Fixed an issue where the first frame of the projectile launched by the projectile weapon was not oriented correctly. Modify the new presentation diagram.
修复抛射体武器发射的抛射体第一帧方向不对的问题。修改新的演示图。
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e370009b18
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02a0e92d38
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@ -92,8 +92,6 @@ collision_layer = 256
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collision_mask = 160
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collision_mask = 160
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script = ExtResource("1_t1qdg")
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script = ExtResource("1_t1qdg")
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Path = "res://prefab/ui/SpellEditorUI.tscn"
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Path = "res://prefab/ui/SpellEditorUI.tscn"
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_initialDurability = null
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_maxDurability = null
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_furnitureName = "ui_spell_editor"
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_furnitureName = "ui_spell_editor"
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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@ -90,8 +90,6 @@ texture = ExtResource("6_dbg76")
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[node name="RigidBody2D" parent="." instance=ExtResource("5_0kep0")]
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[node name="RigidBody2D" parent="." instance=ExtResource("5_0kep0")]
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position = Vector2(227, 283)
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position = Vector2(227, 283)
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_initialDurability = 0
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_maxDurability = 0
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[node name="WoodenBox" parent="." instance=ExtResource("7_jybe6")]
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[node name="WoodenBox" parent="." instance=ExtResource("7_jybe6")]
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position = Vector2(715, 244)
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position = Vector2(715, 244)
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@ -270,6 +270,7 @@ public partial class ProjectileWeapon : WeaponTemplate
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spell.ModifyProjectile(i, projectile, ref velocity);
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spell.ModifyProjectile(i, projectile, ref velocity);
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}
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}
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NodeUtils.CallDeferredAddChild(GameSceneDepend.ProjectileContainer, projectile);
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NodeUtils.CallDeferredAddChild(GameSceneDepend.ProjectileContainer, projectile);
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projectile.LookAt(velocity);
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projectile.Owner = owner;
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projectile.Owner = owner;
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projectile.TargetNode = GameSceneDepend.TemporaryTargetNode;
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projectile.TargetNode = GameSceneDepend.TemporaryTargetNode;
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projectile.Velocity = velocity;
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projectile.Velocity = velocity;
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