相机 lerp 优化

master
chendian 2 years ago
parent fe96be2dc2
commit 6c2e2eed3c

@ -52,7 +52,7 @@ func ui_pos()->Vector3:return position + status.ui_offset
#==interface==
func get_status(status_name:String):return status.get_status(status_name)
func set_status(status_name:String,value):status.set_status(status_name,value)
func set_pos(pos:Vector3):position = pos
func set_pos(pos:Vector3):position = pos;SignalManager.character_pos_changed.emit(id(),pos())
func move_to(dir:Vector2):set_status("move_dir",dir)
func move_stop():set_status("move_dir",Vector2.ZERO)
func add_buff(buff_name:String,duration:float,ignore_pause:bool=false):buff.add_buff(buff_name,duration,ignore_pause)

@ -15,6 +15,7 @@ func _ready():
SignalManager.character_hit_floor.connect(on_character_hit_floor)
SignalManager.character_destroy.connect(on_character_destroy)
SignalManager.level_size_change.connect(on_level_size_change)
SignalManager.level_loading_end.connect(on_level_loading_end)
func _physics_process(delta):
target_pos_lerp(0,delta,5)
@ -31,6 +32,9 @@ func target_pos_lerp(index:int,delta:float,delta_scale:float):
func on_character_create(id:int,team:Enum.ETeam,pos:Vector3):
if team == Enum.ETeam.Player:
target = id
on_character_pos_changed(id,pos)
on_character_hit_floor(id,pos)
on_level_loading_end()
func on_character_pos_changed(id:int,pos:Vector3):
if id == target:
@ -46,3 +50,8 @@ func on_character_destroy(id:int):
func on_level_size_change(size:Vector2):
level_size = size
func on_level_loading_end():
target_pos_now.x = target_pos.x
target_pos_now.y = target_pos.y
target_pos_now.z = target_pos.z

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