fix 星落姿态,恢复相机为正交

master
chendian 9 months ago
parent 897b7a230e
commit 4c09e2917a

@ -58,6 +58,7 @@ script = ExtResource("2_ewhkj")
[node name="CameraManager" type="Camera3D" parent="GameManager/Stage/SubViewport"]
transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 4.01178, 2.85449)
environment = ExtResource("8_mbfoj")
projection = 1
current = true
fov = 7.2
size = 7.2

@ -469,6 +469,11 @@ func on_attack_hit(hit_result: Struct.HitResultInfo) -> void:
if hit_result.is_break:
on_skill_trigger(skill_name, "hit_break")
func on_hit_floor() -> void:
if not status.skill_cfg:
return
var skill_name: String = status.skill_cfg.get_res_name()
on_skill_trigger(skill_name, "hit_floor")
func on_skill_release(skill_name: String) -> void:
on_skill_trigger(skill_name, "release")
@ -498,8 +503,11 @@ func on_hero01_fist_skill01_hit_break():
func on_hero01_fist_air_skill_charging_hit():
status.stance = Enum.EStance.SpecialFist
if not status.is_on_floor:
status.stance = Enum.EStance.SpecialFist
func on_hero01_fist_air_skill_charging_hit_floor():
status.stance = Enum.EStance.GroundIdle
func on_hero01_fist_skill_charging_release():
match status.charging_level:

@ -36,6 +36,7 @@ func move_tick(delta) -> bool:
SignalManager.character_status_changed.emit(status.id, "pos2d", character.pos2D())
if is_hit_floor:
SignalManager.character_hit_floor.emit(character.id(), character.pos())
battle.on_hit_floor()
update_deformation(delta)
update_move_effect(delta)
return is_against_wall

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