清理之前文件 + 再次取消碰撞检测
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@@ -19,9 +19,9 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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if (!move.moving) return;
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// 检测攻击范围内是否有敌人
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// 检测友方碰撞和敌方攻击范围
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const alliesStop = this.checkAlliesInProximity(e);
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// const alliesStop = this.checkAlliesInProximity(e);
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const enemiesStop = this.checkEnemiesInRange(e, view.dis);
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const shouldStop = alliesStop || enemiesStop;
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const shouldStop = enemiesStop;
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view.is_atking = shouldStop;
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// 同步状态
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@@ -96,15 +96,15 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
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}
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// 获取前一个单位(uuid比当前小的最近单位)
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const prevUnit = sortedAllies[currentIndex - 1];
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const prevView = prevUnit.get(HeroViewComp);
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const distToPrev = Math.abs(currentPos.x - prevView.node.position.x);
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// const prevUnit = sortedAllies[currentIndex - 1];
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// const prevView = prevUnit.get(HeroViewComp);
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// const distToPrev = Math.abs(currentPos.x - prevView.node.position.x);
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// 如果与前一个单位距离小于安全距离,则停止
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if (distToPrev < SAFE_DISTANCE) {
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current.is_stop_temp = true;
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return true;
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}
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// if (distToPrev < SAFE_DISTANCE) {
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// current.is_stop_temp = true;
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// return true;
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// }
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// 如果与前一个单位距离大于安全距离,则移动
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current.is_stop_temp = false;
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