Fixed an issue where items can be thrown without collision damage.

解决物品扔出后没有碰撞伤害的问题。
This commit is contained in:
Cold-Mint 2024-06-27 23:11:30 +08:00
parent 2dd5525adf
commit 2f4ecd9938
Signed by: Cold-Mint
GPG Key ID: C5A9BF8A98E0CE99
6 changed files with 25 additions and 12 deletions

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@ -38,3 +38,7 @@ log_register_item,注册物品类型{0}结果为{1},Registered item type {0}; re
log_error_when_open_item_regs_dir,尝试打开物品信息目录时发生错误,Error when opening itemRegs dir,アイテム情報カタログを開こうとしてエラーが発生しました。 log_error_when_open_item_regs_dir,尝试打开物品信息目录时发生错误,Error when opening itemRegs dir,アイテム情報カタログを開こうとしてエラーが発生しました。
log_wrong_custom_arg,不匹配的参数:类型为{0}而值为{1},Mismatched parameter: type {0} and value {1},パラメータの不一致:型{0}と値{1}。 log_wrong_custom_arg,不匹配的参数:类型为{0}而值为{1},Mismatched parameter: type {0} and value {1},パラメータの不一致:型{0}と値{1}。
log_item_container_is_null,物品容器为空,Item container is null,アイテム・コンテナが空です log_item_container_is_null,物品容器为空,Item container is null,アイテム・コンテナが空です
log_item_has_no_owner,物品没有所有者,Item has no owner,アイテムに所有者がいません
log_no_damage_between_camps,没有阵营之间的伤害,No damage between camps,陣営間のダメージはありません
log_contact_damage_disabled_during_collision,在碰撞期间禁用接触伤害,Contact damage disabled during collision,衝突中に接触ダメージが無効になります
log_owner_of_the_item_is_not_character,物品的所有者不是角色,The owner of the item is not a character,アイテムの所有者はキャラクターではありません
1 id zh en ja
38 log_item_has_no_owner 物品没有所有者 Item has no owner アイテムに所有者がいません
39 log_no_damage_between_camps 没有阵营之间的伤害 No damage between camps 陣営間のダメージはありません
40 log_contact_damage_disabled_during_collision 在碰撞期间禁用接触伤害 Contact damage disabled during collision 衝突中に接触ダメージが無効になります
41 log_owner_of_the_item_is_not_character 物品的所有者不是角色 The owner of the item is not a character アイテムの所有者はキャラクターではありません
42
43
44

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@ -147,7 +147,6 @@ hotbar_previous={
[internationalization] [internationalization]
locale/translations=PackedStringArray("res://locals/DeathInfo.en.translation", "res://locals/DeathInfo.ja.translation", "res://locals/DeathInfo.zh.translation", "res://locals/InputMapping.en.translation", "res://locals/InputMapping.ja.translation", "res://locals/InputMapping.zh.translation", "res://locals/Log.en.translation", "res://locals/Log.ja.translation", "res://locals/Log.zh.translation", "res://locals/Slogan.en.translation", "res://locals/Slogan.ja.translation", "res://locals/Slogan.zh.translation", "res://locals/UI.en.translation", "res://locals/UI.ja.translation", "res://locals/UI.zh.translation", "res://locals/Item.en.translation", "res://locals/Item.ja.translation", "res://locals/Item.zh.translation", "res://locals/Action.en.translation", "res://locals/Action.ja.translation", "res://locals/Action.zh.translation", "res://locals/Misc.en.translation", "res://locals/Misc.ja.translation", "res://locals/Misc.zh.translation") locale/translations=PackedStringArray("res://locals/DeathInfo.en.translation", "res://locals/DeathInfo.ja.translation", "res://locals/DeathInfo.zh.translation", "res://locals/InputMapping.en.translation", "res://locals/InputMapping.ja.translation", "res://locals/InputMapping.zh.translation", "res://locals/Log.en.translation", "res://locals/Log.ja.translation", "res://locals/Log.zh.translation", "res://locals/Slogan.en.translation", "res://locals/Slogan.ja.translation", "res://locals/Slogan.zh.translation", "res://locals/UI.en.translation", "res://locals/UI.ja.translation", "res://locals/UI.zh.translation", "res://locals/Item.en.translation", "res://locals/Item.ja.translation", "res://locals/Item.zh.translation", "res://locals/Action.en.translation", "res://locals/Action.ja.translation", "res://locals/Action.zh.translation", "res://locals/Misc.en.translation", "res://locals/Misc.ja.translation", "res://locals/Misc.zh.translation")
locale/test="en"
[layer_names] [layer_names]

