技能优化

master
chendian 9 months ago
parent 497d711912
commit f97f2d73ba

@ -12,7 +12,7 @@ is_floating = true
is_rebound = false
is_throw_check = false
is_throw_end = false
hit_back_speed = 1.0
hit_back_speed = 0.0
hit_up_speed = -10.0
hit_back_duration = 0.05
hit_up_duration = 0.05

@ -37,7 +37,7 @@ tracks/2/path = NodePath("Status:break_level")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 0.3, 0.5),
"times": PackedFloat32Array(0, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 1,
"values": [0, 3, 4]
@ -61,10 +61,10 @@ tracks/4/path = NodePath("Status:skill_move_speed")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/keys = {
"times": PackedFloat32Array(0.1, 0.2),
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 1,
"values": [6.0, 0.0]
"values": [5.0, 0.0]
}
tracks/5/type = "method"
tracks/5/imported = false

@ -1,6 +1,10 @@
[gd_scene load_steps=2 format=3 uid="uid://cxecnqr1dnb7r"]
[gd_scene load_steps=3 format=3 uid="uid://cxecnqr1dnb7r"]
[ext_resource type="Script" uid="uid://dxoik7jm7xm2q" path="res://script/effect/particle.gd" id="1_15uh7"]
[ext_resource type="PackedScene" uid="uid://c2uyg7ktya04f" path="res://scene/effect/particle/_particle_slash2.tscn" id="1_oea3n"]
[node name="Particle" instance=ExtResource("1_oea3n")]
[node name="Particle" type="Node3D"]
script = ExtResource("1_15uh7")
[node name="Particle" parent="." instance=ExtResource("1_oea3n")]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)

@ -130,7 +130,6 @@ func update_move_check(delta) -> bool:
if status.is_stagger:
if normal_speed < -6 and normal.y >= 0 and not buff.has_buff("hit_ground_cd"):
#墙体互动
buff.add_buff("hit_ground_cd", 0.1)
Global.effect_mgr.cast_particle(ResourceManager.particle_hit_ground_heavy, character.pos(), normal)
var velocity_new: Vector3 = velocity - normal * normal_speed * 2
var attack_dir: Vector2 = Vector2(velocity_new.x, velocity_new.z).normalized()
@ -140,6 +139,7 @@ func update_move_check(delta) -> bool:
attack_info.attack_box = ResourceManager.cfg_attack_box_rebound
attack_info.attack_dir = attack_dir
battle.add_attack(attack_info)
buff.add_buff("hit_ground_cd", 0.1)
elif normal_speed <-3:
#反弹
Global.effect_mgr.cast_particle(ResourceManager.particle_hit_ground_normal, character.pos(), normal)

@ -224,10 +224,11 @@ func _frame_forward() -> void:
func _frame_back(frame_offset: int) -> void:
if not current_animation:
return
var frame: int = int(current_animation_position / Setting.animation_frame_rate) - frame_offset
var frame: int = int((current_animation_position + 0.001) / Setting.animation_frame_rate) - frame_offset
frame = max(0, frame)
var frame_pos: float = frame * Setting.animation_frame_rate
seek(frame_pos + 0.01, true, true)
print(current_animation_position, "->", frame_pos, "->", frame, "->", frame_offset)
seek(frame_pos- Setting.animation_frame_rate * 0.8, true, true)
func on_cast_sub_character() -> void:

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