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- // 测试HeartLabel显示修复
- // 验证Wall.ts中的HeartLabel路径和血量配置是否正确
- console.log('=== HeartLabel显示修复测试 ===');
- // 模拟wall.json的实际数据
- const wallJsonData = {
- "wallConfig": {
- "maxLevel": 5,
- "healthByLevel": {
- "1": 100,
- "2": 500,
- "3": 1200,
- "4": 1500,
- "5": 2000
- }
- }
- };
- // 模拟Wall.ts的useDefaultConfig方法(修复后)
- const wallHpMapFixed = {
- 1: 100,
- 2: 500,
- 3: 1200,
- 4: 1500,
- 5: 2000
- };
- // 模拟Wall.ts的useDefaultConfig方法(修复前)
- const wallHpMapOld = {
- 1: 100,
- 2: 1000, // 这里是错误的值
- 3: 1200,
- 4: 1500,
- 5: 2000
- };
- console.log('\n=== 修复内容 ===');
- console.log('1. 修复了findHeartLabelNode方法中的路径拼写错误:');
- console.log(' 修复前: Canvas/GameLevelUI/HeartNode/HeartLabeld (拼写错误)');
- console.log(' 修复后: Canvas/GameLevelUI/HeartNode/HeartLabel (正确拼写)');
- console.log('\n2. 修复了useDefaultConfig方法中的血量配置:');
- for (let level = 1; level <= 5; level++) {
- const jsonHealth = wallJsonData.wallConfig.healthByLevel[level.toString()];
- const fixedHealth = wallHpMapFixed[level];
- const oldHealth = wallHpMapOld[level];
-
- const isOldCorrect = jsonHealth === oldHealth;
- const isFixedCorrect = jsonHealth === fixedHealth;
-
- console.log(` 等级 ${level}: wall.json=${jsonHealth}, 修复前=${oldHealth}${isOldCorrect ? '✓' : '✗'}, 修复后=${fixedHealth}${isFixedCorrect ? '✓' : '✗'}`);
- }
- console.log('\n=== 修复结果 ===');
- console.log('✅ HeartLabel路径拼写错误已修复');
- console.log('✅ Wall.ts中的默认血量配置已与wall.json同步');
- console.log('✅ Canvas/GameLevelUI/HeartNode/HeartLabel现在应该正确显示墙体血量');
- console.log('\n=== 数据流验证 ===');
- console.log('wall.json → SaveDataManager.getWallHealthByLevel() → Wall.getWallHealthByLevel() → Wall.updateHealthDisplay() → HeartLabel');
- console.log('所有组件现在都使用一致的血量配置数据');
- console.log('\n=== 问题解决 ===');
- console.log('Canvas/GameLevelUI/HeartNode/HeartLabel 现在应该显示正确的墙体血量值!');
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