统一缩进为制表符

master
chendian 11 months ago
parent e885c52f20
commit 9e23f0f9e2

@ -290,6 +290,7 @@ func get_character_cfg_by_name(name: String) -> CharacterCfg:
return res return res
return null return null
func get_level_active_scene_by_name(name: String) -> PackedScene: func get_level_active_scene_by_name(name: String) -> PackedScene:
var path_default: String = "res://scene/level_active/%s.tscn" % name var path_default: String = "res://scene/level_active/%s.tscn" % name
if ResourceLoader.exists(path_default): if ResourceLoader.exists(path_default):

@ -138,9 +138,11 @@ func move_stop():
set_status("move_dir", Vector2.ZERO) set_status("move_dir", Vector2.ZERO)
move.stop() move.stop()
func move_tick(delta) -> bool: func move_tick(delta) -> bool:
return move.move_tick(delta) return move.move_tick(delta)
func get_face_dir() -> Vector2: func get_face_dir() -> Vector2:
if status.move_dir == Vector2.ZERO: if status.move_dir == Vector2.ZERO:
return Vector2.RIGHT if is_right() else Vector2.LEFT return Vector2.RIGHT if is_right() else Vector2.LEFT
@ -199,15 +201,18 @@ func add_hp(value: float):
func cost_mp(value: int): func cost_mp(value: int):
battle.cost_mp(value) battle.cost_mp(value)
func cost_mp_sub(): func cost_mp_sub():
battle.cost_mp_sub() battle.cost_mp_sub()
func get_break_level_def() -> int: func get_break_level_def() -> int:
var shield: float = get_status("shield") var shield: float = get_status("shield")
var break_level_def: int = cfg().shield.break_level_on if shield > 0 else cfg().shield.break_level_off var break_level_def: int = cfg().shield.break_level_on if shield > 0 else cfg().shield.break_level_off
break_level_def += get_status("skill_break_level_add") break_level_def += get_status("skill_break_level_add")
return break_level_def return break_level_def
func set_effect_lock(value: bool): func set_effect_lock(value: bool):
effect.set_effect_lock(value) effect.set_effect_lock(value)

@ -153,6 +153,7 @@ func release_effect():
for particle: Particle in particle_list(): for particle: Particle in particle_list():
_release_effect(particle) _release_effect(particle)
func _release_effect(particle: Particle): func _release_effect(particle: Particle):
var pos: Vector3 = particle.get_global_position() var pos: Vector3 = particle.get_global_position()
particle.set_pause(false) particle.set_pause(false)

@ -78,6 +78,7 @@ func update_break():
if is_break: if is_break:
break break
func update_break_none() -> bool: func update_break_none() -> bool:
return update_break_by_level(Enum.EBreakLevel.None) return update_break_by_level(Enum.EBreakLevel.None)

@ -95,6 +95,7 @@ func is_target_lockable(target_id: int) -> bool:
return false return false
return true return true
func lock(is_pressed: bool): func lock(is_pressed: bool):
is_lock = is_pressed is_lock = is_pressed

@ -2,5 +2,6 @@ extends Node3D
@onready var character: Character = (get_owner() as Character) @onready var character: Character = (get_owner() as Character)
func _process(delta) -> void: func _process(delta) -> void:
pass pass

@ -6,6 +6,7 @@ class SkillOrder:
var cast_dir: Vector2 var cast_dir: Vector2
var target: int var target: int
class BulletOrder: class BulletOrder:
var bullet_cfg: CharacterCfg var bullet_cfg: CharacterCfg
var cast_dir: Vector2 var cast_dir: Vector2
@ -50,7 +51,9 @@ var move_dir: Vector2 #移动方向
var speed_dir: Vector2 #速度方向 var speed_dir: Vector2 #速度方向
var velocity_change: Vector3 #一帧内速度变化值 var velocity_change: Vector3 #一帧内速度变化值
var speed_down_push_rate: float #来自软阻挡的速度减少比率 var speed_down_push_rate: float #来自软阻挡的速度减少比率
@export var speed_up_rate: float #移动速度比率 @export var speed_up_rate: float #移动速度比率
var speed_xz: float #水平移动速度 var speed_xz: float #水平移动速度
var speed_y: float #竖直移动速度 var speed_y: float #竖直移动速度
var is_free_control: bool = true #是否可以自由控制 var is_free_control: bool = true #是否可以自由控制
@ -59,7 +62,9 @@ var is_free_turn: bool = true #是否允许转向
var is_right: bool = true #是否向右 var is_right: bool = true #是否向右
var is_jumping: bool #是否正在跳跃 var is_jumping: bool #是否正在跳跃
var is_jumped: bool #是否已跳跃 var is_jumped: bool #是否已跳跃
@export var is_speed_y_freeze: bool #是否冻结竖直速度 @export var is_speed_y_freeze: bool #是否冻结竖直速度
#buff状态 #buff状态
var is_stagger: bool #是否硬直 var is_stagger: bool #是否硬直
var is_stun: bool #是否眩晕 var is_stun: bool #是否眩晕
@ -75,18 +80,24 @@ var skill_cfg: SkillCfg #当前技能
var is_skill_running: bool #技能是否正在释放 var is_skill_running: bool #技能是否正在释放
var skill_dir: Vector2 #技能释放方向 var skill_dir: Vector2 #技能释放方向
var skill_move_dir: Vector2 #技能位移方向 var skill_move_dir: Vector2 #技能位移方向
@export var skill_move_speed: float #技能位移速度 @export var skill_move_speed: float #技能位移速度
@export var skill_float_speed: float #技能y位移速度 @export var skill_float_speed: float #技能y位移速度
@export var skill_move_stop: bool #技能位移速度是否停止生效 @export var skill_move_stop: bool #技能位移速度是否停止生效
var skill_action_key: String #技能输入指令 var skill_action_key: String #技能输入指令
@export var skill_break_level_add: int #技能额外打断等级 @export var skill_break_level_add: int #技能额外打断等级
#核心状态 #核心状态
var core_active_list: Array[CoreCfg] = [] #主动核心列表 8个 var core_active_list: Array[CoreCfg] = [] #主动核心列表 8个
var core_passive_list: Array[CoreCfg] = [] #被动核心列表 var core_passive_list: Array[CoreCfg] = [] #被动核心列表
#玩家技能状态 #玩家技能状态
var input_dir: Vector2 #指令方向 var input_dir: Vector2 #指令方向
@export var stance: Enum.EStance #技能姿态 @export var stance: Enum.EStance #技能姿态
@export var break_level: Enum.EBreakLevel #打断等级 @export var break_level: Enum.EBreakLevel #打断等级
var weapon_list: Array[WeaponCfg] = [] #武器列表 var weapon_list: Array[WeaponCfg] = [] #武器列表
var weapon_index: int #当前武器下标 var weapon_index: int #当前武器下标
var weapon_index_change_dir: int #武器下标操作变化方向 var weapon_index_change_dir: int #武器下标操作变化方向

@ -73,6 +73,7 @@ func _process(delta) -> void:
tick_view() tick_view()
return return
func tick_view() -> void: func tick_view() -> void:
update_flip() update_flip()
if not sprite_frames: return if not sprite_frames: return
@ -161,6 +162,8 @@ func update_flip():
func update_view(): func update_view():
position = status.basic_offset + status.shake_offset position = status.basic_offset + status.shake_offset
# global_position = Util.snap_vector3(global_position) # global_position = Util.snap_vector3(global_position)

@ -3,6 +3,7 @@ class_name Cfg
var res_name: String var res_name: String
func get_res_name() -> String: func get_res_name() -> String:
if res_name == "": if res_name == "":
res_name = Util.get_resource_name(self) res_name = Util.get_resource_name(self)

@ -3,11 +3,13 @@ extends MultiMeshInstance3D
@export var extents := Vector2.ONE @export var extents := Vector2.ONE
@export var scale_basic := 1.0 @export var scale_basic := 1.0
@export var refresh: bool: @export var refresh: bool:
get: return false get: return false
set(_value): set(_value):
refresh_grass() refresh_grass()
func refresh_grass() -> void: func refresh_grass() -> void:
var rng := RandomNumberGenerator.new() var rng := RandomNumberGenerator.new()
rng.randomize() rng.randomize()

