refactor(游戏逻辑): 统一使用is_master判断玩家角色并简化暂停逻辑

将多处使用FacSet.HERO判断玩家角色的代码改为使用is_master属性
将stop_mon_action控制逻辑简化为统一的pause状态管理
在MissionComp初始化时确保pause状态正确重置
This commit is contained in:
walkpan
2026-01-03 19:33:53 +08:00
parent e343e26862
commit 4a2768cb13
4 changed files with 8 additions and 9 deletions

View File

@@ -162,7 +162,7 @@ export class MissionComp extends CCComp {
open_Victory(e:any,is_hero_dead: boolean = false){
// 暂停游戏循环和怪物行为
// smc.mission.play = false;
smc.mission.stop_mon_action = true;
smc.mission.pause = true;
// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
console.log("[MissionComp] open_Victory",is_hero_dead,this.revive_times)
oops.gui.open(UIID.Victory,{
@@ -203,6 +203,7 @@ export class MissionComp extends CCComp {
data_init(){
//局内数据初始化 smc 数据初始化
smc.mission.play = true;
smc.mission.pause = false;
smc.mission.stop_mon_action = false;
smc.vmdata.mission_data.in_fight=false
smc.vmdata.mission_data.fight_time=0

View File

@@ -51,8 +51,6 @@ export class VictoryComp extends CCComp {
this.node.getChildByName("btns").getChildByName("next").active=!args.can_revive
this.node.getChildByName("btns").getChildByName("alive").active=args.can_revive
smc.mission.pause=true
}
@@ -99,7 +97,7 @@ export class VictoryComp extends CCComp {
// 3. 恢复游戏状态
// smc.mission.play = true;
smc.mission.stop_mon_action = false;
smc.mission.pause = false;
// 4. 关闭结算界面
oops.gui.removeByNode(this.node);