diff --git a/DungeonShooting_Godot/prefab/ui/RoomUI.tscn b/DungeonShooting_Godot/prefab/ui/RoomUI.tscn index 22ab281..0428334 100644 --- a/DungeonShooting_Godot/prefab/ui/RoomUI.tscn +++ b/DungeonShooting_Godot/prefab/ui/RoomUI.tscn @@ -16,6 +16,8 @@ anchors_preset = 15 anchor_right = 1.0 anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 script = ExtResource("1") [node name="Control" type="Control" parent="."] diff --git a/DungeonShooting_Godot/resource/theme/mainTheme.tres b/DungeonShooting_Godot/resource/theme/mainTheme.tres index c3a5d55..cba5f56 100644 --- a/DungeonShooting_Godot/resource/theme/mainTheme.tres +++ b/DungeonShooting_Godot/resource/theme/mainTheme.tres @@ -350,7 +350,7 @@ [sub_resource type="ImageTexture" id="58"] -[sub_resource type="Image" id="Image_iyt8m"] +[sub_resource type="Image" id="Image_hisl8"] data = { "data": PackedByteArray(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 1, 255, 255, 255, 39, 255, 255, 255, 67, 255, 255, 255, 67, 255, 255, 255, 39, 255, 255, 255, 1, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 39, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 39, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 66, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 66, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 66, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 66, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 39, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 39, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 1, 255, 255, 255, 39, 255, 255, 255, 67, 255, 255, 255, 67, 255, 255, 255, 39, 255, 255, 255, 1, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), "format": "RGBA8", @@ -360,7 +360,7 @@ } [sub_resource type="ImageTexture" id="60"] -image = SubResource("Image_iyt8m") +image = SubResource("Image_hisl8") [sub_resource type="StyleBoxTexture" id="61"] content_margin_left = 2.0 @@ -370,7 +370,7 @@ texture = SubResource("60") region_rect = Rect2(0, 0, 12, 12) -[sub_resource type="Image" id="Image_5go3g"] +[sub_resource type="Image" id="Image_mwmgx"] data = { "data": PackedByteArray(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 191, 191, 191, 0, 247, 247, 247, 0, 248, 248, 248, 0, 248, 248, 248, 0, 247, 247, 247, 0, 191, 191, 191, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 191, 191, 191, 0, 191, 191, 191, 4, 247, 247, 247, 98, 248, 248, 248, 167, 248, 248, 248, 167, 247, 247, 247, 98, 191, 191, 191, 4, 191, 191, 191, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 247, 247, 247, 0, 247, 247, 247, 97, 248, 248, 248, 186, 248, 248, 248, 186, 248, 248, 248, 186, 248, 248, 248, 186, 247, 247, 247, 97, 247, 247, 247, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 248, 248, 248, 0, 248, 248, 248, 164, 248, 248, 248, 186, 248, 248, 248, 186, 248, 248, 248, 186, 248, 248, 248, 186, 248, 248, 248, 164, 248, 248, 248, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 248, 248, 248, 0, 248, 248, 248, 164, 248, 248, 248, 186, 248, 248, 248, 186, 248, 248, 248, 186, 248, 248, 248, 186, 248, 248, 248, 164, 248, 248, 248, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 247, 247, 247, 0, 247, 247, 247, 97, 248, 248, 248, 186, 248, 248, 248, 186, 248, 248, 248, 186, 248, 248, 248, 186, 247, 247, 247, 97, 247, 247, 247, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 191, 191, 191, 0, 191, 191, 191, 4, 247, 247, 247, 98, 248, 248, 248, 167, 248, 248, 248, 167, 247, 247, 247, 98, 191, 191, 191, 4, 191, 191, 191, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 191, 191, 191, 0, 247, 247, 247, 0, 248, 248, 248, 0, 248, 248, 248, 0, 247, 247, 247, 0, 191, 191, 191, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), "format": "RGBA8", @@ -380,7 +380,7 @@ } [sub_resource type="ImageTexture" id="63"] -image = SubResource("Image_5go3g") +image = SubResource("Image_mwmgx") [sub_resource type="StyleBoxTexture" id="64"] content_margin_left = 2.0 @@ -390,7 +390,7 @@ texture = SubResource("63") region_rect = Rect2(0, 0, 12, 12) -[sub_resource type="Image" id="Image_2jhqf"] +[sub_resource type="Image" id="Image_flebj"] data = { "data": PackedByteArray(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 127, 127, 127, 0, 173, 173, 173, 0, 173, 173, 173, 0, 173, 173, 173, 0, 173, 173, 173, 0, 127, 127, 127, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 127, 127, 127, 0, 127, 127, 127, 4, 173, 173, 173, 97, 173, 173, 173, 166, 173, 173, 173, 166, 173, 173, 173, 97, 127, 127, 127, 4, 127, 127, 127, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 172, 172, 172, 0, 172, 172, 172, 96, 173, 173, 173, 185, 173, 173, 173, 185, 173, 173, 173, 185, 173, 173, 173, 185, 172, 172, 172, 96, 172, 172, 172, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 173, 173, 173, 0, 173, 173, 173, 163, 173, 173, 173, 185, 173, 173, 173, 185, 173, 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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), "format": "RGBA8", @@ -400,7 +400,7 @@ } [sub_resource type="ImageTexture" id="66"] -image = SubResource("Image_2jhqf") +image = SubResource("Image_flebj") [sub_resource type="StyleBoxTexture" id="67"] content_margin_left = 2.0 @@ -410,7 +410,7 @@ texture = SubResource("66") region_rect = Rect2(0, 0, 12, 12) -[sub_resource type="Image" id="Image_fyayv"] +[sub_resource type="Image" id="Image_pj5hb"] data = { "data": PackedByteArray(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), "format": "RGBA8", @@ -420,7 +420,7 @@ } [sub_resource type="ImageTexture" id="69"] -image = SubResource("Image_fyayv") +image = SubResource("Image_pj5hb") [sub_resource type="StyleBoxTexture" id="70"] content_margin_left = 0.0 @@ -444,7 +444,7 @@ content_margin_right = 4.0 content_margin_bottom = 4.0 -[sub_resource type="Image" id="Image_g2dan"] +[sub_resource type="Image" id="Image_3fajv"] data = { "data": PackedByteArray(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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0), "format": "RGBA8", @@ -454,7 +454,7 @@ } [sub_resource type="ImageTexture" id="56"] -image = SubResource("Image_g2dan") +image = SubResource("Image_3fajv") [sub_resource type="StyleBoxFlat" id="57"] content_margin_left = 6.0 diff --git a/DungeonShooting_Godot/scene/Main.tscn b/DungeonShooting_Godot/scene/Main.tscn index b898f80..0aaea00 100644 --- a/DungeonShooting_Godot/scene/Main.tscn +++ b/DungeonShooting_Godot/scene/Main.tscn @@ -24,7 +24,6 @@ [node name="Main" type="Node2D"] script = ExtResource("3") -Debug = true CursorPack = ExtResource("4") RoomPath = NodePath("ViewCanvas/SubViewportContainer/SubViewport/Room") ViewportPath = NodePath("ViewCanvas/SubViewportContainer/SubViewport") @@ -60,7 +59,3 @@ [node name="UiCanvas" type="CanvasLayer" parent="."] [node name="RoomUI" parent="UiCanvas" instance=ExtResource("2")] -layout_mode = 3 -anchors_preset = 15 -grow_horizontal = 2 -grow_vertical = 2 diff --git a/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs b/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs index 435a28f..80f17e1 100644 --- a/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs +++ b/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs @@ -3,10 +3,9 @@ using System.Collections; using System.Collections.Generic; using Godot; -using Plugin; /// -/// 房间内活动物体基类 +/// 房间内活动物体基类, 所有物体都必须继承该类 /// public abstract partial class ActivityObject : CharacterBody2D { @@ -38,7 +37,6 @@ /// /// 动画播放器 /// - /// public AnimationPlayer