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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@@ -43,9 +43,8 @@ export class MissionComp extends CCComp {
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this.on(GameEvent.ReviveSuccess, this.onReviveSuccess, this)
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}
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protected update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause){
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return
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}
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if(!smc.mission.play) return
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if(smc.mission.pause) return
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if(smc.mission.in_fight){
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smc.vmdata.mission_data.fight_time+=dt
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smc.vmdata.mission_data.time-=dt
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@@ -188,7 +187,6 @@ export class MissionComp extends CCComp {
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// 延迟0.5秒后执行任务结束逻辑
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this.scheduleOnce(() => {
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smc.mission.play=false
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smc.mission.pause=false
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this.cleanComponents()
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}, 0.5)
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}
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@@ -197,7 +195,6 @@ export class MissionComp extends CCComp {
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// console.log("[MissionComp] mission_end")
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// 合并 FightEnd 逻辑:清理组件、停止游戏循环
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smc.mission.play=false
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smc.mission.pause=false
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this.cleanComponents()
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this.node.active=false
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@@ -60,7 +60,8 @@ export class MissionMonCompComp extends CCComp {
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}
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protected update(dt: number): 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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// 如果英雄死亡(停止怪物行动标志为true),则停止刷怪逻辑
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if(smc.mission.stop_mon_action) return;
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@@ -51,7 +51,7 @@ export class VictoryComp extends CCComp {
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this.node.getChildByName("btns").getChildByName("next").active=!args.can_revive
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this.node.getChildByName("btns").getChildByName("alive").active=args.can_revive
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smc.mission.pause=true
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}
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@@ -62,7 +62,7 @@ export class VictoryComp extends CCComp {
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oops.gui.removeByNode(this.node)
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}
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clear_data(){
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smc.mission.pause=false
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}
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//看广告双倍
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watch_ad(){
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