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
This commit is contained in:
pan
2026-09-01 16:41:26 +08:00
parent 38cc214bd4
commit 4263997124
3 changed files with 18 additions and 2 deletions

View File

@@ -41,6 +41,13 @@ export default class HeroAnmComp extends Component {
this._hasStop = true;
}
onAnimationFinished(type: Animation.EventType, state: AnimationState) {
if (state.name === "max0" || state.name === "max1") {
// 大招播放结束,清除 HeroViewComp 的置顶标记,恢复 MoveSystem 统一排序
const viewComp = this.node.getComponent(HeroViewComp) || this.node.getComponentInParent(HeroViewComp);
if (viewComp) {
viewComp.isCastingMax = false;
}
}
if (state.name != "idle" && state.name != "move") {
this.anmcon.play(this.default_anim)
}

View File

@@ -43,6 +43,8 @@ export class HeroViewComp extends CCComp {
lastBarUpdateTime: number = 0; // 最后一次血条/蓝条/护盾更新时间
// ==================== UI 节点引用 ====================
private topBar: HeroTopBarComp = null!;
/** 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) */
public isCastingMax: boolean = false;
// ==================== 直接访问 HeroAttrsComp ====================
get model() {
@@ -356,6 +358,8 @@ export class HeroViewComp extends CCComp {
// 添加安全检查
if (!this.model) return;
this.isCastingMax = false;
// 防止重复触发
if (this.model.is_count_dead) return;
this.model.is_count_dead = true; // 防止重复触发,必须存在防止重复调用
@@ -438,6 +442,7 @@ export class HeroViewComp extends CCComp {
if (act === "") return;
switch (act) {
case "max":
this.isCastingMax = true;
this.as.max()
break
case "atk":
@@ -487,6 +492,7 @@ export class HeroViewComp extends CCComp {
}
}
reset() {
this.isCastingMax = false;
// 清理残留的定时器和缓动
this.unscheduleAllCallbacks();
Tween.stopAllByTarget(this.node);

View File

@@ -49,7 +49,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
private readonly renderSortInterval = 0.05;
private lastRenderSortAt = 0;
private heroViewMatcher: ecs.IMatcher | null = null;
private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number; laneScore: number }[] = [];
private readonly renderEntries: { node: Node; bossPriority: number; frontScore: number; spawnOrder: number; eid: number; laneScore: number; isCastingMax: boolean }[] = [];
private renderEntryCount = 0;
// ======================== 英雄编队排队 ========================
@@ -407,7 +407,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
const entryIndex = this.renderEntryCount;
let entry = this.renderEntries[entryIndex];
if (!entry) {
entry = { node: actorView.node, bossPriority: 0, frontScore: 0, spawnOrder: 0, eid: 0, laneScore: 0 };
entry = { node: actorView.node, bossPriority: 0, frontScore: 0, spawnOrder: 0, eid: 0, laneScore: 0, isCastingMax: false };
this.renderEntries.push(entry);
}
entry.node = actorView.node;
@@ -415,11 +415,14 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
entry.frontScore = frontScore;
entry.spawnOrder = spawnOrder;
entry.eid = e.eid;
entry.isCastingMax = actorView.isCastingMax;
this.renderEntryCount += 1;
});
this.renderEntries.length = this.renderEntryCount;
this.renderEntries.sort((a, b) => {
// 正在播放大招的英雄排在最后,siblingIndex 越大渲染层级越靠上
if (a.isCastingMax !== b.isCastingMax) return a.isCastingMax ? 1 : -1;
// Y轴靠下的(laneScore 较大)应该在后面,从而渲染在上面
if (Math.abs(a.laneScore - b.laneScore) > 10) return a.laneScore - b.laneScore;
if (a.frontScore !== b.frontScore) return a.frontScore - b.frontScore;