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53a0ee1c6e
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2ab5100b41
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2ab5100b41 | ||
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f4fb561319 | ||
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fef913bd75 |
@@ -1,4 +1,4 @@
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import { v3 } from "cc"
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import { v3 } from "cc"
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import { BoxSet, FacSet, FightSet } from "./GameSet"
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import { SkillOverrides, TGroup, SkillSet, FieldSkillSet, SkillConfig, SkillKind, FieldSkillConfig, FieldSkillType, mergeSkillParams, BuffTarget } from "./SkillSet"
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import { BuffList, BuffConfig, ModOp } from "./BuffSet"
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@@ -582,12 +582,15 @@ export class MissionComp extends CCComp {
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private autoNextPhase() {
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switch (this.currentPhase) {
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case MissionPhase.PrepareStart:
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// 节间过场倒计时结束:推进到下一节、停背景滚动、派发 SectionStart 刷怪,进入 PrepareEnd 自动开战
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// 节间过场倒计时结束:停背景滚动、英雄归位转待机,进入 PrepareEnd 缓冲
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this.stopWaveCountdown();
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this.advanceToNextSection();
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this.changePhase(MissionPhase.PrepareEnd);
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break;
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case MissionPhase.PrepareEnd:
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// 先生成下一回合怪物再进 BattleStart:此时英雄已待机约 1s,
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// 怪物随"第 X 回合开始"横幅从右侧跑入,避免与英雄过场行军同帧移动;
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// SectionStart 同步派发 NewWave,保证 changePhase(BattleStart) 的 isBossWave 就绪
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this.advanceToNextSection();
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this.changePhase(MissionPhase.BattleStart);
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break;
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case MissionPhase.BattleStart:
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@@ -854,7 +857,10 @@ export class MissionComp extends CCComp {
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* 2. 不清理英雄/技能实体、不重置局内数据、不重新三选一——英雄保留并自动归位(编队排队)。
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* 3. 进度实时镜像到 HUD,但不写持久存档(存档只在整关通关时推进到下一关)。
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*
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* 调用时机:PrepareStart 过场倒计时结束(autoNextPhase)。
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* 调用时机:PrepareEnd 结束、进入 BattleStart 前(autoNextPhase)。
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* Why: 过场倒计时(PrepareStart)结束时英雄刚归位转待机,若同帧刷怪会出现
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* 怪物与英雄一起移动的表现;推迟到 PrepareEnd 结束刷怪,英雄已待机约 1s,
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* 怪物从右侧跑入与"第 X 回合开始"横幅同步登场。
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* 保证:仅 1~4 回合清场后触发,末回合(BOSS_SECTION)已走 open_Victory 结算,不会推进。
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*/
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private advanceToNextSection() {
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