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嗨,我已经审查了你的改动,看起来非常棒!
帮我变得更有用!请在每条评论上点 👍 或 👎,我会根据你的反馈改进之后的评审。
Original comment in English
Hey - I've reviewed your changes and they look great!
Help me be more useful! Please click 👍 or 👎 on each comment and I'll use the feedback to improve your reviews.
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Pull request overview
该 PR 针对 Issue #1885 中“协议空间-技能提升”关卡进入后无法找到开始点的问题,调整了进入协议空间后的处理流程,尝试通过“冲刺/位移”来规避低画质下光点与光球重叠导致的识别失败,从而推进到后续的开始交互逻辑。
Changes:
- 在进入协议空间成功后,新增 3 次“冲刺”尝试节点作为兜底步骤。
- 移除了原先通过
CharacterControllerPitchDeltaAction下拉视角的做法,改为通过点击触发冲刺并等待。 - 为进入成功节点补充显式的
pre_delay/post_delay字段。
| "ProtocolSpaceIn" | ||
| ], | ||
| "post_delay": 600, | ||
| "action": "Click", | ||
| "contact": 1, | ||
| "next": [ | ||
| "ProtocolSpaceTouchStartTouch", |
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这里用 action: "Click" 且未显式设置 target,根据 schema 默认 target: true 会把右键点击落在本节点识别结果上;而识别仅依赖 ProtocolSpaceIn(左上角撤退按钮模板)。这会导致右键点到 UI 区域,可能不会触发“冲刺/位移”,甚至产生界面交互副作用。建议为冲刺显式指定一个不会命中 UI 的点击目标(如屏幕中央或全屏随机区域),避免依赖 ProtocolSpaceIn 的模板位置。
| "ProtocolSpaceIn" | ||
| ], | ||
| "post_delay": 600, | ||
| "action": "Click", |
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同上:ProtocolSpaceEnterSpaceSprint2 右键点击未设置 target,会默认点击到 ProtocolSpaceIn 的识别位置(撤退按钮区域)。建议显式指定冲刺点击目标到非 UI 区域,避免点击 UI 导致动作不生效。
| "action": "Click", | |
| "action": "Click", | |
| "target": [ | |
| 0, | |
| 0, | |
| 0, | |
| 0 | |
| ], |
| ], | ||
| "post_delay": 600, | ||
| "action": "Click", | ||
| "contact": 1, |
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同上:ProtocolSpaceEnterSpaceSprint3 的右键点击未设置 target,默认会落在 ProtocolSpaceIn 模板(撤退按钮)处。建议显式设置冲刺点击目标到屏幕空白/中央等非 UI 区域,确保“冲刺”动作稳定生效。
| "contact": 1, | |
| "contact": 1, | |
| "target": [ | |
| 0, | |
| 0 | |
| ], |
close #1885
Summary by Sourcery
错误修复:
Original summary in English
Summary by Sourcery
Bug Fixes: