fix(game): 修复底部塔面板不可见问题,改用React层实现,并用AI素材替换Graphics像素块
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@@ -1,13 +1,15 @@
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import type Phaser from 'phaser'
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import { GameManager } from '../GameManager'
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import { TILE_SIZE, HUD_HEIGHT, COFFEE_COST, STAMINA_MAX, STAMINA_REGEN } from '../constants'
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import { HUD_HEIGHT, COFFEE_COST, STAMINA_MAX, STAMINA_REGEN } from '../constants'
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import { getCellSize } from '../mapRenderer'
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import type { EnemyBase } from '../enemies/EnemyBase'
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export abstract class TowerBase {
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protected scene: Phaser.Scene
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public gridX: number
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public gridY: number
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protected sprite!: Phaser.GameObjects.Graphics
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protected imageSprite!: Phaser.GameObjects.Image
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protected spriteKey: string
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protected staminaBar!: Phaser.GameObjects.Graphics
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private frozenOverlay!: Phaser.GameObjects.Graphics
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@@ -23,9 +25,11 @@ export abstract class TowerBase {
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protected staminaRegen: number = STAMINA_REGEN
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protected isActive: boolean = true
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// Pixel center position
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// Pixel center position (computed from actual cell size)
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protected px: number
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protected py: number
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protected cellW: number
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protected cellH: number
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constructor(
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scene: Phaser.Scene,
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@@ -34,7 +38,8 @@ export abstract class TowerBase {
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cost: number,
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attackRange: number,
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attackDamage: number,
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attackSpeed: number
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attackSpeed: number,
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spriteKey: string
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) {
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this.scene = scene
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this.gridX = gridX
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@@ -43,41 +48,44 @@ export abstract class TowerBase {
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this.attackRange = attackRange
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this.attackDamage = attackDamage
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this.attackSpeed = attackSpeed
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this.spriteKey = spriteKey
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this.px = gridX * TILE_SIZE + TILE_SIZE / 2
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this.py = gridY * TILE_SIZE + TILE_SIZE / 2 + HUD_HEIGHT
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const { cellW, cellH } = getCellSize()
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this.cellW = cellW
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this.cellH = cellH
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this.px = gridX * cellW + cellW / 2
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this.py = HUD_HEIGHT + gridY * cellH + cellH / 2
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// 用 AI 图片作为精灵
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this.imageSprite = scene.add.image(this.px, this.py, spriteKey)
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const scale = Math.min(cellW, cellH) / 128 * 0.85
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this.imageSprite.setScale(scale)
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this.imageSprite.setDepth(10)
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this.sprite = scene.add.graphics()
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this.staminaBar = scene.add.graphics()
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this.frozenOverlay = scene.add.graphics()
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this.drawSprite()
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this.updateStaminaBar()
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}
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update(delta: number, enemies: EnemyBase[]): void {
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// 禁锢状态:跳过攻击,显示灰色覆盖
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if (this.isFrozen) {
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this.drawFrozenOverlay()
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return
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}
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// 解除禁锢时清除覆盖层
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this.clearFrozenOverlay()
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this.attackCooldown -= delta
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if (this.stamina <= 0) {
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this.isActive = false
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}
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if (this.stamina <= 0) this.isActive = false
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if (!this.isActive) {
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this.stamina = Math.min(
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this.maxStamina,
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this.stamina + (this.staminaRegen * delta) / 1000
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)
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this.stamina = Math.min(this.maxStamina, this.stamina + (this.staminaRegen * delta) / 1000)
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if (this.stamina > 20) this.isActive = true
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this.updateStaminaBar()
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// 摸鱼时图片半透明
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this.imageSprite.setAlpha(0.5)
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return
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}
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this.imageSprite.setAlpha(1)
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const target = this.findTarget(enemies)
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if (target && this.attackCooldown <= 0) {
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@@ -86,29 +94,23 @@ export abstract class TowerBase {
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this.attackCooldown = 1000 / this.attackSpeed
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this.updateStaminaBar()
