hud设计

master
chendian 2 years ago
parent 3620514be9
commit 0540f8a0a4

@ -6,7 +6,9 @@
},
"res://config/character/": {
"resource_local_to_scene": true,
"resource_name": true
"resource_name": true,
"sprite_harf_height": true,
"sprite_width": true
},
"res://config/character_move/": {
"resource_local_to_scene": true,

@ -18,5 +18,5 @@ move = ExtResource("1_hjl2t")
shield = ExtResource("4_uyg17")
stun = ExtResource("6_vlmkd")
mp = ExtResource("2_gly3h")
hp_max = 200.0
hp_max = 1000.0
attack = 10.0

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@ -34,7 +34,7 @@ _data = {
[sub_resource type="ShaderMaterial" id="ShaderMaterial_b5bdl"]
shader = ExtResource("9_lv4gd")
shader_parameter/in_color = null
shader_parameter/position = -1.46
shader_parameter/position = 1.0
shader_parameter/size = Vector2(32, 32)
shader_parameter/screen_size = Vector2(640, 360)

@ -2,6 +2,7 @@ extends Node3D
#基本信息
const pixel_size : float = 0.02
const grid_pixel_size : float = 32
#技能系统
const input_alive_time : float = 0.5
@ -11,7 +12,7 @@ const drag_ground : float = 20
const drag_air : float = 5
#地图
const starting_level : String = "level01_forecourt.tscn"
#const starting_level : String = "level00_test1.tscn"
#const starting_level : String = "level01_forecourt.tscn"
const starting_level : String = "level00_test1.tscn"
const level_loading_min_time : float = 0.5
const level_loading_control_time : float = 0.2

@ -1,14 +1,12 @@
@tool
extends Node3D
func get_resource_name(resource:Resource) -> String:
return resource.resource_path.get_file().trim_suffix('.tres') #todo 性能
func snap_vector3(value:Vector3) -> Vector3:
return Vector3(snap_float(value.x),snap_float(value.y),snap_float(value.z))
func snap_float(value:float) -> float:
return floor(value/Setting.pixel_size) * Setting.pixel_size
func get_resource_name(resource:Resource) -> String:return resource.resource_path.get_file().trim_suffix('.tres') #todo 性能
func snap_vector3(value:Vector3) -> Vector3:return Vector3(snap_float(value.x),snap_float(value.y),snap_float(value.z))
func snap_float(value:float) -> float:return floor(value/Setting.pixel_size) * Setting.pixel_size
func grid_vector3(value:Vector3) -> Vector3:return Vector3(grid_float(value.x),grid_float(value.y),grid_float(value.z))
func grid_vector2(value:Vector2) -> Vector2:return Vector2(grid_float(value.x),grid_float(value.y))
func grid_float(value:float) -> float:return Setting.pixel_size * Setting.grid_pixel_size * value
func vector_reduce(vector:Vector2,reduce:float) -> Vector2:
var len = vector.length()

@ -27,10 +27,10 @@ func attack():
var pos = character.pos()
var attack_dir = status.skill_dir.normalized()
var attack_height = attack.height
var attack_size = attack.size
var attack_size = Util.grid_vector2(attack.size)
var attack_radius = attack.radius
var offset_xz = attack_dir * attack.offset.x
pos += Vector3(offset_xz.x,attack.offset.y,offset_xz.y)
var offset_xz = attack_dir * Util.grid_float(attack.offset.x)
pos += Vector3(offset_xz.x,Util.grid_float(attack.offset.y),offset_xz.y)
for enemy in enemy_list:
var target_pos = enemy.pos()
var target_radius = enemy.radius()

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