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@ -679,6 +679,8 @@ public partial class CharacterTemplate : CharacterBody2D
return; return;
} }
pickAbleTemplate.Sleeping = false;
pickAbleTemplate.Owner = this;
pickAbleTemplate.Picked = false; pickAbleTemplate.Picked = false;
var timer = new Timer(); var timer = new Timer();
pickAbleTemplate.AddChild(timer); pickAbleTemplate.AddChild(timer);
@ -694,7 +696,6 @@ public partial class CharacterTemplate : CharacterBody2D
pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, true); pickAbleTemplate.SetCollisionMaskValue(Config.LayerNumber.Platform, true);
timer.QueueFree(); timer.QueueFree();
}; };
pickAbleTemplate.Sleeping = false;
//Setting an initial speed of 0 for items here prevents the problem of throwing items too fast. //Setting an initial speed of 0 for items here prevents the problem of throwing items too fast.
//在这里给物品设置一个为0的初始速度可防止扔出物品时速度过快的问题。 //在这里给物品设置一个为0的初始速度可防止扔出物品时速度过快的问题。
pickAbleTemplate.LinearVelocity = Vector2.Zero; pickAbleTemplate.LinearVelocity = Vector2.Zero;

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@ -2,6 +2,7 @@
using ColdMint.scripts.camp; using ColdMint.scripts.camp;
using ColdMint.scripts.character; using ColdMint.scripts.character;
using ColdMint.scripts.damage; using ColdMint.scripts.damage;
using ColdMint.scripts.debug;
using ColdMint.scripts.inventory; using ColdMint.scripts.inventory;
using Godot; using Godot;
@ -116,12 +117,20 @@ public partial class PickAbleTemplate : RigidBody2D, IItem
{ {
if (!EnableContactInjury) if (!EnableContactInjury)
{ {
LogCat.LogWarning("contact_damage_disabled_during_collision");
return; return;
} }
if (Owner == null)
{
LogCat.LogWarning("item_has_no_owner");
return;
}
if (Owner is not CharacterTemplate ownerCharacterTemplate) if (Owner is not CharacterTemplate ownerCharacterTemplate)
{ {
LogCat.LogWarning("owner_of_the_item_is_not_character");
return; return;
} }
@ -131,6 +140,7 @@ public partial class PickAbleTemplate : RigidBody2D, IItem
CampManager.GetCamp(characterTemplate.CampId)); CampManager.GetCamp(characterTemplate.CampId));
if (!canCauseHarm) if (!canCauseHarm)
{ {
LogCat.Log("no_damage_between_camps");
return; return;
} }

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@ -1,5 +1,4 @@
using System; using System;
using ColdMint.scripts.camp; using ColdMint.scripts.camp;
using ColdMint.scripts.character; using ColdMint.scripts.character;
using ColdMint.scripts.damage; using ColdMint.scripts.damage;
@ -66,10 +65,10 @@ public partial class ProjectileTemplate : CharacterBody2D
Area2D.Monitoring = true; Area2D.Monitoring = true;
Area2D.BodyEntered += OnBodyEnter; Area2D.BodyEntered += OnBodyEnter;
Area2D.BodyExited += OnBodyExited; Area2D.BodyExited += OnBodyExited;
Durability = GetMeta("Durability", "1").AsDouble(); Durability = GetMeta("Durability", "1").AsDouble();
MaxDamage = GetMeta("MaxDamage", "7").AsInt32(); MaxDamage = GetMeta("MaxDamage", "7").AsInt32();
MinDamage = GetMeta("MinDamage", "5").AsInt32(); MinDamage = GetMeta("MinDamage", "5").AsInt32();
DamageType = GetMeta("DamageType", Config.DamageType.Physical).AsInt32(); DamageType = GetMeta("DamageType", Config.DamageType.Physical).AsInt32();
KnockbackForce = GetMeta("Knockback", Vector2.Zero).AsVector2(); KnockbackForce = GetMeta("Knockback", Vector2.Zero).AsVector2();
//life(ms) //life(ms)
//子弹的存在时间(毫秒) //子弹的存在时间(毫秒)
@ -130,7 +129,7 @@ public partial class ProjectileTemplate : CharacterBody2D
//First get the owner's camp and compare it with the target camp //First get the owner's camp and compare it with the target camp
//先获取主人的阵营与目标阵营进行比较 //先获取主人的阵营与目标阵营进行比较
var canCauseHarm = CampManager.CanCauseHarm(CampManager.GetCamp(ownerCharacterTemplate.CampId), var canCauseHarm = CampManager.CanCauseHarm(CampManager.GetCamp(ownerCharacterTemplate.CampId),
CampManager.GetCamp(characterTemplate.CampId)); CampManager.GetCamp(characterTemplate.CampId));
return canCauseHarm; return canCauseHarm;
} }
@ -230,7 +229,9 @@ public partial class ProjectileTemplate : CharacterBody2D
/// <para>当子弹离开节点时</para> /// <para>当子弹离开节点时</para>
/// </summary> /// </summary>
/// <param name="node"></param> /// <param name="node"></param>
protected virtual void OnBodyExited(Node2D node) { } protected virtual void OnBodyExited(Node2D node)
{
}
/// <summary> /// <summary>

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@ -48,8 +48,6 @@ public abstract partial class WeaponTemplate : PickAbleTemplate
/// </remarks> /// </remarks>
[Export] private Vector2 _recoil; [Export] private Vector2 _recoil;
public override void _Ready() { }
/// <summary> /// <summary>
/// <para>Discharge of the weapon</para> /// <para>Discharge of the weapon</para>
/// <para>武器开火</para> /// <para>武器开火</para>