diff --git a/DungeonShooting_Godot/project.godot b/DungeonShooting_Godot/project.godot index 90120ee..c5ef034 100644 --- a/DungeonShooting_Godot/project.godot +++ b/DungeonShooting_Godot/project.godot @@ -11,7 +11,7 @@ [application] config/name="DungeonShooting" -run/main_scene="res://scene/test/TestGenerateDungeon.tscn" +run/main_scene="res://scene/Main.tscn" config/icon="res://icon.png" [autoload] diff --git a/DungeonShooting_Godot/src/game/item/weapon/Weapon.cs b/DungeonShooting_Godot/src/game/item/weapon/Weapon.cs index 96eff98..adcadc9 100644 --- a/DungeonShooting_Godot/src/game/item/weapon/Weapon.cs +++ b/DungeonShooting_Godot/src/game/item/weapon/Weapon.cs @@ -916,10 +916,10 @@ var startHeight = 6; var direction = angle + Utils.RandRangeInt(-20, 20); - var xf = 30; - var yf = Utils.RandRangeInt(60, 120); - var rotate = Utils.RandRangeInt(-180, 180); - Throw(new Vector2(30, 15), master.GlobalPosition, startHeight, direction, xf, yf, rotate, true); + var xf = 20; + var yf = Utils.RandRangeInt(50, 70); + var rotate = Utils.RandRangeInt(-90, 90); + Throw(new Vector2(30, 15), master.GetCenterPosition(), startHeight, direction, xf, yf, rotate, true); } protected override void OnThrowOver() diff --git a/DungeonShooting_Godot/src/game/role/Role.cs b/DungeonShooting_Godot/src/game/role/Role.cs index 99bc480..4ec04ec 100644 --- a/DungeonShooting_Godot/src/game/role/Role.cs +++ b/DungeonShooting_Godot/src/game/role/Role.cs @@ -465,14 +465,16 @@ else { Hp -= damage; - var packedScene = ResourceManager.Load(ResourcePath.prefab_effect_Blood_tscn); - var blood = packedScene.Instance(); - blood.GlobalPosition = GlobalPosition; - blood.Rotation = angle; - GameApplication.Instance.Room.GetRoot().AddChild(blood); + //播放血液效果 + // var packedScene = ResourceManager.Load(ResourcePath.prefab_effect_Blood_tscn); + // var blood = packedScene.Instance(); + // blood.GlobalPosition = GlobalPosition; + // blood.Rotation = angle; + // GameApplication.Instance.Room.GetRoot().AddChild(blood); } - //PlayHitAnimation(); + //受伤特效 + PlayHitAnimation(); //死亡判定 if (Hp <= 0)