AnimationPlayer { get; } /// @@ -631,6 +629,11 @@ { canNext = false; } + else + { + item.WaitType = CoroutineData.WaitTypeEnum.None; + item.WaitForSeconds = null; + } } else if (item.WaitType == CoroutineData.WaitTypeEnum.WaitForFixedProcess) //等待帧数 { @@ -638,6 +641,11 @@ { canNext = false; } + else + { + item.WaitType = CoroutineData.WaitTypeEnum.None; + item.WaitForFixedProcess = null; + } } if (canNext) @@ -645,7 +653,7 @@ if (item.Enumerator.MoveNext()) //嵌套协程 { var next = item.Enumerator.Current; - if (next is IEnumerator enumerator) + if (next is IEnumerable enumerable) { if (item.EnumeratorStack == null) { @@ -653,7 +661,7 @@ } item.EnumeratorStack.Push(item.Enumerator); - item.Enumerator = enumerator; + item.Enumerator = enumerable.GetEnumerator(); } else if (next is WaitForSeconds seconds) //等待秒数 { diff --git a/DungeonShooting_Godot/src/framework/activity/components/StateBase.cs b/DungeonShooting_Godot/src/framework/activity/components/StateBase.cs index c4d2d17..da0095a 100644 --- a/DungeonShooting_Godot/src/framework/activity/components/StateBase.cs +++ b/DungeonShooting_Godot/src/framework/activity/components/StateBase.cs @@ -41,9 +41,9 @@ } /// - /// 如果当前状态已被激活, 物理帧每帧更新 + /// 如果当前状态已被激活, 帧每帧更新 /// - public virtual void PhysicsProcess(float delta) + public virtual void Process(float delta) { } diff --git a/DungeonShooting_Godot/src/framework/activity/components/StateController.cs b/DungeonShooting_Godot/src/framework/activity/components/StateController.cs index 8344358..59ab805 100644 --- a/DungeonShooting_Godot/src/framework/activity/components/StateController.cs +++ b/DungeonShooting_Godot/src/framework/activity/components/StateController.cs @@ -27,16 +27,16 @@ /// private bool _isChangeState; - public override void PhysicsProcess(float delta) + public override void Process(float delta) { _isChangeState = false; if (CurrStateBase != null) { - CurrStateBase.PhysicsProcess(delta); - //判断当前帧是否有改变的状态, 如果有, 则重新调用 PhysicsProcess() 方法 + CurrStateBase.Process(delta); + //判断当前帧是否有改变的状态, 如果有, 则重新调用 Process() 方法 if (_isChangeState) { - PhysicsProcess(delta); + Process(delta); } } } diff --git a/DungeonShooting_Godot/src/game/item/weapon/Weapon.cs b/DungeonShooting_Godot/src/game/item/weapon/Weapon.cs index b084398..c443557 100644 --- a/DungeonShooting_Godot/src/game/item/weapon/Weapon.cs +++ b/DungeonShooting_Godot/src/game/item/weapon/Weapon.cs @@ -564,13 +564,20 @@ /// 获取扳机蓄力时长, 计算按下扳机后从可以开火到当前一共经过了多长时间, 可用于计算蓄力攻击 /// 注意, 该函数仅在 Attribute.LooseShoot == false 时有正确的返回值, 否则返回 0 /// - /// public float GetTriggerChargeTime() { return _chargeTime; } /// + /// 获取延时射击倒计时, 单位: 秒 + /// + public float GetDelayedAttackTime() + { + return _delayedTime; + } + + /// /// 刚按下扳机 /// private void DownTrigger() diff --git a/DungeonShooting_Godot/src/game/item/weapon/WeaponAttribute.cs b/DungeonShooting_Godot/src/game/item/weapon/WeaponAttribute.cs index d1b62cf..0f4e3c6 100644 --- a/DungeonShooting_Godot/src/game/item/weapon/WeaponAttribute.cs +++ b/DungeonShooting_Godot/src/game/item/weapon/WeaponAttribute.cs @@ -214,11 +214,17 @@ attr.UpliftAngle = UpliftAngle; attr.DefaultAngle = DefaultAngle; attr.UpliftAngleRestore = UpliftAngleRestore; + attr.AiTargetLockingTime = AiTargetLockingTime; return attr; } //------------------------------ Ai相关 ----------------------------- + /// + /// 用于Ai, 目标锁定时间, 也就是瞄准目标多久才会开火 + /// + public float AiTargetLockingTime = 0; + public WeaponAttribute AiUseAttribute; public AiFireCallback OnAiFireCallback; diff --git a/DungeonShooting_Godot/src/game/item/weapon/gun/Gun.cs b/DungeonShooting_Godot/src/game/item/weapon/gun/Gun.cs index 309242b..283c8dd 100644 --- a/DungeonShooting_Godot/src/game/item/weapon/gun/Gun.cs +++ b/DungeonShooting_Godot/src/game/item/weapon/gun/Gun.cs @@ -28,9 +28,7 @@ MaxAmmoCapacity = 30 * 3; //扳机检测间隔 TriggerInterval = 0f; - //连发数量 - MinContinuousCount = 3; - MaxContinuousCount = 3; + //开火前延时 DelayedTime = 0f; //攻击距离 @@ -43,6 +41,13 @@ UpliftAngle = 10; //开火位置 FirePosition = new Vector2(16, 2); + + AiUseAttribute = Clone(); + AiUseAttribute.AiTargetLockingTime = 0.5f; + AiUseAttribute.TriggerInterval = 3f; + AiUseAttribute.ContinuousShoot = false; + AiUseAttribute.MinContinuousCount = 3; + AiUseAttribute.MaxContinuousCount = 3; } } @@ -57,6 +62,7 @@ CenterPosition = new Vector2(0.4f, -2.6f); WeightType = WeaponWeightType.DeputyWeapon; StartFiringSpeed = 300; + FinalFiringSpeed = 300; StartScatteringRange = 5; FinalScatteringRange = 60; ScatteringRangeAddValue = 8f; @@ -83,6 +89,10 @@ UpliftAngle = 30; //开火位置 FirePosition = new Vector2(10, 2); + + AiUseAttribute = Clone(); + AiUseAttribute.AiTargetLockingTime = 1f; + AiUseAttribute.TriggerInterval = 2f; } } diff --git a/DungeonShooting_Godot/src/game/item/weapon/gun/Shotgun.cs b/DungeonShooting_Godot/src/game/item/weapon/gun/Shotgun.cs index c40aac4..38ab153 100644 --- a/DungeonShooting_Godot/src/game/item/weapon/gun/Shotgun.cs +++ b/DungeonShooting_Godot/src/game/item/weapon/gun/Shotgun.cs @@ -42,6 +42,10 @@ MinBacklash = 5; //开火位置 FirePosition = new Vector2(18, 4); + + AiUseAttribute = Clone(); + AiUseAttribute.AiTargetLockingTime = 0.2f; + AiUseAttribute.TriggerInterval = 3.5f; } } diff --git a/DungeonShooting_Godot/src/game/item/weapon/knife/Knife.cs b/DungeonShooting_Godot/src/game/item/weapon/knife/Knife.cs index e479a5a..817ce68 100644 --- a/DungeonShooting_Godot/src/game/item/weapon/knife/Knife.cs +++ b/DungeonShooting_Godot/src/game/item/weapon/knife/Knife.cs @@ -28,6 +28,9 @@ MinBacklash = -8; BacklashRegressionSpeed = 24; UpliftAngle = -95; + + //AiUseAttribute = Clone(); + //AiUseAttribute.TriggerInterval = 3f; } } diff --git a/DungeonShooting_Godot/src/game/role/Player.cs b/DungeonShooting_Godot/src/game/role/Player.cs index 643288c..2a6c2fa 100644 --- a/DungeonShooting_Godot/src/game/role/Player.cs +++ b/DungeonShooting_Godot/src/game/role/Player.cs @@ -1,3 +1,4 @@ +using System.Collections; using Godot; diff --git a/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs b/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs index 2362374..a377c86 100644 --- a/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs +++ b/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs @@ -26,7 +26,7 @@ public static bool IsFindTarget { get; private set; } /// - /// 找到的目标的位置, 如果目标在视野内, 则一直更新 + /// 公共属性, 找到的目标的位置, 如果目标在视野内, 则一直更新 /// public static Vector2 FindTargetPosition { get; private set; } @@ -67,7 +67,10 @@ /// public Marker2D NavigationPoint { get; } + //开火间隙时间 private float _enemyAttackTimer = 0; + //目标在视野内的时间 + private float _targetInViewTime = 0; public Enemy() : base(ResourcePath.prefab_role_Enemy_tscn) { @@ -136,11 +139,22 @@ Destroy(); } - protected override void PhysicsProcess(float delta) + protected override void Process(float delta) { - base.PhysicsProcess(delta); + base.Process(delta); _enemyAttackTimer -= delta; + //目标在视野内的时间 + var currState = StateController.CurrState; + if (currState == AiStateEnum.AiSurround || currState == AiStateEnum.AiFollowUp) + { + _targetInViewTime += delta; + } + else + { + _targetInViewTime = 0; + } + EnemyPickUpWeapon(); } @@ -192,7 +206,7 @@ /// /// Ai触发的攻击 /// - public void EnemyAttack() + public void EnemyAttack(float delta) { var weapon = Holster.ActiveWeapon; if (weapon != null) @@ -218,19 +232,26 @@ { Reload(); } - else //正常射击 + else if (_targetInViewTime >= weapon.Attribute.AiTargetLockingTime) //正常射击 { - if (weapon.Attribute.ContinuousShoot) //连发 + if (weapon.GetDelayedAttackTime() > 0) { Attack(); } - else //单发 + else { - if (_enemyAttackTimer <= 0) + if (weapon.Attribute.ContinuousShoot) //连发 { - _enemyAttackTimer = 60f / weapon.Attribute.StartFiringSpeed + Utils.RandfRange(0, 0.06f); Attack(); } + else //单发 + { + if (_enemyAttackTimer <= 0) + { + _enemyAttackTimer = 60f / weapon.Attribute.StartFiringSpeed; + Attack(); + } + } } } } diff --git a/DungeonShooting_Godot/src/game/role/enemy/state/AIStateEnum.