Explorar o código

敌视觉优化

181404010226 hai 3 meses
pai
achega
171b5f9563
Modificáronse 1 ficheiros con 1 adicións e 46 borrados
  1. 1 46
      assets/scripts/CombatSystem/EnemyInstance.ts

+ 1 - 46
assets/scripts/CombatSystem/EnemyInstance.ts

@@ -467,55 +467,10 @@ export class EnemyInstance extends Component {
     
     // 更新移动逻辑
     private updateMovement(deltaTime: number) {
-        // 检查是否接近游戏区域边界
-        if (this.checkNearGameArea()) {
-            this.state = EnemyState.ATTACKING;
-            this.attackTimer = 0;
-            this.playAttackAnimation();
-            return;
-        }
-        
-        // 继续移动
+        // 继续移动到目标墙体
         this.moveTowardsTarget(deltaTime);
     }
 
-    // 检查是否接近游戏区域
-    private checkNearGameArea(): boolean {
-        const currentPos = this.node.worldPosition;
-        
-        // 获取游戏区域边界
-        const gameArea = find('Canvas/GameLevelUI/GameArea');
-        if (!gameArea) return false;
-        
-        const uiTransform = gameArea.getComponent(UITransform);
-        if (!uiTransform) return false;
-        
-        const gameAreaPos = gameArea.worldPosition;
-        const halfWidth = uiTransform.width / 2;
-        const halfHeight = uiTransform.height / 2;
-        
-        const bounds = {
-            left: gameAreaPos.x - halfWidth,
-            right: gameAreaPos.x + halfWidth,
-            top: gameAreaPos.y + halfHeight,
-            bottom: gameAreaPos.y - halfHeight
-        };
-        
-        // 检查是否在游戏区域内或非常接近
-        const safeDistance = 50; // 安全距离
-        
-        const isInside = currentPos.x >= bounds.left - safeDistance &&
-                        currentPos.x <= bounds.right + safeDistance &&
-                        currentPos.y >= bounds.bottom - safeDistance &&
-                        currentPos.y <= bounds.top + safeDistance;
-        
-        if (isInside) {
-            return true;
-        }
-        
-        return false;
-    }
-
     // 移动到目标位置
     private moveTowardsTarget(deltaTime: number) {
         // 使用世界坐标进行移动计算,确保不受父节点坐标系影响