fix(hero): 修复大招播放结束后未取消层级置顶的问题
1. 新增isCastingMax标记跟踪大招播放状态,在释放大招时设置该标记 2. 在动画播放结束回调中,当大招动画播放完成时清除置顶标记 3. 调整渲染排序逻辑,将大招播放中的英雄置于渲染层级最下方 4. 在角色死亡和重置时同步重置置顶标记
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@@ -41,6 +41,13 @@ export default class HeroAnmComp extends Component {
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this._hasStop = true;
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}
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onAnimationFinished(type: Animation.EventType, state: AnimationState) {
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if (state.name === "max0" || state.name === "max1") {
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// 大招播放结束,清除 HeroViewComp 的置顶标记,恢复 MoveSystem 统一排序
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const viewComp = this.node.getComponent(HeroViewComp) || this.node.getComponentInParent(HeroViewComp);
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if (viewComp) {
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viewComp.isCastingMax = false;
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}
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}
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if (state.name != "idle" && state.name != "move") {
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this.anmcon.play(this.default_anim)
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}
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@@ -43,6 +43,8 @@ export class HeroViewComp extends CCComp {
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lastBarUpdateTime: number = 0; // 最后一次血条/蓝条/护盾更新时间
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// ==================== UI 节点引用 ====================
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private topBar: HeroTopBarComp = null!;
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/** 是否正在播放大招动画(用于渲染层级置顶,由 HeroAnmComp 播放结束时清除) */
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public isCastingMax: boolean = false;
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// ==================== 直接访问 HeroAttrsComp ====================
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get model() {
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@@ -356,6 +358,8 @@ export class HeroViewComp extends CCComp {
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// 添加安全检查
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if (!this.model) return;
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this.isCastingMax = false;
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// 防止重复触发
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if (this.model.is_count_dead) return;
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this.model.is_count_dead = true; // 防止重复触发,必须存在防止重复调用
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@@ -438,6 +442,7 @@ export class HeroViewComp extends CCComp {
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if (act === "") return;
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switch (act) {
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case "max":
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this.isCastingMax = true;
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this.as.max()
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break
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case "atk":
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@@ -487,6 +492,7 @@ export class HeroViewComp extends CCComp {
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}
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}
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reset() {
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this.isCastingMax = false;
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// 清理残留的定时器和缓动
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this.unscheduleAllCallbacks();
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Tween.stopAllByTarget(this.node);
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@@ -49,7 +49,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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private readonly renderSortInterval = 0.05;
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private lastRenderSortAt = 0;
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private heroViewMatcher: ecs.IMatcher | null = null;
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private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number; laneScore: number }[] = [];
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private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number; laneScore: number; isCastingMax: boolean }[] = [];
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private renderEntryCount = 0;
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// ======================== 英雄编队排队 ========================
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@@ -407,7 +407,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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const entryIndex = this.renderEntryCount;
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let entry = this.renderEntries[entryIndex];
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if (!entry) {
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entry = { node: actorView.node, bossPriority: 0, frontScore: 0, spawnOrder: 0, eid: 0, laneScore: 0 };
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entry = { node: actorView.node, bossPriority: 0, frontScore: 0, spawnOrder: 0, eid: 0, laneScore: 0, isCastingMax: false };
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this.renderEntries.push(entry);
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}
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entry.node = actorView.node;
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@@ -415,11 +415,14 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
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entry.frontScore = frontScore;
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entry.spawnOrder = spawnOrder;
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entry.eid = e.eid;
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entry.isCastingMax = actorView.isCastingMax;
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this.renderEntryCount += 1;
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});
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this.renderEntries.length = this.renderEntryCount;
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this.renderEntries.sort((a, b) => {
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// 正在播放大招的英雄排在最后,siblingIndex 越大渲染层级越靠上
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if (a.isCastingMax !== b.isCastingMax) return a.isCastingMax ? 1 : -1;
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// Y轴靠下的(laneScore 较大)应该在后面,从而渲染在上面
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if (Math.abs(a.laneScore - b.laneScore) > 10) return a.laneScore - b.laneScore;
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if (a.frontScore !== b.frontScore) return a.frontScore - b.frontScore;
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