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fix(ASTS) 修复技能释放方向会被移动触摸触发问题
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84d05df3bd
commit
428e192690
1 file changed
+5
-5
@@ -617,7 +617,7 @@ export default class AttackSkillTestScene extends Phaser.Scene {
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directionY = direction.y * 100;
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directionY = direction.y * 100;
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} else {
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} else {
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// 基于技能轮盘中心到指针的相对方向
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// 基于技能轮盘中心到指针的相对方向
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const pointer = this.input.activePointer;
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const pointer = this.skillWheel.activePointer || this.input.activePointer;
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directionX = pointer.x - this.skillWheel.centerX;
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directionX = pointer.x - this.skillWheel.centerX;
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directionY = pointer.y - this.skillWheel.centerY;
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directionY = pointer.y - this.skillWheel.centerY;
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}
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}
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@@ -882,7 +882,7 @@ export default class AttackSkillTestScene extends Phaser.Scene {
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if (!this.currentlyControlled) return;
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if (!this.currentlyControlled) return;
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// 计算技能释放方向(基于技能轮盘中心到指针的相对方向)
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// 计算技能释放方向(基于技能轮盘中心到指针的相对方向)
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const pointer = this.input.activePointer;
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const pointer = this.skillWheel.activePointer || this.input.activePointer;
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const directionX = pointer.x - this.skillWheel.centerX;
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const directionX = pointer.x - this.skillWheel.centerX;
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const directionY = pointer.y - this.skillWheel.centerY;
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const directionY = pointer.y - this.skillWheel.centerY;
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@@ -946,7 +946,7 @@ export default class AttackSkillTestScene extends Phaser.Scene {
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if (!this.currentlyControlled) return;
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if (!this.currentlyControlled) return;
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// 计算技能释放方向(基于技能轮盘中心到指针的相对方向)
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// 计算技能释放方向(基于技能轮盘中心到指针的相对方向)
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const pointer = this.input.activePointer;
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const pointer = this.skillWheel.activePointer || this.input.activePointer;
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const directionX = pointer.x - this.skillWheel.centerX;
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const directionX = pointer.x - this.skillWheel.centerX;
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const directionY = pointer.y - this.skillWheel.centerY;
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const directionY = pointer.y - this.skillWheel.centerY;
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@@ -1167,7 +1167,7 @@ export default class AttackSkillTestScene extends Phaser.Scene {
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if (!this.currentlyControlled) return;
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if (!this.currentlyControlled) return;
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// 计算技能释放方向(基于技能轮盘中心到指针的相对方向)
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// 计算技能释放方向(基于技能轮盘中心到指针的相对方向)
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const pointer = this.input.activePointer;
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const pointer = this.skillWheel.activePointer || this.input.activePointer;
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const directionX = pointer.x - this.skillWheel.centerX;
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const directionX = pointer.x - this.skillWheel.centerX;
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const directionY = pointer.y - this.skillWheel.centerY;
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const directionY = pointer.y - this.skillWheel.centerY;
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@@ -1436,7 +1436,7 @@ export default class AttackSkillTestScene extends Phaser.Scene {
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const diaochan = this.currentlyControlled;
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const diaochan = this.currentlyControlled;
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// 计算技能释放方向(基于技能轮盘中心到指针的相对方向)
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// 计算技能释放方向(基于技能轮盘中心到指针的相对方向)
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const pointer = this.input.activePointer;
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const pointer = this.skillWheel.activePointer || this.input.activePointer;
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// 计算轮盘中心到指针的方向向量
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// 计算轮盘中心到指针的方向向量
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const directionX = pointer.x - this.skillWheel.centerX;
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const directionX = pointer.x - this.skillWheel.centerX;
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const directionY = pointer.y - this.skillWheel.centerY;
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const directionY = pointer.y - this.skillWheel.centerY;
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