diff --git a/addons/resources_spreadsheet_view/saved_state.json b/addons/resources_spreadsheet_view/saved_state.json index 2958890..2aed6aa 100644 --- a/addons/resources_spreadsheet_view/saved_state.json +++ b/addons/resources_spreadsheet_view/saved_state.json @@ -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, diff --git a/config/character/monster02.tres b/config/character/monster02.tres index e6c88db..debf4af 100644 --- a/config/character/monster02.tres +++ b/config/character/monster02.tres @@ -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 diff --git a/resource/ui/hud/_hud_design.png b/resource/ui/hud/_hud_design.png index 7eb895b..9b02eef 100644 Binary files a/resource/ui/hud/_hud_design.png and b/resource/ui/hud/_hud_design.png differ diff --git a/scene/ui/hud_screen.tscn b/scene/ui/hud_screen.tscn index c4d2264..dc54a3f 100644 --- a/scene/ui/hud_screen.tscn +++ b/scene/ui/hud_screen.tscn @@ -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) diff --git a/script/_global/setting.gd b/script/_global/setting.gd index b05f690..f7228be 100644 --- a/script/_global/setting.gd +++ b/script/_global/setting.gd @@ -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 diff --git a/script/_global/util.gd b/script/_global/util.gd index db27a58..1459034 100644 --- a/script/_global/util.gd +++ b/script/_global/util.gd @@ -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() diff --git a/script/character/battle.gd b/script/character/battle.gd index aab0bd5..95c2147 100644 --- a/script/character/battle.gd +++ b/script/character/battle.gd @@ -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()