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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@@ -46,19 +46,19 @@ export const getMonList = ()=>{
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}
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export const HeroPos={
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0:{pos:v3(-240,100,0)},
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1:{pos:v3(0,100,0)},
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2:{pos:v3(0,100,0)},
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0:{pos:v3(-240,105,0)},
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1:{pos:v3(0,105,0)},
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2:{pos:v3(0,105,0)},
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}
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export const MonSet = {
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0:{pos:v3(240,110,0)},
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1:{pos:v3(240,90,0)},
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2:{pos:v3(320,110,0)},
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3:{pos:v3(320,90,0)},
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4:{pos:v3(360,110,0)},
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5:{pos:v3(360,90,0)},
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6:{pos:v3(400,110,0)},
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7:{pos:v3(400,90,0)},
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0:{pos:v3(240,115,0)},
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1:{pos:v3(240,95,0)},
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2:{pos:v3(320,115,0)},
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3:{pos:v3(320,95,0)},
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4:{pos:v3(360,115,0)},
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5:{pos:v3(360,95,0)},
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6:{pos:v3(400,115,0)},
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7:{pos:v3(400,95,0)},
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}
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export enum HeroConf{
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@@ -41,7 +41,7 @@ export class Hero extends ecs.Entity {
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// console.log("英雄加载:",uuid,pos,scale,info)
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scale = 1
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// 查找空闲英雄槽位
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let size=1
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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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var node = instantiate(prefab);
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@@ -49,6 +49,7 @@ export class Hero 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
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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 - 英雄基础层级 + 位置偏移
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@@ -144,12 +144,12 @@ export class HeroMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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// 只有当朝向真正改变时才更新
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if (move.currentFacing !== newFacing) {
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move.currentFacing = newFacing;
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view.node.setScale(newFacing, 1, 1);
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view.node.setScale(newFacing*view.node.scale.x, 1*view.node.scale.y);
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// 安全获取top节点
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const topNode = view.node.getChildByName("top");
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if (topNode) {
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topNode.setScale(newFacing, 1, 1);
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topNode.setScale(newFacing*topNode.scale.x, 1*topNode.scale.y);
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}
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}
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}
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@@ -81,8 +81,8 @@ export class HeroViewComp extends CCComp {
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this.initUINodes();
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/** 方向 */
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this.node.setScale(this.scale,1);
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this.top_node.setScale(this.scale,1);
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this.node.setScale(this.scale*this.node.scale.x,1*this.node.scale.y);
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this.top_node.setScale(this.scale*this.top_node.scale.x,1*this.top_node.scale.y);
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// if(this.model && this.model.is_boss){
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// this.top_node.position=v3(this.node.position.x,this.node.position.y+70,0)
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// }
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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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@@ -25,13 +25,13 @@ export class HInfoComp extends CCComp {
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// 英雄位置定义
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hero_pos:any={
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0:v3(420,-57,0), // 不在屏幕内
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1:v3(280,-57,0),
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2:v3(160,-57,0),
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3:v3(0,-67,0),
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4:v3(-160,-57,0),
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5:v3(-280,-57,0),
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6:v3(-420,-57,0), // 不在屏幕内
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0:v3(420,-50,0), // 不在屏幕内
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1:v3(280,-50,0),
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2:v3(160,-50,0),
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3:v3(0,-60,0),
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4:v3(-160,-50,0),
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5:v3(-280,-50,0),
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6:v3(-420,-50,0), // 不在屏幕内
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}
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// 动画锁定标志:防止快速点击导致的动画冲突
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@@ -43,6 +43,23 @@ export class HInfoComp extends CCComp {
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}
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// 位置索引常量
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private static center_pos = 3;
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/**
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* 根据位置索引获取英雄缩放值
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* @param posIndex 位置索引 (0-6)
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* @returns Vec3 缩放向量
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*/
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private getHeroScale(posIndex: number): Vec3 {
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switch(posIndex) {
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case 2:
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case 4:
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return v3(-1.6, 1.6, 1); // 2、4位置:1.2倍缩放
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case 3:
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return v3(-1.8, 1.8, 1); // 3位置(中心):1.5倍缩放
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default:
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return v3(-1.4, 1.4, 1); // 其他位置:1倍缩放
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}
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}
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start() {
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this.name_node=this.node.getChildByName("hero").getChildByName("hname").getChildByName("name")
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@@ -105,10 +122,11 @@ export class HInfoComp extends CCComp {
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// 载入英雄预制体并设置位置
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this.heroNodes[i] = this.load_hui(heroUuid, i);
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// 添加初始缩放动画,确保3号位是1.5倍
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if (this.heroNodes[i] && i === 3) {
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// 添加初始缩放动画,根据位置设置不同的缩放值
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if (this.heroNodes[i]) {
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let targetScale = this.getHeroScale(i);
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tween(this.heroNodes[i])
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.to(0.2, { scale: v3(-1.5, 1.5, 1) })
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.to(0.2, { scale: targetScale })
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.start();
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}
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}
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@@ -124,12 +142,8 @@ export class HInfoComp extends CCComp {
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// 设置节点位置
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node.setPosition(this.hero_pos[pos_index]);
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node.setSiblingIndex(0);
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// 设置缩放:3号位1.5倍,其他位置1倍
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if(pos_index==3){
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node.setScale(v3(-1.5,1.5,1))
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} else {
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node.setScale(v3(-1,1,1))
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}
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// 根据位置设置不同的缩放值
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node.setScale(this.getHeroScale(pos_index));
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// 加载并播放动画
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let anm_path=HeroInfo[uuid].path;
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resources.load("game/heros/hero/"+anm_path+"/idle", AnimationClip, (err, clip) => {
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@@ -240,7 +254,7 @@ export class HInfoComp extends CCComp {
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let targetPos = this.hero_pos[i + 1];
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// 使用Tween执行平滑移动和缩放动画
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let targetScale = (i + 1) === 3 ? v3(-1.5, 1.5, 1) : v3(-1, 1, 1);
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let targetScale = this.getHeroScale(i + 1);
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tween(this.heroNodes[i])
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.to(0.2, { position: targetPos, scale: targetScale })
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@@ -267,9 +281,9 @@ export class HInfoComp extends CCComp {
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this.heroNodes[0] = this.load_hui(heros[newIndex], 0);
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// 确保新创建的节点初始缩放为1倍(因为0号位不是中心位置)
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// 确保新创建的节点使用正确的缩放值
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if (this.heroNodes[0]) {
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this.heroNodes[0].setScale(v3(-1, 1, 1));
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this.heroNodes[0].setScale(this.getHeroScale(0));
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}
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// 动画完成,解除锁定
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@@ -300,7 +314,7 @@ export class HInfoComp extends CCComp {
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let targetPos = this.hero_pos[i - 1];
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// 使用Tween执行平滑移动和缩放动画
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let targetScale = (i - 1) === 3 ? v3(-1.5, 1.5, 1) : v3(-1, 1, 1);
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let targetScale = this.getHeroScale(i - 1);
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tween(this.heroNodes[i])
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.to(0.2, { position: targetPos, scale: targetScale })
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@@ -327,9 +341,9 @@ export class HInfoComp extends CCComp {
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this.heroNodes[6] = this.load_hui(heros[newIndex], 6);
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// 确保新创建的节点初始缩放为1倍(因为6号位不是中心位置)
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// 确保新创建的节点使用正确的缩放值
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if (this.heroNodes[6]) {
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this.heroNodes[6].setScale(v3(-1, 1, 1));
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this.heroNodes[6].setScale(this.getHeroScale(6));
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}
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// 动画完成,解除锁定
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