fix(ui): 调整卡牌预制体尺寸并修复开始按钮状态逻辑
- 修正卡牌预制体的局部位置、尺寸模式和内容大小,优化显示效果 - 隐藏预制体中不必要的节点以提升性能 - 重构开始按钮状态控制逻辑,改为根据游戏阶段动态更新按钮的可点击状态 - 移除直接隐藏按钮的代码,确保按钮在准备阶段且未暂停时可点击
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@@ -288,6 +288,17 @@ export class MissionComp extends CCComp {
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},0.5)
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}
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/** 更新开始按钮的状态显示 */
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private updateStartBtnState() {
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if (!this.start_btn || !this.start_btn.isValid) return;
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const nobg = this.start_btn.getChildByName("nobg");
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if (nobg) {
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// 只有在 Prepare 阶段且未暂停时,按钮才可点击,否则激活 nobg(显示不可点击状态)
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const canClick = this.currentPhase === MissionPhase.Prepare && smc.mission.play && !smc.mission.pause;
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nobg.active = !canClick;
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}
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}
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/**
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* 阶段切换核心方法(状态机)
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* 处理状态流转时所需的事件触发和全局标志位修改。
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@@ -330,7 +341,7 @@ export class MissionComp extends CCComp {
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smc.mission.in_fight = false;
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smc.vmdata.mission_data.in_fight = false;
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smc.mission.stop_spawn_mon = true;
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if (this.start_btn && this.start_btn.isValid) this.start_btn.active = false;
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// 不隐藏开始按钮,点击事件在 onStartFightBtnClick 内部做了阶段拦截
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break;
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case MissionPhase.Prepare:
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@@ -338,7 +349,7 @@ export class MissionComp extends CCComp {
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break;
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case MissionPhase.PrepareEnd:
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if (this.start_btn && this.start_btn.isValid) this.start_btn.active = false;
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// 不隐藏开始按钮
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oops.message.dispatchEvent("PhasePrepareEnd");
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break;
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@@ -366,7 +377,7 @@ export class MissionComp extends CCComp {
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smc.mission.in_fight = false;
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smc.vmdata.mission_data.in_fight = false;
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smc.mission.stop_spawn_mon = true;
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if (this.start_btn && this.start_btn.isValid) this.start_btn.active = false;
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// 不隐藏开始按钮
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break;
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case MissionPhase.None:
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@@ -376,6 +387,9 @@ export class MissionComp extends CCComp {
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if (this.start_btn && this.start_btn.isValid) this.start_btn.active = false;
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break;
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}
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// 阶段切换后更新按钮状态
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this.updateStartBtnState();
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}
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/** 自动流转到下一阶段(过渡状态结束时调用) */
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