feat(渲染): 重构渲染层级管理并添加BOSS层级
移除动态渲染层级更新逻辑,改为在实体加载时设置固定层级 - 在Hero和Monster的load方法中设置初始siblingIndex - 添加BOSS枚举值到IndexSet - 为Monster添加溢出保护,防止层级索引过大 - 删除墓地位置判断等不再需要的逻辑
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@@ -4,7 +4,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { smc } from "../common/SingletonModuleComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet, FacSet } from "../common/config/GameSet";
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import { BoxSet, FacSet, IndexSet } from "../common/config/GameSet";
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import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillSet } from "../common/config/SkillSet";
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@@ -50,6 +50,11 @@ export class Hero extends ecs.Entity {
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const collider = node.getComponent(BoxCollider2D);
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if (collider) collider.enabled = false; // 先禁用
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node.setPosition(pos)
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// 🔥 设置初始 SiblingIndex - 英雄基础层级 + 位置偏移
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const initialSiblingIndex = IndexSet.HERO;
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node.setSiblingIndex(initialSiblingIndex);
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// console.log("hero load",pos)
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var hv = node.getComponent(HeroViewComp)!;
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const model = this.get(HeroAttrsComp);
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