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
This commit is contained in:
panw
2026-03-16 14:39:57 +08:00
parent b53741ffeb
commit 662ae9a6c9
4 changed files with 49 additions and 67 deletions

View File

@@ -73,13 +73,7 @@ export class Monster extends ecs.Entity {
node = instantiate(prefab);
}
let LINE1=scene.entityLayer!.node!.getChildByName("LINE1")!;
let LINE2=scene.entityLayer!.node!.getChildByName("LINE2")!;
let LINE3=scene.entityLayer!.node!.getChildByName("LINE3")!;
let LINE4=scene.entityLayer!.node!.getChildByName("LINE4")!;
// 🔥 设置初始 SiblingIndex - 防止溢出
const baseLane = lane === 0 ? LINE1 : lane === 1 ? LINE2 : lane === 2 ? LINE3 : LINE4;
node.parent = baseLane
node.parent = scene.entityLayer!.node!.getChildByName("HERO")!;
var view = node.getComponent(HeroViewComp)!;
const collider = node.getComponent(BoxCollider2D);
if (collider) {
@@ -109,7 +103,6 @@ export class Monster extends ecs.Entity {
model.type = hero.type;
model.fac = FacSet.MON;
model.is_boss = monType == MonType.BOSS;
if(model.is_boss) node.parent = scene.entityLayer!.node!.getChildByName("HERO")!;
if(!model.is_boss){
model.is_kalami = true;
}