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feat(STS) 添加角色技能测试场景
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@@ -309,11 +309,54 @@ export class InputSystem {
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return this.isMouseOnMiniMap(pointer) ||
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this.isMouseOnJoystick(pointer) ||
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this.isMouseOnSkillWheel(pointer) ||
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this.isMouseOnSidebar(pointer) ||
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this.isMouseOnInventoryUI(pointer) ||
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this.isMouseOnItemListUI(pointer);
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}
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/**
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* 检查鼠标是否在技能轮盘上
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* @param {Object} pointer - 指针事件对象
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* @returns {boolean} - 如果鼠标在技能轮盘上返回true,否则返回false
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*/
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isMouseOnSkillWheel(pointer) {
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// 检查场景中是否有技能轮盘
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if (!this.scene.skillWheel) {
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return false;
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}
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// 获取技能轮盘实例
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const skillWheel = this.scene.skillWheel;
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// 获取鼠标在屏幕上的坐标
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const mouseX = pointer.x;
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const mouseY = pointer.y;
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// 计算技能轮盘的边界(包括轮盘和操作区域)
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const skillWheelRadius = skillWheel.radius * 3; // 操作区域是轮盘半径的三倍,考虑技能按钮的位置
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const skillWheelLeft = skillWheel.centerX - skillWheelRadius; // 轮盘左边界
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const skillWheelRight = skillWheel.centerX + skillWheelRadius; // 轮盘右边界
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const skillWheelTop = skillWheel.centerY - skillWheelRadius; // 轮盘上边界
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const skillWheelBottom = skillWheel.centerY + skillWheelRadius; // 轮盘下边界
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// 检查鼠标是否在操作区域内
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if (mouseX >= skillWheelLeft && mouseX <= skillWheelRight &&
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mouseY >= skillWheelTop && mouseY <= skillWheelBottom) {
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return true;
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}
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// 检查是否点击在技能按钮上
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for (const button of skillWheel.skillButtons) {
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const buttonBounds = button.getBounds();
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if (mouseX >= buttonBounds.x && mouseX <= buttonBounds.right &&
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mouseY >= buttonBounds.y && mouseY <= buttonBounds.bottom) {
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return true;
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}
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}
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return false;
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}
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/**
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* 检查当前是否处于种植或收获模式
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* @returns {boolean} - 如果处于种植或收获模式返回true,否则返回false
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