fix(VJ) 修复只能操控一个轮盘的问题

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wvellichor committed 2026-01-18 02:37:29 +08:00
1 parent 8b801b8df0
commit 2b155e41bc
2 files changed
+56 -26

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+28 -13
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@@ -163,7 +163,7 @@ export default class SkillTestScene extends Phaser.Scene {
isActive: false,
base: null,
knob: null,
pointer: null,
activePointer: null,
centerX: 0,
centerY: 0,
radius: 50,
@@ -345,14 +345,18 @@ export default class SkillTestScene extends Phaser.Scene {
// 添加点击事件
button.setInteractive({ useHandCursor: true });
button.on('pointerdown', (pointer) => {
// 选中技能后,将轮盘中心设置为技能按钮的中心位置
this.skillWheel.centerX = x;
this.skillWheel.centerY = y;
this.skillWheel.base.setPosition(x, y);
this.skillWheel.base.setVisible(true);
this.skillWheel.activeSkill = skillIndex;
this.startSkillCast(pointer);
// 只有在技能轮盘未激活时才开始技能施法
// 这样可以避免与移动轮盘的指针冲突
if (!this.skillWheel.isActive) {
// 选中技能后,将轮盘中心设置为技能按钮的中心位置
this.skillWheel.centerX = x;
this.skillWheel.centerY = y;
this.skillWheel.base.setPosition(x, y);
this.skillWheel.base.setVisible(true);
this.skillWheel.activeSkill = skillIndex;
this.startSkillCast(pointer);
}
});
this.skillWheel.skillButtons.push(button);
@@ -372,7 +376,7 @@ export default class SkillTestScene extends Phaser.Scene {
// 鼠标移动事件
this.input.on('pointermove', (ptr) => {
// 只有在技能轮盘激活时才处理
if (!this.skillWheel.isActive || this.skillWheel.pointer !== ptr) {
if (!this.skillWheel.isActive || this.skillWheel.activePointer !== ptr) {
return;
}
@@ -395,7 +399,18 @@ export default class SkillTestScene extends Phaser.Scene {
// 鼠标释放事件
this.input.on('pointerup', (ptr) => {
// 只有在技能轮盘激活时才处理
if (!this.skillWheel.isActive || this.skillWheel.pointer !== ptr) {
if (!this.skillWheel.isActive || this.skillWheel.activePointer !== ptr) {
return;
}
// 完成技能释放
this.finishSkillCast();
});
// 处理指针离开屏幕的情况
this.input.on('pointerout', (ptr) => {
// 只有在技能轮盘激活时才处理
if (!this.skillWheel.isActive || this.skillWheel.activePointer !== ptr) {
return;
}
@@ -410,7 +425,7 @@ export default class SkillTestScene extends Phaser.Scene {
startSkillCast(pointer) {
// 设置技能轮盘状态
this.skillWheel.isActive = true;
this.skillWheel.pointer = pointer;
this.skillWheel.activePointer = pointer;
// 显示旋钮和轮盘基础
this.skillWheel.knob.setVisible(true);
@@ -439,7 +454,7 @@ export default class SkillTestScene extends Phaser.Scene {
// 重置技能轮盘状态
this.skillWheel.isActive = false;
this.skillWheel.pointer = null;
this.skillWheel.activePointer = null;
this.skillWheel.activeSkill = null;
// 隐藏旋钮和轮盘基础