From 428e19269097dbbe33a89afbe8a39e97852e9465 Mon Sep 17 00:00:00 2001 From: chicrobot Date: Fri, 30 Jan 2026 16:26:08 +0800 Subject: [PATCH] =?UTF-8?q?fix(ASTS)=20=E4=BF=AE=E5=A4=8D=E6=8A=80?= =?UTF-8?q?=E8=83=BD=E9=87=8A=E6=94=BE=E6=96=B9=E5=90=91=E4=BC=9A=E8=A2=AB?= =?UTF-8?q?=E7=A7=BB=E5=8A=A8=E8=A7=A6=E6=91=B8=E8=A7=A6=E5=8F=91=E9=97=AE?= =?UTF-8?q?=E9=A2=98?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- scenes/testScenes/AttackSkillTestScene.js | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/scenes/testScenes/AttackSkillTestScene.js b/scenes/testScenes/AttackSkillTestScene.js index c9b66aa..4929bc7 100644 --- a/scenes/testScenes/AttackSkillTestScene.js +++ b/scenes/testScenes/AttackSkillTestScene.js @@ -617,7 +617,7 @@ export default class AttackSkillTestScene extends Phaser.Scene { directionY = direction.y * 100; } else { // 基于技能轮盘中心到指针的相对方向 - const pointer = this.input.activePointer; + const pointer = this.skillWheel.activePointer || this.input.activePointer; directionX = pointer.x - this.skillWheel.centerX; directionY = pointer.y - this.skillWheel.centerY; } @@ -882,7 +882,7 @@ export default class AttackSkillTestScene extends Phaser.Scene { if (!this.currentlyControlled) return; // 计算技能释放方向(基于技能轮盘中心到指针的相对方向) - const pointer = this.input.activePointer; + const pointer = this.skillWheel.activePointer || this.input.activePointer; const directionX = pointer.x - this.skillWheel.centerX; const directionY = pointer.y - this.skillWheel.centerY; @@ -946,7 +946,7 @@ export default class AttackSkillTestScene extends Phaser.Scene { if (!this.currentlyControlled) return; // 计算技能释放方向(基于技能轮盘中心到指针的相对方向) - const pointer = this.input.activePointer; + const pointer = this.skillWheel.activePointer || this.input.activePointer; const directionX = pointer.x - this.skillWheel.centerX; const directionY = pointer.y - this.skillWheel.centerY; @@ -1167,7 +1167,7 @@ export default class AttackSkillTestScene extends Phaser.Scene { if (!this.currentlyControlled) return; // 计算技能释放方向(基于技能轮盘中心到指针的相对方向) - const pointer = this.input.activePointer; + const pointer = this.skillWheel.activePointer || this.input.activePointer; const directionX = pointer.x - this.skillWheel.centerX; const directionY = pointer.y - this.skillWheel.centerY; @@ -1436,7 +1436,7 @@ export default class AttackSkillTestScene extends Phaser.Scene { const diaochan = this.currentlyControlled; // 计算技能释放方向(基于技能轮盘中心到指针的相对方向) - const pointer = this.input.activePointer; + const pointer = this.skillWheel.activePointer || this.input.activePointer; // 计算轮盘中心到指针的方向向量 const directionX = pointer.x - this.skillWheel.centerX; const directionY = pointer.y - this.skillWheel.centerY;