解决更改架构后游戏无法正常运行的问题, 目前能正常跑起来了
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25
.gitignore
vendored
25
.gitignore
vendored
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@ -1,15 +1,16 @@
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/DungeonShooting_Godot/android
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/DungeonShooting_Godot/.idea
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/Script_Compiler/.idea
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/Script_Compiler/Script_Compiler/bin
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/Script_Runtime/.idea
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/Script_Runtime/Script_Runtime/bin
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/Script_Runtime/Script_Runtime_Test/bin
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/Script_Compiler/Script_Compiler/obj
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/Script_Runtime/Script_Runtime/obj
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/Script_Runtime/Script_Runtime_Test/obj
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/Script_Runtime/.vs
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/Script_Runtime/Script_Runtime/Backups
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/Script_Runtime/Script_Runtime_Generate/bin
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/Script_Runtime/Script_Runtime_Generate/obj
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/Script_Vscode_Plugin/node_modules
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/DScript/.idea
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/DScript/DScript_Compiler/obj
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/DScript/DScript_Compiler/bin
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/DScript/DScript_Runtime/obj
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/DScript/DScript_Runtime/bin
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/DScript/DScript_Runtime_Generate/obj
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/DScript/DScript_Runtime_Generate/bin
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/DScript/DScript_Runtime_Test/obj
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/DScript/DScript_Runtime_Test/bin
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/DScript/DScript_Compiler_Test/bin
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/DScript/DScript_Compiler_Test/obj
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/DScript/DScript_Runtime/Backups
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/DScript/DScript.sln.DotSettings.user
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19
DungeonShooting_Godot/prefab/role/Player.tscn
Normal file
19
DungeonShooting_Godot/prefab/role/Player.tscn
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://prefab/role/Role.tscn" type="PackedScene" id=1]
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[ext_resource path="res://resource/materlal/Shadow.gdshader" type="Shader" id=2]
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[sub_resource type="ShaderMaterial" id=1]
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resource_local_to_scene = true
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shader = ExtResource( 2 )
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shader_param/shadowColor = Color( 0, 0, 0, 0.8 )
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shader_param/schedule = 1.0
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[node name="Player" instance=ExtResource( 1 )]
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CollisionLayer = 8
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[node name="ShadowSprite" parent="." index="0"]
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material = SubResource( 1 )
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[node name="AnimatedSprite" parent="." index="2"]
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frame = 3
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@ -91,7 +91,6 @@ position = Vector2( 0, -10 )
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position = Vector2( 0, -12 )
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frames = SubResource( 6 )
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animation = "idle"
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frame = 2
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playing = true
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[node name="Collision" type="CollisionShape2D" parent="."]
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@ -3,7 +3,6 @@
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[ext_resource path="res://src/game/item/weapon/bullet/HighSpeedBullet.cs" type="Script" id=1]
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[ext_resource path="res://prefab/effect/Hit.tscn" type="PackedScene" id=2]
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[sub_resource type="Curve" id=1]
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_data = [ Vector2( 0, 0.781588 ), 0.0, 0.0, 0, 0, Vector2( 1, 1 ), 0.0, 0.0, 0, 0 ]
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@ -4,7 +4,6 @@
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[ext_resource path="res://resource/sprite/bullet/bullet.png" type="Texture" id=2]
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[ext_resource path="res://prefab/effect/Hit.tscn" type="PackedScene" id=3]
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[node name="OrdinaryBullets" type="Node2D"]
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script = ExtResource( 1 )
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Hit = ExtResource( 3 )
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@ -11,7 +11,7 @@ config_version=4
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[application]
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config/name="DungeonShooting"
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run/main_scene="res://scene/Main.tscn"
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run/main_scene="res://scene/Room.tscn"
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config/icon="res://icon.png"
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[autoload]
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@ -171,6 +171,10 @@ reload={
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2d_physics/layer_4="player"
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2d_physics/layer_5="enemy"
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[mono]
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project/assembly_name="DungeonShooting"
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[physics]
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common/enable_pause_aware_picking=true
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@ -20,11 +20,12 @@ z_index = -10
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[node name="dungeon_test" parent="MapRoot" instance=ExtResource( 2 )]
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[node name="Camera2D" type="Camera2D" parent="."]
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position = Vector2( 196, 128 )
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position = Vector2( 253, 219 )
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current = true
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process_mode = 0
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smoothing_enabled = true
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smoothing_speed = 8.0
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editor_draw_drag_margin = true
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script = ExtResource( 5 )
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[node name="ObjectRoot" type="Node2D" parent="."]
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@ -49,6 +49,10 @@ public class Player : Role
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[Export] public PackedScene GunPrefab;
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public Player(): base("res://prefab/role/Player.tscn")
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{
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}
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public override void _EnterTree()
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{
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base._EnterTree();
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@ -58,6 +62,14 @@ public class Player : Role
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public override void _Ready()
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{
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base._Ready();
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//让相机跟随玩家
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var remoteTransform = new RemoteTransform2D();
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AddChild(remoteTransform);
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MainCamera.Main.GlobalPosition = GlobalPosition;
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MainCamera.Main.ResetSmoothing();
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remoteTransform.RemotePath = remoteTransform.GetPathTo(MainCamera.Main);
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Holster.SlotList[2].Enable = true;
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Holster.SlotList[3].Enable = true;
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RefreshGunTexture();
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@ -40,6 +40,11 @@ public abstract class Role : ActivityObject
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/// </summary>
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public Position2D BackMountPoint { get; private set; }
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/// <summary>
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/// 互动碰撞区域
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/// </summary>
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public Area2D InteractiveArea { get; private set; }
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/// <summary>
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/// 脸的朝向
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/// </summary>
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@ -117,6 +122,10 @@ public abstract class Role : ActivityObject
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{
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}
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public Role(string scenePath) : base(scenePath)
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{
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}
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public override void _Ready()
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{
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base._Ready();
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@ -133,6 +142,11 @@ public abstract class Role : ActivityObject
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Holster = new Holster(this);
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Face = FaceDirection.Right;
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//连接互动物体信号
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InteractiveArea = GetNode<Area2D>("InteractiveArea");
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InteractiveArea.Connect("area_entered", this, nameof(_OnPropsEnter));
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InteractiveArea.Connect("area_exited", this, nameof(_OnPropsExit));
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}
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public override void _Process(float delta)
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