Adjust when to load resources.
调整加载资源的时机。
This commit is contained in:
parent
e21d37edce
commit
1fee1cce86
|
@ -55,6 +55,7 @@ shape = SubResource("RectangleShape2D_7tsse")
|
|||
[node name="Marker2D" type="Marker2D" parent="."]
|
||||
position = Vector2(260, 87)
|
||||
script = ExtResource("1_y2vgj")
|
||||
_resPathArray = null
|
||||
|
||||
[node name="NavigationRegion2D" type="NavigationRegion2D" parent="."]
|
||||
navigation_polygon = SubResource("NavigationPolygon_rh1gx")
|
||||
|
|
|
@ -432,7 +432,7 @@ public partial class CharacterTemplate : CharacterBody2D
|
|||
//您可以在这里补充更多类型对象的捡起状态处理。
|
||||
if (pickAbleItemNode2D is PickAbleTemplate pickAbleTemplate)
|
||||
{
|
||||
pickAbleTemplate.LoadingResource();
|
||||
pickAbleTemplate.LoadResource();
|
||||
pickAbleTemplate.Owner = this;
|
||||
pickAbleTemplate.Picked = true;
|
||||
pickAbleTemplate.Freeze = true;
|
||||
|
@ -797,7 +797,7 @@ public partial class CharacterTemplate : CharacterBody2D
|
|||
{
|
||||
return;
|
||||
}
|
||||
pickAbleTemplate.LoadingResource();
|
||||
pickAbleTemplate.LoadResource();
|
||||
pickAbleTemplate.Owner = this;
|
||||
pickAbleTemplate.Picked = false;
|
||||
//Setting an initial speed of 0 for items here prevents the problem of throwing items too fast.
|
||||
|
|
|
@ -49,9 +49,9 @@ public partial class Packsack : PickAbleTemplate
|
|||
}
|
||||
|
||||
|
||||
public override void _Ready()
|
||||
public override void LoadResource()
|
||||
{
|
||||
base._Ready();
|
||||
base.LoadResource();
|
||||
if (SelfItemContainer == null)
|
||||
{
|
||||
var universalItemContainer = new UniversalItemContainer(NumberSlots);
|
||||
|
|
|
@ -18,9 +18,9 @@ public partial class ResignationCertificate : WeaponTemplate
|
|||
Type = Config.DamageType.Magic
|
||||
};
|
||||
|
||||
public override void _Ready()
|
||||
public override void LoadResource()
|
||||
{
|
||||
base._Ready();
|
||||
base.LoadResource();
|
||||
_damage.CreateDamage();
|
||||
_damage.Attacker = this;
|
||||
}
|
||||
|
|
|
@ -1,8 +1,4 @@
|
|||
using System;
|
||||
using ColdMint.scripts.camp;
|
||||
using ColdMint.scripts.character;
|
||||
using ColdMint.scripts.damage;
|
||||
using ColdMint.scripts.debug;
|
||||
using ColdMint.scripts.inventory;
|
||||
using ColdMint.scripts.utils;
|
||||
using Godot;
|
||||
|
@ -172,20 +168,20 @@ public partial class PickAbleTemplate : RigidBody2D, IItem
|
|||
}
|
||||
|
||||
private CollisionShape2D? _collisionShape2D;
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// <para>Whether the resource has been loaded</para>
|
||||
/// <para>是否已加载过资源了</para>
|
||||
/// </summary>
|
||||
private bool _loadedResource;
|
||||
|
||||
public override void _Ready()
|
||||
public sealed override void _Ready()
|
||||
{
|
||||
LoadingResource();
|
||||
LoadResource();
|
||||
}
|
||||
|
||||
|
||||
public void LoadingResource()
|
||||
public virtual void LoadResource()
|
||||
{
|
||||
if (_loadedResource)
|
||||
{
|
||||
|
|
|
@ -19,11 +19,6 @@ public partial class SpellPickAble : PickAbleTemplate, ISpell
|
|||
private string? _projectilePath;
|
||||
