refactor(英雄移动): 简化移动逻辑并统一渲染排序
- 移除 HeroMove.ts.meta 和 MonMove.ts.meta 文件 - 将所有英雄和怪物节点统一挂载到 HERO 父节点下,不再使用多行(LINE1-4)布局 - 简化 MoveSystem 中的 Y 轴位置计算,直接使用 baseY - 重构渲染排序逻辑,基于阵营和位置计算前后顺序 - 移除过时的线路切换和碰撞检测逻辑
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@@ -73,13 +73,7 @@ export class Monster extends ecs.Entity {
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node = instantiate(prefab);
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}
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let LINE1=scene.entityLayer!.node!.getChildByName("LINE1")!;
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let LINE2=scene.entityLayer!.node!.getChildByName("LINE2")!;
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let LINE3=scene.entityLayer!.node!.getChildByName("LINE3")!;
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let LINE4=scene.entityLayer!.node!.getChildByName("LINE4")!;
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// 🔥 设置初始 SiblingIndex - 防止溢出
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const baseLane = lane === 0 ? LINE1 : lane === 1 ? LINE2 : lane === 2 ? LINE3 : LINE4;
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node.parent = baseLane
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node.parent = scene.entityLayer!.node!.getChildByName("HERO")!;
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var view = node.getComponent(HeroViewComp)!;
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const collider = node.getComponent(BoxCollider2D);
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if (collider) {
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@@ -109,7 +103,6 @@ export class Monster extends ecs.Entity {
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model.type = hero.type;
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model.fac = FacSet.MON;
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model.is_boss = monType == MonType.BOSS;
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if(model.is_boss) node.parent = scene.entityLayer!.node!.getChildByName("HERO")!;
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if(!model.is_boss){
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model.is_kalami = true;
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}
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