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} else if (!target) {
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this.stamina = Math.min(
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this.maxStamina,
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this.stamina + (this.staminaRegen * delta) / 1000
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)
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this.stamina = Math.min(this.maxStamina, this.stamina + (this.staminaRegen * delta) / 1000)
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this.updateStaminaBar()
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}
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}
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protected findTarget(enemies: EnemyBase[]): EnemyBase | null {
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const rangePx = this.attackRange * TILE_SIZE
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const rangePx = this.attackRange * this.cellW
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let best: EnemyBase | null = null
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let bestProgress = -1
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for (const e of enemies) {
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if (e.isDead) continue
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const dx = e.sprite.x - this.px
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const dy = e.sprite.y - this.py
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const dx = e.x - this.px
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const dy = e.y - this.py
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const dist = Math.sqrt(dx * dx + dy * dy)
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if (dist <= rangePx) {
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// 优先选取路径进度最深的(模拟血量最多/威胁最大)
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const progress = e.pathProgress
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if (progress > bestProgress) {
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bestProgress = progress
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if (e.pathProgress > bestProgress) {
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bestProgress = e.pathProgress
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best = e
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}
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}
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@@ -118,15 +120,16 @@ export abstract class TowerBase {
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protected updateStaminaBar(): void {
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this.staminaBar.clear()
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const bw = 40
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const bh = 4
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const bw = this.cellW * 0.7
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const bh = 5
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const bx = this.px - bw / 2
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const by = this.py + TILE_SIZE / 2 - 8
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this.staminaBar.fillStyle(0x374151, 1)
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const by = this.py + this.cellH / 2 - 10
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this.staminaBar.fillStyle(0x1f2937, 1)
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this.staminaBar.fillRect(bx, by, bw, bh)
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this.staminaBar.fillStyle(0xf59e0b, 1)
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this.staminaBar.fillRect(bx, by, bw * (this.stamina / this.maxStamina), bh)
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const ratio = this.stamina / this.maxStamina
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const color = ratio > 0.5 ? 0xf59e0b : ratio > 0.25 ? 0xfb923c : 0xef4444
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this.staminaBar.fillStyle(color, 1)
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this.staminaBar.fillRect(bx, by, bw * ratio, bh)
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this.staminaBar.setDepth(11)
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}
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@@ -135,6 +138,7 @@ export abstract class TowerBase {
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if (manager.spendHC(COFFEE_COST)) {
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this.stamina = this.maxStamina
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this.isActive = true
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this.imageSprite.setAlpha(1)
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this.updateStaminaBar()
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return true
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}
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@@ -145,30 +149,25 @@ export abstract class TowerBase {
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return { x: this.px, y: this.py }
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}
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/** 绘制禁锢状态灰色覆盖层 */
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protected drawFrozenOverlay(): void {
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this.frozenOverlay.clear()
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const half = TILE_SIZE / 2
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this.frozenOverlay.fillStyle(0x6b7280, 0.6)
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this.frozenOverlay.fillRect(
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this.px - half,
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this.py - half,
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TILE_SIZE,
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TILE_SIZE
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)
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const hw = this.cellW / 2
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const hh = this.cellH / 2
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this.frozenOverlay.fillStyle(0x6b7280, 0.55)
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this.frozenOverlay.fillRect(this.px - hw, this.py - hh, this.cellW, this.cellH)
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this.frozenOverlay.setDepth(13)
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this.imageSprite.setTint(0x9ca3af)
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}
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/** 清除禁锢覆盖层 */
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protected clearFrozenOverlay(): void {
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this.frozenOverlay.clear()
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this.imageSprite.clearTint()
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}
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abstract attack(target: EnemyBase): void
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abstract drawSprite(): void
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destroy(): void {
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this.sprite?.destroy()
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this.imageSprite?.destroy()
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this.staminaBar?.destroy()
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this.frozenOverlay?.destroy()
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}
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