关卡 fix bug

master
chendian 1 year ago
parent 0eee0cc02c
commit bcc6f16188

@ -58,12 +58,6 @@ func _get_option_visibility(path, option, options):
func _import(source_path, destination_path, options, _platforms, _gen_files): func _import(source_path, destination_path, options, _platforms, _gen_files):
var meshes = VoxImporterCommon.new().import(source_path, destination_path, options, _platforms, _gen_files); var meshes = VoxImporterCommon.new().import(source_path, destination_path, options, _platforms, _gen_files);
var material_block: Material
if destination_path.ends_with("link"):
material_block = load("res://render/material/grid_block_link.tres") as Material
else:
material_block = load("res://render/material/grid_block.tres") as Material
meshes[0].surface_set_material(0, material_block)
var full_path = "%s.%s" % [ destination_path, _get_save_extension() ] var full_path = "%s.%s" % [ destination_path, _get_save_extension() ]
var res = ResourceSaver.save(meshes[0], full_path) var res = ResourceSaver.save(meshes[0], full_path)
Util.refresh_mesh_library([full_path]) Util.refresh_mesh_library([full_path])

@ -7,11 +7,11 @@ render_priority = 0
shader = ExtResource("1_0sxqg") shader = ExtResource("1_0sxqg")
shader_parameter/is_link = false shader_parameter/is_link = false
shader_parameter/is_focus_from = false shader_parameter/is_focus_from = false
shader_parameter/is_focus_to = false shader_parameter/is_focus_to = true
shader_parameter/focus_min_from = Vector3(0, 0, 0) shader_parameter/focus_min_from = Vector3(0, 0, 0)
shader_parameter/focus_max_from = Vector3(0, 0, 0) shader_parameter/focus_max_from = Vector3(0, 0, 0)
shader_parameter/focus_min_to = Vector3(0.640001, 0.640001, -14.72) shader_parameter/focus_min_to = Vector3(13.44, 0.640001, 0.640001)
shader_parameter/focus_max_to = Vector3(12.16, 4.48, -8.32) shader_parameter/focus_max_to = Vector3(37.76, 4.48, 7.04)
shader_parameter/focus_rate = 1.0 shader_parameter/focus_rate = 1.0
shader_parameter/is_target = false shader_parameter/is_target = false
shader_parameter/target_position = Vector3(0, 1.28, 1) shader_parameter/target_position = Vector3(0, 1.28, 1)

@ -10,8 +10,8 @@ shader_parameter/is_focus_from = false
shader_parameter/is_focus_to = false shader_parameter/is_focus_to = false
shader_parameter/focus_min_from = Vector3(0, 0, 0) shader_parameter/focus_min_from = Vector3(0, 0, 0)
shader_parameter/focus_max_from = Vector3(0, 0, 0) shader_parameter/focus_max_from = Vector3(0, 0, 0)
shader_parameter/focus_min_to = Vector3(115.84, 0.640001, -37.76) shader_parameter/focus_min_to = Vector3(0, 0, 0)
shader_parameter/focus_max_to = Vector3(140.16, 4.48, -23.68) shader_parameter/focus_max_to = Vector3(0, 0, 0)
shader_parameter/focus_rate = 1.0 shader_parameter/focus_rate = 1.0
shader_parameter/is_target = false shader_parameter/is_target = false
shader_parameter/target_position = Vector3(0, 1.28, 1) shader_parameter/target_position = Vector3(0, 1.28, 1)

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File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

@ -86,6 +86,8 @@ func refresh_mesh_library(path_list: Array, with_clear: bool = false):
var default_shape_large_stair2: Array[Variant] = [load("res://resource/mesh_library/default_shape_large_stair2.tres") as Shape3D, Transform3D.IDENTITY] var default_shape_large_stair2: Array[Variant] = [load("res://resource/mesh_library/default_shape_large_stair2.tres") as Shape3D, Transform3D.IDENTITY]
var mesh_library_level: MeshLibrary = load("res://resource/mesh_library/mesh_library_level.tres") as MeshLibrary var mesh_library_level: MeshLibrary = load("res://resource/mesh_library/mesh_library_level.tres") as MeshLibrary
var mesh_library_ground: MeshLibrary = load("res://resource/mesh_library/mesh_library_ground.tres") as MeshLibrary var mesh_library_ground: MeshLibrary = load("res://resource/mesh_library/mesh_library_ground.tres") as MeshLibrary
var material_block_normal: Material = load("res://render/material/grid_block.tres") as Material
var material_block_link: Material = load("res://render/material/grid_block_link.tres") as Material
var mesh_library_level_id_list: Array[int] = [] var mesh_library_level_id_list: Array[int] = []
var mesh_library_ground_id_list: Array[int] = [] var mesh_library_ground_id_list: Array[int] = []
@ -105,6 +107,15 @@ func refresh_mesh_library(path_list: Array, with_clear: bool = false):
mesh_library_id_list.append(mesh_id) mesh_library_id_list.append(mesh_id)
mesh_library.set_item_name(mesh_id, mesh_name) mesh_library.set_item_name(mesh_id, mesh_name)
mesh_library.set_item_mesh(mesh_id, mesh) mesh_library.set_item_mesh(mesh_id, mesh)
var is_material_changed: bool = false
for i in mesh.get_surface_count():
var material: Material = mesh.surface_get_material(i) as Material
var material_set: Material = material_block_link if mesh_name.ends_with("_link") else material_block_normal
if material.get_path() != material_set.get_path():
mesh.surface_set_material(i, material_block_link if mesh_name.ends_with("_link") else material_block_normal)
is_material_changed = true
if is_material_changed:
ResourceSaver.save(mesh)
var name_prefix = mesh_name.split("_")[0] if mesh_name.contains("_") else mesh_name var name_prefix = mesh_name.split("_")[0] if mesh_name.contains("_") else mesh_name
var item_shapes: Array var item_shapes: Array

@ -175,6 +175,8 @@ func update_material() -> void:
func _update_material(): func _update_material():
if not sprite_frames:
return
var material: ShaderMaterial = material_override as ShaderMaterial var material: ShaderMaterial = material_override as ShaderMaterial
var material2: ShaderMaterial = material_override.next_pass as ShaderMaterial var material2: ShaderMaterial = material_override.next_pass as ShaderMaterial
var tex: Texture2D = sprite_frames.get_frame_texture(animation, frame) var tex: Texture2D = sprite_frames.get_frame_texture(animation, frame)

@ -70,13 +70,14 @@ func update_global_effect(delta):
Global.view_mgr.set_post_processing("blur_strength", value) Global.view_mgr.set_post_processing("blur_strength", value)
Enum.EGlobalEffect.SpeedLine: Enum.EGlobalEffect.SpeedLine:
Global.view_mgr.set_post_processing("speed_line_strength", value) Global.view_mgr.set_post_processing("speed_line_strength", value)
_: pass
for global_effect: GlobalEffect in remove_list: for global_effect: GlobalEffect in remove_list:
global_effect_list.erase(global_effect) global_effect_list.erase(global_effect)
func update_camera_pos(delta): func update_camera_pos(delta):
target_pos_lerp(0, delta, 5) target_pos_lerp(0, delta, 10)
target_pos_lerp(1, delta, 5) target_pos_lerp(1, delta, 10)
position.x = target_pos_now.x + shake_offset_x position.x = target_pos_now.x + shake_offset_x
position.z = target_pos_now.y + target_pos_y + offset position.z = target_pos_now.y + target_pos_y + offset
position.y = target_pos_y + offset position.y = target_pos_y + offset

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