/** * 实际游戏环境GameEnd调试脚本 * 用于检查实际游戏中GameEnd组件的配置和状态 */ console.log('=== 实际游戏环境GameEnd调试 ==='); console.log('\n请在Cocos Creator中运行此脚本,或将以下代码添加到GameEnd.ts中进行调试:'); console.log('\n1. 检查GameEnd组件的animationDuration属性:'); console.log(' 在GameEnd.ts的start()方法中添加:'); console.log(' console.log("[GameEnd] animationDuration:", this.animationDuration);'); console.log('\n2. 检查GameEnd节点的层级和激活状态:'); console.log(' 在GameEnd.ts的showEndPanelWithAnimation()方法开始处添加:'); console.log(' console.log("[GameEnd] 节点激活状态:", this.node.active);'); console.log(' console.log("[GameEnd] 节点层级索引:", this.node.getSiblingIndex());'); console.log(' console.log("[GameEnd] 父节点子节点数量:", this.node.parent?.children.length);'); console.log('\n3. 检查UIOpacity组件状态:'); console.log(' 在playShowAnimation()方法中添加:'); console.log(' const uiOpacity = this.node.getComponent(UIOpacity);'); console.log(' console.log("[GameEnd] UIOpacity初始透明度:", uiOpacity?.opacity);'); console.log('\n4. 检查动画执行状态:'); console.log(' 在tween动画的call回调中添加更详细的日志:'); console.log(' .call(() => {'); console.log(' console.log("[GameEnd] 动画完成时节点状态:");'); console.log(' console.log(" - 缩放:", this.node.scale);'); console.log(' console.log(" - 透明度:", this.node.getComponent(UIOpacity)?.opacity);'); console.log(' console.log(" - 激活状态:", this.node.active);'); console.log(' })');; console.log('\n5. 检查是否有其他组件干扰:'); console.log(' 在GameEnd.ts的onEnable()方法中添加:'); console.log(' console.log("[GameEnd] 当前Canvas子节点:");'); console.log(' const canvas = find("Canvas");'); console.log(' if (canvas) {'); console.log(' canvas.children.forEach((child, index) => {'); console.log(' console.log(` ${index}: ${child.name} (active: ${child.active}, siblingIndex: ${child.getSiblingIndex()})`);'); console.log(' });'); console.log(' }'); console.log('\n6. 检查Wall组件的GAME_DEFEAT事件触发:'); console.log(' 在Wall.ts的onWallDestroyed()方法中添加:'); console.log(' console.log("[Wall] 即将触发GAME_DEFEAT事件,当前时间:", new Date().toLocaleTimeString());'); console.log(' console.log("[Wall] EventBus实例:", eventBus);'); console.log('\n7. 检查GameEnd事件监听器注册:'); console.log(' 在GameEnd.ts的setupEventListeners()方法中添加:'); console.log(' console.log("[GameEnd] 注册GAME_DEFEAT事件监听器,EventBus实例:", eventBus);'); console.log(' console.log("[GameEnd] 当前组件实例:", this);'); console.log('\n=== 调试步骤 ==='); console.log('1. 将上述调试代码添加到对应的TypeScript文件中'); console.log('2. 在Cocos Creator中重新编译项目'); console.log('3. 运行游戏并让墙体血量归零'); console.log('4. 查看控制台输出,对比菜单退出和墙体血量为0两种情况的日志差异'); console.log('\n=== 可能的问题原因 ==='); console.log('1. animationDuration在编辑器中被设置为0'); console.log('2. GameEnd节点的siblingIndex被设置得太低,被其他UI遮挡'); console.log('3. GameEnd节点在场景中的初始active状态为false'); console.log('4. UIOpacity组件缺失或初始透明度设置错误'); console.log('5. 动画系统或渲染系统在实际环境中的问题'); console.log('6. EventBus实例不一致,导致事件监听失效'); console.log('7. 其他脚本在运行时修改了GameEnd节点状态'); console.log('\n=== 快速验证方法 ==='); console.log('在GameEnd.ts的onGameDefeat()方法中添加强制显示代码:'); console.log('onGameDefeat() {'); console.log(' console.log("[GameEnd] 强制显示测试");'); console.log(' if (this.node) {'); console.log(' this.node.active = true;'); console.log(' this.node.setScale(1, 1, 1);'); console.log(' const uiOpacity = this.node.getComponent(UIOpacity);'); console.log(' if (uiOpacity) uiOpacity.opacity = 255;'); console.log(' console.log("[GameEnd] 强制显示完成");'); console.log(' }'); console.log(' // 原有的处理逻辑...'); console.log('}'); console.log('\n如果强制显示有效,说明问题在动画系统;如果无效,说明问题在节点配置或层级。');