this.movingBg() 战斗场景地图移动 主场景地图围绕人移动

 public moveBG() {
            //            return;
            if(MainBottomControler.PageState == 2) {
                StageFrameControl.instance.setScrollEnabled(false);
                if(this.mainPeople != null) {
                    var posX;
                    var posY;
                    if(this.state == BattleState.BATTLING) {
                        var pos1 = this.offencePos;
                        var pos2 = this.defencePos[this.inBattleWN];
                        
                        let pos11 = NewBattleUtility.battleMapPosToWorldPos(pos1,pos2,new egret.Point(0,10));
                        let pos22 = NewBattleUtility.battleMapPosToWorldPos(pos1,pos2,new egret.Point(100,10));
                        
                        posX = (pos11.x + pos22.x) / 2;
                        posY = (pos11.y + pos22.y) / 2;
                        
//                        var center: egret.Shape = new egret.Shape();
//                        center.graphics.lineStyle(2,0xff0000);
//                        center.graphics.drawCircle(0,0,6);
//                        center.graphics.endFill();
//                        center.x = posX;
//                        center.y = posY;
//                        MapViewportGroupManager.instance.sceneView.SkillNode.addChild(center);
                        
                    } else { //围绕人移动
                        posX = this.mainPeople.x;
                        posY = this.mainPeople.y;
                    }

                    var viewport = StageFrameControl.instance.getScrollViewport();
                    var width = Global.stageWidth;
                    var height = Global.stageHeight;
                    var disX = posX - width / 2;
                    var disY = posY - height / 2;
                    if(disX > Global.battleMapSize - width) {
                        disX = Global.battleMapSize - width;
                    } else if(disX < 0) {
                        disX = 0;
                    }
                    if(disY > Global.battleMapSize - height) {
                        disY = Global.battleMapSize - height;
                    } else if(disY < 0) {
                        disY = 0;
                    }
                    viewport.scrollH = disX;
                    viewport.scrollV = disY;//直接就是给限定死不能再移动了
                }
            }
        }

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