|
||||
private PackedScene? _projectileScene;
|
||||
public sealed override void _Ready()
|
||||
{
|
||||
base._Ready();
|
||||
LoadResource();
|
||||
}
|
||||
|
||||
public override int ItemType
|
||||
{
|
||||
|
@ -35,14 +30,17 @@ public partial class SpellPickAble : PickAbleTemplate, ISpell
|
|||
return _projectileScene;
|
||||
}
|
||||
|
||||
public virtual void LoadResource()
|
||||
|
||||
|
||||
public override void LoadResource()
|
||||
{
|
||||
base.LoadResource();
|
||||
if (_projectileScene == null && !string.IsNullOrEmpty(_projectilePath))
|
||||
{
|
||||
_projectileScene = ResourceLoader.Load<PackedScene>(_projectilePath);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public virtual void ModifyWeapon(ProjectileWeapon projectileWeapon)
|
||||
{
|
||||
|
|
|
@ -28,10 +28,10 @@ public partial class MeleeWeapon : WeaponTemplate
|
|||
private readonly List<CharacterTemplate> _characterTemplates =
|
||||
[
|
||||
];
|
||||
public override void _Ready()
|
||||
|
||||
public override void LoadResource()
|
||||
{
|
||||
base._Ready();
|
||||
LogCat.Log("ready", LogCat.LogLabel.MeleeWeapon);
|
||||
base.LoadResource();
|
||||
_weaponDamageArea = GetNode<Area2D>("WeaponDamageArea");
|
||||
_weaponDamageArea.InputPickable = false;
|
||||
_weaponDamageArea.SetCollisionMaskValue(Config.LayerNumber.Player, true);
|
||||
|
@ -45,7 +45,6 @@ public partial class MeleeWeapon : WeaponTemplate
|
|||
_damageTemplate.MaxDamage = _maxDamage;
|
||||
_damageTemplate.MinDamage = _minDamage;
|
||||
_damageTemplate.Type = Config.DamageType.Physical;
|
||||
LogCat.Log("success", LogCat.LogLabel.MeleeWeapon);
|
||||
}
|
||||
|
||||
private void AreaExited(Node2D node2D)
|
||||
|
|
|
@ -122,9 +122,9 @@ public partial class ProjectileWeapon : WeaponTemplate
|
|||
get => Config.ItemType.ProjectileWeapon;
|
||||
}
|
||||
|
||||
public override void _Ready()
|
||||
public override void LoadResource()
|
||||
{
|
||||
base._Ready();
|
||||
base.LoadResource();
|
||||
_marker2D = GetNode<Marker2D>("Marker2D");
|
||||
if (SelfItemContainer == null)
|
||||
{
|
||||
|
@ -144,6 +144,8 @@ public partial class ProjectileWeapon : WeaponTemplate
|
|||
{
|
||||
continue;
|
||||
}
|
||||
//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.
|
||||
//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。
|
||||
spell.LoadResource();
|
||||
if (SelfItemContainer.CanAddItem(item))
|
||||
{
|
||||
|
|
|
@ -19,10 +19,10 @@ public abstract partial class WeaponTemplate : PickAbleTemplate
|
|||
/// </summary>
|
||||
private AudioStreamPlayer2D? _audioStreamPlayer2D;
|
||||
|
||||
public override void _Ready()
|
||||
public override void LoadResource()
|
||||
{
|
||||
base._Ready();
|
||||
_audioStreamPlayer2D = GetNodeOrNull<AudioStreamPlayer2D>("Marker2D/AudioStreamPlayer2D");
|
||||
base.LoadResource();
|
||||
_audioStreamPlayer2D = GetNode<AudioStreamPlayer2D>("Marker2D/AudioStreamPlayer2D");
|
||||
}
|
||||
|
||||
public override bool Use(Node2D? owner, Vector2 targetGlobalPosition)
|
||||
|
|
Loading…
Reference in New Issue
Block a user