From d6a4cfe07e56c98ed35e00caf881c5ef32a0aa1e Mon Sep 17 00:00:00 2001 From: walkpan Date: Tue, 24 Mar 2026 19:41:39 +0800 Subject: [PATCH] =?UTF-8?q?fix:=20=E4=BF=AE=E5=A4=8D=E5=AE=9E=E4=BD=93?= =?UTF-8?q?=E8=A7=86=E5=9B=BE=E7=8A=B6=E6=80=81=E5=88=9D=E5=A7=8B=E5=8C=96?= =?UTF-8?q?=E9=97=AE=E9=A2=98=E5=B9=B6=E8=B0=83=E6=95=B4=E5=85=B3=E5=8D=A1?= =?UTF-8?q?=E5=8F=82=E6=95=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - 为 Monster 和 Hero 实体添加 idle 状态初始化,确保视图组件正确显示 - 调用 Hero 视图组件的 init 方法以完成初始化流程 - 调整关卡配置参数:关闭内存面板显示,减少怪物上限和恢复阈值以优化性能 --- assets/script/game/hero/Hero.ts | 2 ++ assets/script/game/hero/Mon.ts | 1 + assets/script/game/map/MissionComp.ts | 6 +++--- 3 files changed, 6 insertions(+), 3 deletions(-) diff --git a/assets/script/game/hero/Hero.ts b/assets/script/game/hero/Hero.ts index 2ae5f494..51a0ad74 100644 --- a/assets/script/game/hero/Hero.ts +++ b/assets/script/game/hero/Hero.ts @@ -111,6 +111,7 @@ export class Hero extends ecs.Entity { // 将视图组件注册到实体,打通逻辑与表现 this.add(hv); + hv.init(); // 广播主角召唤事件,触发外部系统监听逻辑 oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid}) @@ -120,6 +121,7 @@ export class Hero extends ecs.Entity { move.targetX = resolveFormationTargetX(model.fac, model.type); move.baseY = dropToY; move.moving = false; + hv.as.idle(); // 依据下落距离自适应入场时长,保证手感稳定 const dropDistance = Math.abs(pos.y - dropToY); diff --git a/assets/script/game/hero/Mon.ts b/assets/script/game/hero/Mon.ts index 8f3f68a5..a6e6f6a0 100644 --- a/assets/script/game/hero/Mon.ts +++ b/assets/script/game/hero/Mon.ts @@ -182,6 +182,7 @@ export class Monster extends ecs.Entity { // 注册视图组件并重置对象池复用状态 this.add(view); view.init(); + view.as.idle(); // 广播怪物加载事件,供刷怪与战斗系统联动 oops.message.dispatchEvent("monster_load",this) // 初始化移动参数:方向、目标 X、站位基准 Y diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts index b678775b..8e0a9d9c 100644 --- a/assets/script/game/map/MissionComp.ts +++ b/assets/script/game/map/MissionComp.ts @@ -25,11 +25,11 @@ export class MissionComp extends CCComp { @property({ tooltip: "是否启用调试日志" }) private debugMode: boolean = false; @property({ tooltip: "是否显示战斗内存观测面板" }) - private showMemoryPanel: boolean = true; + private showMemoryPanel: boolean = false; @property({ tooltip: "场上怪物上限" }) - private maxMonsterCount: number = 15; + private maxMonsterCount: number = 5; @property({ tooltip: "恢复刷怪阈值" }) - private resumeMonsterCount: number = 10; + private resumeMonsterCount: number = 3; // VictoryComp:any = null; // reward:number = 0;