refactor(游戏逻辑): 拆分游戏暂停和播放状态的检查条件
将多处 `if(!smc.mission.play || smc.mission.pause)` 条件判断拆分为独立的if语句 在VictoryComp中正确设置pause状态 移除MissionComp中多余的pause状态重置
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@@ -51,9 +51,10 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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* 处理伤害队列中的所有伤害事件
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*/
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update(e: ecs.Entity): void {
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if(!smc.mission.play || smc.mission.pause) return;
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const TAttrsComp = e.get(HeroAttrsComp);
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const damageQueue = e.get(DamageQueueComp);
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if(!smc.mission.play ) return
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if(smc.mission.pause) return
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const TAttrsComp = e.get(HeroAttrsComp)
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const damageQueue = e.get(DamageQueueComp)
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if (!TAttrsComp || !damageQueue || damageQueue.isEmpty()) return;
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