fix: 修复实体视图状态初始化问题并调整关卡参数
- 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
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@@ -111,6 +111,7 @@ export class Hero extends ecs.Entity {
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// 将视图组件注册到实体,打通逻辑与表现
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// 将视图组件注册到实体,打通逻辑与表现
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this.add(hv);
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this.add(hv);
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hv.init();
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// 广播主角召唤事件,触发外部系统监听逻辑
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// 广播主角召唤事件,触发外部系统监听逻辑
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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@@ -120,6 +121,7 @@ export class Hero extends ecs.Entity {
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move.targetX = resolveFormationTargetX(model.fac, model.type);
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move.targetX = resolveFormationTargetX(model.fac, model.type);
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move.baseY = dropToY;
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move.baseY = dropToY;
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move.moving = false;
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move.moving = false;
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hv.as.idle();
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// 依据下落距离自适应入场时长,保证手感稳定
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// 依据下落距离自适应入场时长,保证手感稳定
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const dropDistance = Math.abs(pos.y - dropToY);
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const dropDistance = Math.abs(pos.y - dropToY);
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@@ -182,6 +182,7 @@ export class Monster extends ecs.Entity {
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// 注册视图组件并重置对象池复用状态
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// 注册视图组件并重置对象池复用状态
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this.add(view);
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this.add(view);
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view.init();
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view.init();
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view.as.idle();
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// 广播怪物加载事件,供刷怪与战斗系统联动
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// 广播怪物加载事件,供刷怪与战斗系统联动
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oops.message.dispatchEvent("monster_load",this)
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oops.message.dispatchEvent("monster_load",this)
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// 初始化移动参数:方向、目标 X、站位基准 Y
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// 初始化移动参数:方向、目标 X、站位基准 Y
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@@ -25,11 +25,11 @@ export class MissionComp extends CCComp {
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@property({ tooltip: "是否启用调试日志" })
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@property({ tooltip: "是否启用调试日志" })
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private debugMode: boolean = false;
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private debugMode: boolean = false;
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@property({ tooltip: "是否显示战斗内存观测面板" })
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@property({ tooltip: "是否显示战斗内存观测面板" })
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private showMemoryPanel: boolean = true;
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private showMemoryPanel: boolean = false;
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@property({ tooltip: "场上怪物上限" })
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@property({ tooltip: "场上怪物上限" })
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private maxMonsterCount: number = 15;
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private maxMonsterCount: number = 5;
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@property({ tooltip: "恢复刷怪阈值" })
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@property({ tooltip: "恢复刷怪阈值" })
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private resumeMonsterCount: number = 10;
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private resumeMonsterCount: number = 3;
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// VictoryComp:any = null;
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// VictoryComp:any = null;
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// reward:number = 0;
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// reward:number = 0;
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