毛玉 move

master
chendian 1 year ago
parent 11613b574d
commit c019fb4a91

@ -214,6 +214,16 @@ test_1={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194332,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194332,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
] ]
} }
test_2={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194333,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
test_3={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194334,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
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@ -35,7 +35,7 @@ tracks/2/enabled = true
tracks/2/path = NodePath("%Throw") tracks/2/path = NodePath("%Throw")
tracks/2/interp = 0 tracks/2/interp = 0
tracks/2/loop_wrap = true tracks/2/loop_wrap = true
tracks/2/keys = PackedFloat32Array(0, 1, 0.75, 0.4, 0, 0.1, 1, 0.5, 0.5, 0, 0.2, 1, 0, 1, 0, 0.3, 1, 0, 1, 0) tracks/2/keys = PackedFloat32Array(0, 1, 0.75, 0.4, 0, 0.1, 1, 0.5, 0.5, 0, 0.2, 1, 0, 0.8, 0, 0.3, 1, 0, 0.8, 0)
tracks/3/type = "scale_3d" tracks/3/type = "scale_3d"
tracks/3/imported = false tracks/3/imported = false
tracks/3/enabled = true tracks/3/enabled = true

@ -50,7 +50,7 @@ func set_body_scale(cfg: CharacterCfg) -> void:
var width: float = Setting.pixel_size * cfg.sprite_width var width: float = Setting.pixel_size * cfg.sprite_width
var body_scale: Vector3 = Vector3(width, height, width) var body_scale: Vector3 = Vector3(width, height, width)
var half_height: float = height / 2 var half_height: float = height / 2
var center_height: float = Setting.pixel_size * 26 var center_height: float = Setting.pixel_size * 27
collision.position = Vector3(0, half_height, 0) collision.position = Vector3(0, half_height, 0)
var shape: Shape3D = collision.shape var shape: Shape3D = collision.shape
if shape is CapsuleShape3D: if shape is CapsuleShape3D:

@ -66,8 +66,11 @@ func check_action_pressed(key: String) -> bool:
"weapon_pre": combo.weapon_index_change(-1) "weapon_pre": combo.weapon_index_change(-1)
"weapon_next": combo.weapon_index_change(1) "weapon_next": combo.weapon_index_change(1)
"test_1": "test_1":
Global.character_mgr.create_character(ResourceManager.cfg_character_monster_test0, Enum.ETeam.Monster, character.pos()) Global.character_mgr.create_character(ResourceManager.cfg_character_monster_test1, Enum.ETeam.Monster, character.pos())
# Global.effect_mgr.cast_particle(ResourceManager.particle_hit_ground_heavy, character.pos(), Vector3.BACK) "test_2":
Global.character_mgr.create_character(ResourceManager.cfg_character_monster_test2, Enum.ETeam.Monster, character.pos())
"test_3":
Global.character_mgr.create_character(ResourceManager.cfg_character_monster_test3, Enum.ETeam.Monster, character.pos())
_: return false _: return false
return true return true

@ -11,8 +11,8 @@ func _process(delta) -> void:
var target: Character = Global.character_mgr.get_character(status.throw_target) var target: Character = Global.character_mgr.get_character(status.throw_target)
if not target: if not target:
return return
var thorw_pos_2d: Vector2 = status.skill_dir * position.x var thorw_pos_2d: Vector2 = status.skill_dir.normalized() * position.x
var thow_pos: Vector3 = Vector3(thorw_pos_2d.x, position.y, thorw_pos_2d.y) var thow_pos: Vector3 = Vector3(thorw_pos_2d.x, position.y, thorw_pos_2d.y)
var target_pos: Vector3 = thow_pos + character.pos() - (target.view_pos() - target.pos()) var target_pos: Vector3 = thow_pos + character.pos()
target.set_pos(target_pos) target.set_pos(target_pos)
target.set_status("is_right", (scale.x>0) == status.is_right) target.set_status("is_right", (scale.x>0) == status.is_right)

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