@ -33,14 +33,17 @@ var character_born_spots: Array[ChacacterBornSpot] #运行时设置
var level_active_spots: Array[LevelActiveSpot] #运行时设置 var level_active_spots: Array[LevelActiveSpot] #运行时设置
var enemy_cfgs: Array[CharacterCfg] #运行时设置 var enemy_cfgs: Array[CharacterCfg] #运行时设置
class ChacacterSpot: class ChacacterSpot:
var pos: Vector3 var pos: Vector3
var cfg: CharacterCfg var cfg: CharacterCfg
class ChacacterBornSpot: class ChacacterBornSpot:
var pos: Vector3 var pos: Vector3
var type: int var type: int
class LevelActiveSpot: class LevelActiveSpot:
var pos: Vector3 var pos: Vector3
var scene: PackedScene var scene: PackedScene
@ -136,15 +139,19 @@ func init_character_spots(level_character: GridMap) -> void:
func get_character_spots() -> Array[ChacacterSpot]: func get_character_spots() -> Array[ChacacterSpot]:
return character_spots return character_spots
func get_character_born_spots() -> Array[ChacacterBornSpot]: func get_character_born_spots() -> Array[ChacacterBornSpot]:
return character_born_spots return character_born_spots
func get_enemy_cfgs() -> Array[CharacterCfg]: func get_enemy_cfgs() -> Array[CharacterCfg]:
return enemy_cfgs return enemy_cfgs
func get_level_active_spots() -> Array[LevelActiveSpot]: func get_level_active_spots() -> Array[LevelActiveSpot]:
return level_active_spots return level_active_spots
func pos_min() -> Vector3: func pos_min() -> Vector3:
return get_global_position() return get_global_position()

@ -171,6 +171,7 @@ func effect(pause_time) -> void:
#add_global_effect(Enum.EGlobalEffect.SpeedLine,effect_time,0.2* rate) #add_global_effect(Enum.EGlobalEffect.SpeedLine,effect_time,0.2* rate)
return return
func effect_shake(pause_time) -> void: func effect_shake(pause_time) -> void:
if not pause_time: if not pause_time:
return return

@ -14,6 +14,7 @@ var is_level_active: bool
var enemy_count: int #由关卡生成的怪物数量 var enemy_count: int #由关卡生成的怪物数量
var current_enmey: Array[int] #当前存活怪物id var current_enmey: Array[int] #当前存活怪物id
func _ready(): func _ready():
Global.level_mgr = self Global.level_mgr = self
SignalManager.character_create.connect(on_character_create) SignalManager.character_create.connect(on_character_create)
@ -92,6 +93,7 @@ func set_player_position(pos: Vector3) -> void:
cur_level_instance = new_level_instance cur_level_instance = new_level_instance
enter_level() enter_level()
func enter_level() -> void: func enter_level() -> void:
SignalManager.level_loading_start.emit() SignalManager.level_loading_start.emit()
is_level_active = false is_level_active = false
@ -119,6 +121,7 @@ func enter_level() -> void:
SignalManager.level_loading_end.emit() SignalManager.level_loading_end.emit()
func check_level_active(pos: Vector3) -> void: func check_level_active(pos: Vector3) -> void:
if is_level_active: if is_level_active:
return return

@ -56,6 +56,7 @@ func set_ui_visible(ui_name: String, is_visible: bool) -> void:
print("top_ui_screen:", ui_name) print("top_ui_screen:", ui_name)
return return
func set_pause(is_pause: bool): func set_pause(is_pause: bool):
pause_count += 1 if is_pause else -1 pause_count += 1 if is_pause else -1
is_pause = pause_count > 0 is_pause = pause_count > 0

@ -11,6 +11,8 @@ var color_material: ShaderMaterial
func _ready(): func _ready():
color_material = $ColorRect.material as ShaderMaterial color_material = $ColorRect.material as ShaderMaterial
# SignalManager.level_loading_start.connect(on_level_loading_start) # SignalManager.level_loading_start.connect(on_level_loading_start)
# SignalManager.level_loading_end.connect(on_level_loading_end) # SignalManager.level_loading_end.connect(on_level_loading_end)

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