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AdLike2048/assets/script/battle/skill/BattlePresentationClock.ts

34 lines
1.5 KiB

/**
* 战斗表现时钟(独立于 SkillPresentationEnv,避免 Skill ↔ Env ↔ TextGrid 循环引用)。
*
* **纪律:** 须与战斗倍速 / Spine 时间轴对齐的延迟(出手、命中、段数间隔等)
* 一律走 `schedulePresentation`(BattleClock 逻辑秒),禁止 Skill.scheduleOnce 墙钟。
* 仅下一帧 defer、纯 UI 引导等特殊情况可用 Cocos scheduleOnce。
*
* BattleRuntime.tick 传入 session 的 dt 已含 TimeScale;BattleClock.advance 不再二次乘倍速。
*/
export function getBattleTimeScale(): number {
const battle = gg.game?.CurentBattle as { TimeScale?: number } | undefined;
return Math.max(0, battle?.TimeScale ?? 1);
}
/**
* 战斗逻辑时钟调度(与 Spine playSkillSpine 的 battle 倍速一致)。
* @param delayLogicalSec Spine 时间轴秒数或逻辑秒(勿再除以 TimeScale)
*/
export function schedulePresentation(delayLogicalSec: number, fn: () => void): void {
scheduleBattleClock(delayLogicalSec, fn);
}
/** @deprecated 请用 schedulePresentation */
export function scheduleBattleClock(delaySec: number, fn: () => void): void {
const battle = gg.game?.CurentBattle as { session?: { clock: { schedule: (d: number, f: () => void) => void } } } | undefined;
const session = battle?.session;
const delay = Math.max(0, delaySec);
if (session?.clock) {
session.clock.schedule(delay, fn);
return;
}
// 非战斗(首页等):无 session 时走墙钟,禁止立即执行导致时序错乱
setTimeout(fn, delay * 1000);
}