refactor(英雄系统): 将调试模式变量移至Monster类
将HeroAttrSystem中的debugMode改为public,并在Monster类中添加私有debugMode字段,为后续调试功能做准备。
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@@ -29,7 +29,7 @@ export class HeroAttrSystem extends ecs.ComblockSystem
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// ==================== 调试统计(可选)====================
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private entityCount: number = 0; // 本帧处理的实体数
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private frameCount: number = 0; // 总帧数
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private debugMode: boolean = false; // 是否启用调试模式
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public debugMode: boolean = false; // 是否启用调试模式
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private timer:Timer=new Timer(1)
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/**
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* 过滤器:只处理拥有 HeroAttrsComp 的实体
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@@ -19,6 +19,7 @@ export class Monster extends ecs.Entity {
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HeroSkills!: HeroSkillsComp;
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HeroView!: HeroViewComp;
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MonMove!: MonMoveComp;
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private debugMode: boolean = false; // 是否启用调试模式
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// 多键对象池:Map<prefabPath, NodePool>
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static pools: Map<string, NodePool> = new Map();
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@@ -158,6 +159,7 @@ export class Monster extends ecs.Entity {
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@ecs.register('MonLifecycleSystem')
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export class MonLifecycleSystem extends ecs.ComblockSystem
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implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
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debugMode: boolean = false; // 是否启用调试模式
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filter() {
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return ecs.allOf(MonMoveComp);
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@@ -167,9 +169,9 @@ export class MonLifecycleSystem extends ecs.ComblockSystem
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// 怪物实体创建时的特殊处理
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const heroAttrs = e.get(HeroAttrsComp);
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if (heroAttrs) {
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mLogger.log(heroAttrs.debugMode, 'MonLifecycleSystem', `怪物进入世界: ${heroAttrs.hero_name}`);
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mLogger.log(this.debugMode, 'MonLifecycleSystem', `怪物进入世界: ${heroAttrs.hero_name}`);
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} else {
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mLogger.log(heroAttrs.debugMode, 'MonLifecycleSystem', `怪物进入世界: 实体ID ${e.eid}`);
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mLogger.log(this.debugMode, 'MonLifecycleSystem', `怪物进入世界: 实体ID ${e.eid}`);
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}
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}
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@@ -177,9 +179,9 @@ export class MonLifecycleSystem extends ecs.ComblockSystem
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// 怪物实体销毁时的清理工作
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const heroAttrs = e.get(HeroAttrsComp);
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if (heroAttrs) {
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mLogger.log(heroAttrs.debugMode, 'MonLifecycleSystem', `怪物离开世界: ${heroAttrs.hero_name}`);
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mLogger.log(this.debugMode, 'MonLifecycleSystem', `怪物离开世界: ${heroAttrs.hero_name}`);
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} else {
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mLogger.log(heroAttrs.debugMode, 'MonLifecycleSystem', `怪物离开世界: 实体ID ${e.eid}`);
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mLogger.log(this.debugMode, 'MonLifecycleSystem', `怪物离开世界: 实体ID ${e.eid}`);
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}
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}
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}
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