
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}
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["name", "money", "exp", "point"].forEach(function (one) {
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["name", "money", "exp", "point"].forEach(function (one) {
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e[one] = core.getEnemyValue(enemy, one, x, y, floorId);
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e[one] = core.getEnemyValue(enemy, one, x, y, floorId);
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@ -1488,7 +1488,6 @@ events.prototype._action_setViewport = function (data, x, y, prefix) {
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} else {
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} else {
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data.loc = this.__action_getLoc(data.loc, x, y, prefix);
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data.loc = this.__action_getLoc(data.loc, x, y, prefix);
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}
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}
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console.log(data.loc);
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this.__action_doAsyncFunc(data.async, core.moveViewport, data.loc[0], data.loc[1], data.moveMode, data.time);
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this.__action_doAsyncFunc(data.async, core.moveViewport, data.loc[0], data.loc[1], data.moveMode, data.time);
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}
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}
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@ -2289,8 +2289,8 @@ ui.prototype._drawBookDetail_origin = function (enemy, texts) {
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// 怪物数值和原始值不一样时,在详细信息页显示原始数值
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// 怪物数值和原始值不一样时,在详细信息页显示原始数值
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var originEnemy = core.enemys._getCurrentEnemys_getEnemy(enemy.id);
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var originEnemy = core.enemys._getCurrentEnemys_getEnemy(enemy.id);
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var content = [];
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var content = [];
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if (enemy.x != null && enemy.y != null) {
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if (enemy.locs != null && enemy.locs.length >= 0) {
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texts.push("\r[#FF6A6A]\\d怪物坐标:\\d\r[][" + enemy.x + ", " + enemy.y + ']');
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texts.push("\r[#FF6A6A]\\d怪物坐标:\\d\r[]" + JSON.stringify(enemy.locs));
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}
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}
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["hp", "atk", "def", "point", "money", "exp"].forEach(function (one) {
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["hp", "atk", "def", "point", "money", "exp"].forEach(function (one) {
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if (enemy[one] == null || originEnemy[one] == null) return;
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if (enemy[one] == null || originEnemy[one] == null) return;
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