Remove operation prompt.
移除操作提示。
This commit is contained in:
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726e2b3d00
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dd89150026
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@ -59,12 +59,6 @@ layout_mode = 2
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mouse_filter = 2
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mouse_filter = 2
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texture = ExtResource("2_n1yht")
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texture = ExtResource("2_n1yht")
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[node name="OperationTip" type="RichTextLabel" parent="CanvasLayer/Control/VBoxContainer"]
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layout_mode = 2
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mouse_filter = 2
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bbcode_enabled = true
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fit_content = true
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[node name="FPSLabel" type="Label" parent="CanvasLayer/Control"]
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[node name="FPSLabel" type="Label" parent="CanvasLayer/Control"]
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layout_mode = 1
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layout_mode = 1
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anchors_preset = 1
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anchors_preset = 1
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@ -108,13 +108,6 @@ public static class Config
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/// </summary>
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/// </summary>
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public const long TextChangesBuffetingDuration = 300;
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public const long TextChangesBuffetingDuration = 300;
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/// <summary>
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/// <para>Operation prompts, function key text color</para>
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/// <para>操作提示内,功能键文本颜色</para>
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/// </summary>
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public const string OperationTipActionColor = "#2b8a3e";
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/// <summary>
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/// <summary>
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/// <para>Company/Creator name</para>
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/// <para>Company/Creator name</para>
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/// <para>公司/创作者名字</para>
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/// <para>公司/创作者名字</para>
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@ -98,12 +98,6 @@ public static class GameSceneDepend
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/// </summary>
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/// </summary>
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public static HealthBarUi? HealthBarUi { get; set; }
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public static HealthBarUi? HealthBarUi { get; set; }
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/// <summary>
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/// <para>operation tip</para>
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/// <para>操作提示</para>
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/// </summary>
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public static RichTextLabel? OperationTipLabel { get; set; }
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/// <summary>
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/// <summary>
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/// <para>DynamicUiGroup</para>
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/// <para>DynamicUiGroup</para>
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/// <para>动态生成的Ui组</para>
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/// <para>动态生成的Ui组</para>
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@ -1,4 +1,3 @@
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using System.Text;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using ColdMint.scripts.damage;
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using ColdMint.scripts.damage;
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using ColdMint.scripts.deathInfo;
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using ColdMint.scripts.deathInfo;
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@ -45,7 +44,6 @@ public partial class Player : CharacterTemplate
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GlobalPosition);
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GlobalPosition);
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_parabola = GetNode<Line2D>("Parabola");
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_parabola = GetNode<Line2D>("Parabola");
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_platformDetectionRayCast2D = GetNode<RayCast2D>("PlatformDetectionRayCast");
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_platformDetectionRayCast2D = GetNode<RayCast2D>("PlatformDetectionRayCast");
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UpdateOperationTip();
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var healthBarUi = GameSceneDepend.HealthBarUi;
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var healthBarUi = GameSceneDepend.HealthBarUi;
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if (healthBarUi != null)
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if (healthBarUi != null)
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{
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{
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@ -107,109 +105,13 @@ public partial class Player : CharacterTemplate
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{
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{
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}
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}
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/// <summary>
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/// <para>Update operation prompt</para>
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/// <para>更新操作提示</para>
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/// </summary>
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private void UpdateOperationTip()
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{
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var operationTipLabel = GameSceneDepend.OperationTipLabel;
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if (operationTipLabel == null)
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{
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return;
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}
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var operationTipBuilder = new StringBuilder();
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operationTipBuilder.Append("[color=");
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operationTipBuilder.Append(Config.OperationTipActionColor);
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operationTipBuilder.Append(']');
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operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_left")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_move_left"));
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append("[color=");
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operationTipBuilder.Append(Config.OperationTipActionColor);
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operationTipBuilder.Append(']');
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operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_right")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_move_right"));
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append("[color=");
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operationTipBuilder.Append(Config.OperationTipActionColor);
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operationTipBuilder.Append(']');
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operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_up")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_jump"));
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if (_collidingWithPlatform)
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{
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append("[color=");
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operationTipBuilder.Append(Config.OperationTipActionColor);
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operationTipBuilder.Append(']');
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operationTipBuilder.Append(
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TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_down")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_jump_down"));
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}
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var nearestItem = FindTheNearestItem();
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if (nearestItem != null)
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{
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append("[color=");
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operationTipBuilder.Append(Config.OperationTipActionColor);
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operationTipBuilder.Append(']');
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operationTipBuilder.Append(
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TranslationServerUtils.Translate(InputMap.ActionGetEvents("pick_up")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_pick_up"));
