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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@@ -41,7 +41,6 @@ export class HeroAttrSystem extends ecs.ComblockSystem
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* 实体首次进入系统时调用(每个实体只调用一次)
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*/
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entityEnter(e: ecs.Entity): void {
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if(!smc.mission.play || smc.mission.pause) return;
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const model = e.get(HeroAttrsComp);
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if (!model) return;
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@@ -64,7 +63,8 @@ export class HeroAttrSystem extends ecs.ComblockSystem
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* - 这是正确的设计,不是 bug
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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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if(!smc.mission.play ) return;
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if(smc.mission.pause) return
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const model = e.get(HeroAttrsComp);
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if (!model || model.is_dead || model.is_reviving) return;
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