refactor(monster&hero): 重构三路分层逻辑与渲染排序

1. 移除飞行怪特殊判定,统一按Y轴高度处理三路渲染
2. 重命名飞行层相关变量为更准确的路次命名
3. 新增英雄自动分路均衡分配逻辑
4. 调整渲染排序规则,按Y轴高度决定上下层显示顺序
5. 修复怪物入场动画与刷怪分路逻辑
This commit is contained in:
panw
2026-05-12 16:32:25 +08:00
parent 86363f50b0
commit 20e9b1d484
5 changed files with 147 additions and 52 deletions

View File

@@ -139,10 +139,8 @@ export class MonMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpda
const inRange = this.isEnemyInAttackRange(model, selfX, enemyX);
// 接触判定距离,只有接触英雄才停止移动
// 飞行怪忽略接触碰撞,不被阻挡
const isFly = move.baseY > 50;
const touchDistance = 50;
const isTouching = !isFly && (dist <= touchDistance);
const isTouching = dist <= touchDistance;
// 攻击判定
if (inRange) {