refactor(hero): 优化英雄缩放逻辑和位置配置
重构英雄缩放逻辑,使用统一的缩放计算方法替代硬编码值 调整英雄和怪物的初始位置坐标 在Hero和Monster类中添加size变量控制缩放
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@@ -37,6 +37,7 @@ export class Monster extends ecs.Entity {
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,lv:number=1,monType:MonType=MonType.NORMAL, buffs: BuffConf[] = [],is_call=false, lane: number = 0, spawnOrder: number = 0) {
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scale=-1
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let size=1
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var scene = smc.map.MapView.scene;
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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@@ -45,6 +46,7 @@ export class Monster extends ecs.Entity {
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node.parent = scene.entityLayer!.node!
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const collider = node.getComponent(BoxCollider2D);
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if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
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node.setScale(size*node.scale.x,size*node.scale.y);
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node.setPosition(pos)
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// 🔥 设置初始 SiblingIndex - 防止溢出
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