Adjust when to load resources.
调整加载资源的时机。
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@ -55,6 +55,7 @@ shape = SubResource("RectangleShape2D_7tsse")
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[node name="Marker2D" type="Marker2D" parent="."]
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position = Vector2(260, 87)
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script = ExtResource("1_y2vgj")
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_resPathArray = null
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[node name="NavigationRegion2D" type="NavigationRegion2D" parent="."]
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navigation_polygon = SubResource("NavigationPolygon_rh1gx")
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@ -432,7 +432,7 @@ public partial class CharacterTemplate : CharacterBody2D
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//您可以在这里补充更多类型对象的捡起状态处理。
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if (pickAbleItemNode2D is PickAbleTemplate pickAbleTemplate)
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{
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pickAbleTemplate.LoadingResource();
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pickAbleTemplate.LoadResource();
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pickAbleTemplate.Owner = this;
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pickAbleTemplate.Picked = true;
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pickAbleTemplate.Freeze = true;
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@ -797,7 +797,7 @@ public partial class CharacterTemplate : CharacterBody2D
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{
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return;
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}
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pickAbleTemplate.LoadingResource();
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pickAbleTemplate.LoadResource();
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pickAbleTemplate.Owner = this;
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pickAbleTemplate.Picked = false;
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//Setting an initial speed of 0 for items here prevents the problem of throwing items too fast.
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@ -49,9 +49,9 @@ public partial class Packsack : PickAbleTemplate
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}
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public override void _Ready()
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public override void LoadResource()
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{
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base._Ready();
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base.LoadResource();
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if (SelfItemContainer == null)
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{
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var universalItemContainer = new UniversalItemContainer(NumberSlots);
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@ -18,9 +18,9 @@ public partial class ResignationCertificate : WeaponTemplate
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Type = Config.DamageType.Magic
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};
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public override void _Ready()
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public override void LoadResource()
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{
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base._Ready();
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base.LoadResource();
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_damage.CreateDamage();
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_damage.Attacker = this;
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}
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@ -1,8 +1,4 @@
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using System;
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using ColdMint.scripts.camp;
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using ColdMint.scripts.character;
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using ColdMint.scripts.damage;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.utils;
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using Godot;
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@ -173,19 +169,19 @@ public partial class PickAbleTemplate : RigidBody2D, IItem
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private CollisionShape2D? _collisionShape2D;
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/// <summary>
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/// <para>Whether the resource has been loaded</para>
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/// <para>是否已加载过资源了</para>
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/// </summary>
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private bool _loadedResource;
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public override void _Ready()
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public sealed override void _Ready()
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{
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LoadingResource();
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LoadResource();
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}
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public void LoadingResource()
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public virtual void LoadResource()
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{
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if (_loadedResource)
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{
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@ -19,11 +19,6 @@ public partial class SpellPickAble : PickAbleTemplate, ISpell
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private string? _projectilePath;
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private PackedScene? _projectileScene;
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public sealed override void _Ready()
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{
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base._Ready();
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LoadResource();
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}
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public override int ItemType
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{
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@ -35,8 +30,11 @@ public partial class SpellPickAble : PickAbleTemplate, ISpell
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return _projectileScene;
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}
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public virtual void LoadResource()
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public override void LoadResource()
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{
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base.LoadResource();
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if (_projectileScene == null && !string.IsNullOrEmpty(_projectilePath))
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{
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_projectileScene = ResourceLoader.Load<PackedScene>(_projectilePath);
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@ -28,10 +28,10 @@ public partial class MeleeWeapon : WeaponTemplate
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private readonly List<CharacterTemplate> _characterTemplates =
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[
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];
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public override void _Ready()
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public override void LoadResource()
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{
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base._Ready();
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LogCat.Log("ready", LogCat.LogLabel.MeleeWeapon);
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base.LoadResource();
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_weaponDamageArea = GetNode<Area2D>("WeaponDamageArea");
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_weaponDamageArea.InputPickable = false;
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_weaponDamageArea.SetCollisionMaskValue(Config.LayerNumber.Player, true);
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@ -45,7 +45,6 @@ public partial class MeleeWeapon : WeaponTemplate
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_damageTemplate.MaxDamage = _maxDamage;
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_damageTemplate.MinDamage = _minDamage;
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_damageTemplate.Type = Config.DamageType.Physical;
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LogCat.Log("success", LogCat.LogLabel.MeleeWeapon);
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}
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private void AreaExited(Node2D node2D)
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@ -122,9 +122,9 @@ public partial class ProjectileWeapon : WeaponTemplate
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get => Config.ItemType.ProjectileWeapon;
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}
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public override void _Ready()
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public override void LoadResource()
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{
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base._Ready();
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base.LoadResource();
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_marker2D = GetNode<Marker2D>("Marker2D");
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if (SelfItemContainer == null)
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{
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@ -144,6 +144,8 @@ public partial class ProjectileWeapon : WeaponTemplate
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{
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continue;
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}
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//The spell is stored in memory and has not yet been loaded into the node tree. So we call the InvokeLoadResource method to initialize the resource.
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//法术保存在内存中,尚未加载到节点树。所以我们调用InvokeLoadResource方法来初始化资源。
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spell.LoadResource();
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if (SelfItemContainer.CanAddItem(item))
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{
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@ -19,10 +19,10 @@ public abstract partial class WeaponTemplate : PickAbleTemplate
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/// </summary>
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private AudioStreamPlayer2D? _audioStreamPlayer2D;
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public override void _Ready()
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public override void LoadResource()
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{
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base._Ready();
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_audioStreamPlayer2D = GetNodeOrNull<AudioStreamPlayer2D>("Marker2D/AudioStreamPlayer2D");
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base.LoadResource();
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_audioStreamPlayer2D = GetNode<AudioStreamPlayer2D>("Marker2D/AudioStreamPlayer2D");
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}
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public override bool Use(Node2D? owner, Vector2 targetGlobalPosition)
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