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if (nearestItem is IItem item)
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{
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operationTipBuilder.Append(item.Name);
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}
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operationTipLabel.Text = operationTipBuilder.ToString();
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}
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if (CurrentItem != null)
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{
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append("[color=");
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operationTipBuilder.Append(Config.OperationTipActionColor);
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operationTipBuilder.Append(']');
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operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("throw")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_throw"));
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if (CurrentItem is IItem item)
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{
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operationTipBuilder.Append(TranslationServerUtils.Translate(item.Name));
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operationTipBuilder.Append(' ');
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operationTipBuilder.Append("[color=");
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operationTipBuilder.Append(Config.OperationTipActionColor);
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operationTipBuilder.Append(']');
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operationTipBuilder.Append(
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TranslationServerUtils.Translate(InputMap.ActionGetEvents("use_item")[0].AsText()));
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operationTipBuilder.Append("[/color]");
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operationTipBuilder.Append(TranslationServerUtils.Translate("action_use_item"));
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operationTipBuilder.Append(TranslationServerUtils.Translate(item.Name));
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}
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}
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operationTipLabel.Text = operationTipBuilder.ToString();
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}
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protected override void HookPhysicsProcess(ref Vector2 velocity, double delta)
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protected override void HookPhysicsProcess(ref Vector2 velocity, double delta)
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{
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{
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//When the collision state between the platform detection ray and the platform changes
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//When the collision state between the platform detection ray and the platform changes
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//在平台检测射线与平台碰撞状态改变时
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//在平台检测射线与平台碰撞状态改变时
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if (_platformDetectionRayCast2D != null && _platformDetectionRayCast2D.IsColliding() != _collidingWithPlatform)
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if (_platformDetectionRayCast2D != null && _platformDetectionRayCast2D.IsColliding() != _collidingWithPlatform)
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{
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{
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//When the state changes, update the action hint
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//当状态改变时,更新操作提示
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_collidingWithPlatform = _platformDetectionRayCast2D.IsColliding();
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_collidingWithPlatform = _platformDetectionRayCast2D.IsColliding();
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UpdateOperationTip();
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}
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}
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//If the character is on the ground, give an upward velocity when the jump button is pressed
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//If the character is on the ground, give an upward velocity when the jump button is pressed
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@ -305,11 +207,6 @@ public partial class Player : CharacterTemplate
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}
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}
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}
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}
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protected override void WhenUpdateCurrentItem(Node2D? currentItem)
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{
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UpdateOperationTip();
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}
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/// <summary>
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/// <summary>
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/// <para>当玩家手动抛出物品时,施加到物品上的速度值</para>
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/// <para>当玩家手动抛出物品时,施加到物品上的速度值</para>
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/// </summary>
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/// </summary>
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@ -416,34 +313,6 @@ public partial class Player : CharacterTemplate
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EventBus.GameOverEvent.Invoke(gameOverEvent);
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EventBus.GameOverEvent.Invoke(gameOverEvent);
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}
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}
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protected override void EnterThePickingRangeBody(Node node)
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{
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base.EnterThePickingRangeBody(node);
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if (CurrentItem == node)
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{
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//If the node entering the pick range is the node held by the player, then return.
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//如果说进入拾捡范围的节点是玩家所持有的节点,那么返回。
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return;
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}
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if (node is not Node2D)
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{
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return;
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}
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UpdateOperationTip();
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}
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protected override void ExitThePickingRangeBody(Node node)
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{
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base.ExitThePickingRangeBody(node);
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if (node is not Node2D)
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{
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return;
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}
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UpdateOperationTip();
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}
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protected override void OnHit(DamageTemplate damageTemplate)
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protected override void OnHit(DamageTemplate damageTemplate)
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{
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{
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@ -33,10 +33,6 @@ public partial class GameSceneLoader : SceneLoaderTemplate
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//背包Ui容器
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//背包Ui容器
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var backpackUiContainer = GetNode<UiGroup>("CanvasLayer/DynamicUiGroup");
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var backpackUiContainer = GetNode<UiGroup>("CanvasLayer/DynamicUiGroup");
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GameSceneDepend.DynamicUiGroup = backpackUiContainer;
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GameSceneDepend.DynamicUiGroup = backpackUiContainer;
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//Load operation prompt
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//加载操作提示
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var operationTip = GetNode<RichTextLabel>("CanvasLayer/Control/VBoxContainer/OperationTip");
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GameSceneDepend.OperationTipLabel = operationTip;
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//Loaded weapon container
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//Loaded weapon container
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//加载武器容器
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//加载武器容器
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var weaponContainer = GetNode<Node2D>("WeaponContainer");
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var weaponContainer = GetNode<Node2D>("WeaponContainer");
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