fix(战斗逻辑): 修复非战斗状态下技能释放和状态同步问题
- 在 SCastSystem 中增加战斗状态检查,防止非战斗时误触发技能 - 同步 mission.in_fight 状态到 vmdata.mission_data.in_fight 以保持数据一致性 - 调整 MissionCardComp 在波次开始时正确布局卡牌槽位并分发卡牌 - 优化游戏地平线位置和 UI 布局参数
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@@ -178,6 +178,9 @@ export class MissionCardComp extends CCComp {
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private onNewWave() {
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this.enterPreparePhase();
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this.layoutCardSlots();
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const cards = this.buildDrawCards();
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this.dispatchCardsToSlots(cards);
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}
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/** 解除按钮监听,避免节点销毁后回调泄漏 */
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@@ -156,12 +156,14 @@ export class MissionComp extends CCComp {
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to_fight(){
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smc.mission.stop_spawn_mon = false;
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smc.mission.in_fight=true
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smc.vmdata.mission_data.in_fight = true
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if (this.start_btn && this.start_btn.isValid) this.start_btn.active = false;
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oops.message.dispatchEvent(GameEvent.FightStart) //GameSetMonComp 监听刷怪
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}
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private enterPreparePhase() {
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smc.mission.in_fight = false;
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smc.vmdata.mission_data.in_fight = false
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smc.mission.stop_spawn_mon = true;
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if (this.start_btn && this.start_btn.isValid) this.start_btn.active = true;
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}
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@@ -207,6 +209,7 @@ export class MissionComp extends CCComp {
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smc.mission.play=false
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smc.mission.pause = false;
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smc.mission.in_fight = false;
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smc.vmdata.mission_data.in_fight = false
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if (this.start_btn && this.start_btn.isValid) this.start_btn.active = false;
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this.cleanComponents()
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this.clearBattlePools()
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