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fix: 透明像素遮挡问题
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@ -292,12 +292,8 @@ export class MapHeroRenderer implements IMapHeroRenderer {
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entity.block.useSpecifiedFrame(0);
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}
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async waitMoveEnd(waitFollower: boolean): Promise<void> {
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if (waitFollower) {
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await Promise.all(this.entities.map(v => v.promise));
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return;
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}
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await this.heroEntity.promise;
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async waitMoveEnd(): Promise<void> {
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await Promise.all(this.entities.map(v => v.promise));
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this.entities.forEach(v => this.endEntityMoving(v));
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}
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@ -485,8 +481,8 @@ class MapHeroHook implements Partial<IHeroStateHooks> {
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return this.hero.move(direction, time);
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}
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onEndMove(waitFollower: boolean): Promise<void> {
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return this.hero.waitMoveEnd(waitFollower);
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onEndMove(): Promise<void> {
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return this.hero.waitMoveEnd();
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}
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onJumpHero(
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@ -10,6 +10,9 @@ uniform sampler2DArray u_sampler;
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void main() {
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vec4 texColor = texture(u_sampler, v_texCoord.xyz);
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outColor = vec4(texColor.rgb, texColor.a * v_texCoord.a);
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float alpha = texColor.a * v_texCoord.a;
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// todo: 透明像素应该如何解决??
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if (alpha < 0.1) discard;
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outColor = vec4(texColor.rgb, alpha);
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// outColor = vec4(texColor.a * 0.001, v_texCoord.x * 6.0, v_texCoord.y * 0.0, v_texCoord.a);
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}
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@ -58,11 +58,11 @@ export class HeroState extends Hookable<IHeroStateHooks> implements IHeroState {
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this.y += y;
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}
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async endMove(waitFollower: boolean = false): Promise<void> {
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async endMove(): Promise<void> {
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if (!this.moving) return;
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await Promise.all(
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this.forEachHook(hook => {
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return hook.onEndMove?.(waitFollower);
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return hook.onEndMove?.();
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})
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);
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this.moving = false;
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@ -47,9 +47,8 @@ export interface IHeroStateHooks extends IHookBase {
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/**
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* 当停止移动时触发
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* @param waitFollower 是否等待跟随者
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*/
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onEndMove(waitFollower: boolean): Promise<void>;
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onEndMove(): Promise<void>;
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/**
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* 当勇士跳跃时触发
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@ -146,10 +145,9 @@ export interface IHeroState extends IHookable<IHeroStateHooks> {
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/**
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* 结束勇士移动
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* @param waitFollower 是否等待跟随者,默认不等待
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* @returns 当移动动画结束后兑现的 `Promise`
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*/
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endMove(waitFollower?: boolean): Promise<void>;
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endMove(): Promise<void>;
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/**
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* 跳跃勇士至目标点
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