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															@@ -97,7 +97,7 @@ export class Role extends Component { 
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															         this.node.setWorldPosition(pos); 
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															         this.node.setWorldPosition(pos); 
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															         this.bulletLayer = find("Canvas/GameRoot/BulletLayer"); 
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															         this.bulletLayer = find("Canvas/GameRoot/BulletLayer"); 
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															-        this._setupPhysics(); 
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															+        //this._setupPhysics(); 
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															     } 
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															     } 
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															     private _setRoleData(roleData: RoleData) { 
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															     private _setRoleData(roleData: RoleData) { 
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															@@ -161,7 +161,6 @@ export class Role extends Component { 
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															         const startPos = this.node.position.clone(); 
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															         const startPos = this.node.position.clone(); 
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															         const endPos = new Vec2((this.direction * this.atkLength) + this.node.position.x, this.node.position.y); 
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															         const endPos = new Vec2((this.direction * this.atkLength) + this.node.position.x, this.node.position.y); 
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															         const results = PhysicsSystem2D.instance.raycast(startPos, endPos); 
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															         const results = PhysicsSystem2D.instance.raycast(startPos, endPos); 
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															         if (results?.length) { 
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															         if (results?.length) { 
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															             for (const result of results) { 
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															             for (const result of results) { 
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															                 const target = result.collider.node.getComponent(Role); 
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															                 const target = result.collider.node.getComponent(Role); 
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															@@ -253,7 +252,7 @@ export class Role extends Component { 
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															         // this._animations.set(RoleState.Die, dieAni); 
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															         // this._animations.set(RoleState.Die, dieAni); 
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															         this._createClip(RoleState.Move, this._moveFrames, 8); 
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															         this._createClip(RoleState.Move, this._moveFrames, 8); 
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															-        this._createClip(RoleState.Attack, this._atkFrames, 8); 
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															+        this._createClip(RoleState.Attack, this._atkFrames, 6); 
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															         this._createClip(RoleState.Idle, this._idleFrames, 8); 
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															         this._createClip(RoleState.Idle, this._idleFrames, 8); 
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															         this._createClip(RoleState.Die, this._dieFrames, 9); 
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															         this._createClip(RoleState.Die, this._dieFrames, 9); 
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															     } 
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															     } 
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															@@ -324,6 +323,7 @@ export class Role extends Component { 
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															             targetNode: this.currentTarget.node, 
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															             targetNode: this.currentTarget.node, 
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															             atk: this.atk, 
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															             atk: this.atk, 
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															         }) 
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															         }) 
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															+        console.log(this._bullet.getComponent(Animation)) 
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															     } 
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															     } 
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															     //要求子类实现的碰撞分组和阵营判断方法,确保不同阵营角色可以正确交互 
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															     //要求子类实现的碰撞分组和阵营判断方法,确保不同阵营角色可以正确交互 
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