refactor(hero): 移除 Boss 阶段描边相关未实现的代码
清理了 Boss 阶段描边功能的相关代码,包括移除了 resetPhaseOutline 和 setPhaseOutline 方法,删除了相关材质定义,将 onPhaseEnter 方法置空待后续迭代实现。
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@@ -18,9 +18,7 @@ import { BossPhaseSet, PhaseSwitchDef } from "../common/config/BossPhaseSet";
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import { SkillSet } from "../common/config/SkillSet";
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import { mLogger } from "../common/Logger";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BossPhaseComp } from "./BossPhaseComp";
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import { FlashSprite } from "./hit-flash-white/scripts/FlashSprite";
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/** 阶段模块调试日志开关 */
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const DEBUG = true;
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@@ -126,18 +124,6 @@ export class BossPhaseSystem extends ecs.ComblockSystem implements ecs.ISystemUp
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/** TODO: 阶段退场表现(震屏/变暗等),后续迭代实现 */
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private onPhaseExit(e: ecs.Entity): void { }
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/** 阶段入场表现:切换阶段描边(P2 绿 / P3 红);怒吼/无敌帧/横幅等后续迭代 */
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private onPhaseEnter(e: ecs.Entity): void {
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const view = e.get(HeroViewComp);
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if (!view || !view.node || !view.node.isValid) return;
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const phase = e.get(BossPhaseComp)!;
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// FlashSprite 可能在根节点或子节点(anm)上,逐级查找
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let flash = view.node.getComponent(FlashSprite);
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if (!flash) {
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flash = view.node.getComponentInChildren(FlashSprite);
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}
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if (flash) {
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flash.setPhaseOutline(phase.index);
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}
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}
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/** TODO: 阶段入场表现(怒吼/无敌帧/技能横幅等),后续迭代实现 */
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private onPhaseEnter(e: ecs.Entity): void { }
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}
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