refactor(渲染): 重构实体层级管理方式
- 移除通过 setSiblingIndex 手动设置层级的方式 - 新增 HERO、LINE1、LINE2、SKILL 等容器节点自动管理层级 - 调整英雄、怪物、技能等实体的父节点到对应容器 - 优化提示信息的位置偏移量
This commit is contained in:
@@ -8,6 +8,7 @@ import { SkillView } from "./SkillView";
|
||||
import { SDataCom } from "./SDataCom";
|
||||
import { SMoveDataComp } from "../skill/SMoveComp";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
|
||||
/** Skill 模块 */
|
||||
@ecs.register(`Skill`)
|
||||
@@ -46,7 +47,8 @@ export class Skill extends ecs.Entity {
|
||||
// console.log("load skill startPos",startPos)
|
||||
const node: Node = instantiate(prefab);
|
||||
// console.log("load skill node",node)
|
||||
node.parent = parent;
|
||||
var scene = smc.map.MapView.scene;
|
||||
node.parent = scene.entityLayer!.node!.getChildByName("SKILL")!;
|
||||
// 设置节点属性
|
||||
node.setPosition(startPos);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user