攻击按钮冷却时间
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@ -33,11 +33,11 @@
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"_active": true,
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"_components": [],
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"_prefab": {
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"__id__": 57
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"__id__": 58
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},
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"autoReleaseAssets": false,
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"_globals": {
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"__id__": 60
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"__id__": 61
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},
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"_id": "0d3889f6-dc9c-424e-b8cd-6fa78d63af15"
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},
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@ -483,9 +483,6 @@
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],
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"_active": true,
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"_components": [
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{
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"__id__": 53
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},
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{
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"__id__": 54
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},
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@ -494,6 +491,9 @@
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},
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{
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"__id__": 56
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},
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{
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"__id__": 57
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}
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],
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"_prefab": null,
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@ -811,7 +811,7 @@
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},
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{
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"__type__": "cc.Node",
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"_name": "Button",
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"_name": "btnAttack",
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"_objFlags": 0,
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"_parent": {
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"__id__": 25
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@ -831,6 +831,9 @@
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},
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{
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"__id__": 51
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},
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{
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"__id__": 53
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}
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],
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"_prefab": null,
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@ -949,7 +952,7 @@
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"b": 0,
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"a": 255
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},
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"_string": "射",
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"_string": "攻击",
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"_horizontalAlign": 1,
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"_verticalAlign": 1,
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"_actualFontSize": 40,
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@ -978,8 +981,8 @@
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"__prefab": null,
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 100,
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"height": 100
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"width": 120,
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"height": 120
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},
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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@ -1104,6 +1107,18 @@
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"handler": "onBtnAttack",
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"customEventData": ""
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},
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{
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"__type__": "cc.UIOpacity",
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"_name": "",
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"_objFlags": 0,
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"node": {
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"__id__": 45
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},
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"_enabled": true,
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"__prefab": null,
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"_opacity": 255,
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"_id": "49xySc2HlNZ7kO4VRCiutC"
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},
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{
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"__type__": "cc.UITransform",
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"_name": "",
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@ -1196,6 +1211,9 @@
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"camera": {
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"__id__": 4
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},
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"btnAttack": {
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"__id__": 45
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},
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"_id": "86PJf2PFRK5LGUONuKqmzS"
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},
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{
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@ -1203,14 +1221,14 @@
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"fileId": "",
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"targetOverrides": [
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{
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"__id__": 58
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"__id__": 59
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}
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]
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},
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{
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"__type__": "cc.TargetOverrideInfo",
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"source": {
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"__id__": 56
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"__id__": 57
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},
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"sourceInfo": null,
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"propertyPath": [
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@ -1220,7 +1238,7 @@
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"__id__": 28
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},
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"targetInfo": {
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"__id__": 59
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"__id__": 60
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}
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},
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{
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@ -1232,16 +1250,16 @@
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{
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"__type__": "cc.SceneGlobals",
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"ambient": {
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"__id__": 61
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},
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"shadows": {
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"__id__": 62
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},
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"_skybox": {
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"shadows": {
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"__id__": 63
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},
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"fog": {
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"_skybox": {
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"__id__": 64
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},
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"fog": {
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"__id__": 65
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}
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},
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{
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@ -1,5 +1,5 @@
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import { Component, instantiate, Node, Prefab, Vec2, _decorator } from 'cc';
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import { Button, Component, instantiate, Node, Prefab, UIOpacity, Vec2, _decorator } from 'cc';
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import { Arrow } from '../../prefabs/Arrow/Arrow';
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import { Joystick } from '../../prefabs/Joystick/Joystick';
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import { Player } from '../../prefabs/Player/Player';
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@ -9,18 +9,6 @@ import { gameConfig } from '../../scripts/shared/game/gameConfig';
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import { ArrowState } from '../../scripts/shared/game/state/ArrowState';
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const { ccclass, property } = _decorator;
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/**
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* Predefined variables
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* Name = GameScene
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* DateTime = Thu Dec 02 2021 18:43:36 GMT+0800 (中国标准时间)
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* Author = k8w
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* FileBasename = GameScene.ts
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* FileBasenameNoExtension = GameScene
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* URL = db://assets/scenes/GameScene/GameScene.ts
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* ManualUrl = https://docs.cocos.com/creator/3.3/manual/zh/
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*
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*/
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@ccclass('GameScene')
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export class GameScene extends Component {
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@ -40,6 +28,9 @@ export class GameScene extends Component {
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@property(FollowCamera)
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camera: FollowCamera = null as any;
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@property(Node)
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btnAttack: Node = null as any;
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gameManager!: GameManager;
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private _playerInstances: { [playerId: number]: Player | undefined } = {};
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@ -49,6 +40,7 @@ export class GameScene extends Component {
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onLoad() {
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(window as any).game = this;
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// 初始化摇杆
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this.joyStick.options = {
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onOperate: v => {
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if (!this._selfSpeed) {
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@ -64,9 +56,10 @@ export class GameScene extends Component {
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this.gameManager = new GameManager();
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// 监听数据状态事件
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// 新箭矢发射(仅表现)
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this.gameManager.gameSystem.onNewArrow.push(v => { this._onNewArrow(v) });
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// 断线一秒后重连
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// 断线 2 秒后自动重连
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this.gameManager.client.flows.postDisconnectFlow.push(v => {
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setTimeout(() => {
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this.gameManager.join();
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@ -172,5 +165,13 @@ export class GameScene extends Component {
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targetPos: { x: targetPos.x, y: targetPos.y },
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targetTime: this.gameManager.state.now + gameConfig.arrowFlyTime
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} as any)
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// 冷却时间 1 秒
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this.btnAttack.getComponent(Button)!.interactable = false;
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this.btnAttack.getComponent(UIOpacity)!.opacity = 120;
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this.scheduleOnce(() => {
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this.btnAttack.getComponent(Button)!.interactable = true;
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this.btnAttack.getComponent(UIOpacity)!.opacity = 255;
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}, 1)
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}
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}
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const v3_1 = new Vec3;
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/**
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* 跟随摄像机
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* 自动跟随目标,并平滑移动的摄像机
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*/
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@ccclass
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export class FollowCamera extends Component {
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@ -94,7 +94,8 @@ export class GameManager {
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pendingInputMsgs: MsgClientInput[] = [];
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sendClientInput(input: ClientInput) {
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if (!this.selfPlayerId) {
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// 已掉线或暂未加入,忽略本地输入
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if (!this.selfPlayerId || !this.client.isConnected) {
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return;
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}
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