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AIStateEnum.cs index bdf95b2..6bb8db4 100644 --- a/DungeonShooting_Godot/src/game/role/enemy/state/AIStateEnum.cs +++ b/DungeonShooting_Godot/src/game/role/enemy/state/AIStateEnum.cs @@ -14,7 +14,7 @@ /// AiLeaveFor, /// - /// 发现目标, 并且知道位置 + /// 发现目标, 目标不在视野内, 但是知道位置 /// AiTailAfter, /// diff --git a/DungeonShooting_Godot/src/game/role/enemy/state/AiFindAmmoState.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AiFindAmmoState.cs index b325bc5..c0a88cf 100644 --- a/DungeonShooting_Godot/src/game/role/enemy/state/AiFindAmmoState.cs +++ b/DungeonShooting_Godot/src/game/role/enemy/state/AiFindAmmoState.cs @@ -37,7 +37,7 @@ _target.SetSign(SignNames.AiFindWeaponSign, Master); } - public override void PhysicsProcess(float delta) + public override void Process(float delta) { if (!Master.IsAllWeaponTotalAmmoEmpty()) //已经有弹药了 { diff --git a/DungeonShooting_Godot/src/game/role/enemy/state/AiFollowUpState.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AiFollowUpState.cs index ce397e1..c3082d3 100644 --- a/DungeonShooting_Godot/src/game/role/enemy/state/AiFollowUpState.cs +++ b/DungeonShooting_Godot/src/game/role/enemy/state/AiFollowUpState.cs @@ -26,7 +26,7 @@ IsInView = true; } - public override void PhysicsProcess(float delta) + public override void Process(float delta) { //先检查弹药是否打光 if (Master.IsAllWeaponTotalAmmoEmpty()) @@ -103,7 +103,7 @@ if (inAttackRange) //在攻击范围内 { //发起攻击 - Master.EnemyAttack(); + Master.EnemyAttack(delta); //距离够近, 可以切换到环绕模式 if (Master.GlobalPosition.DistanceSquaredTo(playerPos) <= Mathf.Pow(weapon.Attribute.MinDistance, 2) * 0.7f) diff --git a/DungeonShooting_Godot/src/game/role/enemy/state/AiLeaveForState.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AiLeaveForState.cs index 1245c70..80766a7 100644 --- a/DungeonShooting_Godot/src/game/role/enemy/state/AiLeaveForState.cs +++ b/DungeonShooting_Godot/src/game/role/enemy/state/AiLeaveForState.cs @@ -38,7 +38,7 @@ } } - public override void PhysicsProcess(float delta) + public override void Process(float delta) { //这个状态下不会有攻击事件, 所以没必要每一帧检查是否弹药耗尽 diff --git a/DungeonShooting_Godot/src/game/role/enemy/state/AiNormalState.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AiNormalState.cs index 434ee38..6089ec9 100644 --- a/DungeonShooting_Godot/src/game/role/enemy/state/AiNormalState.cs +++ b/DungeonShooting_Godot/src/game/role/enemy/state/AiNormalState.cs @@ -39,7 +39,7 @@ _moveFlag = false; } - public override void PhysicsProcess(float delta) + public override void Process(float delta) { //其他敌人发现玩家 if (Enemy.IsFindTarget) diff --git a/DungeonShooting_Godot/src/game/role/enemy/state/AiProbeState.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AiProbeState.cs index 6dc14dc..b3030ca 100644 --- a/DungeonShooting_Godot/src/game/role/enemy/state/AiProbeState.cs +++ b/DungeonShooting_Godot/src/game/role/enemy/state/AiProbeState.cs @@ -8,7 +8,7 @@ { } - public override void PhysicsProcess(float delta) + public override void Process(float delta) { //其他敌人发现玩家 if (Enemy.IsFindTarget) diff --git a/DungeonShooting_Godot/src/game/role/enemy/state/AiSurroundState.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AiSurroundState.cs index ac0b98f..a777251 100644 --- a/DungeonShooting_Godot/src/game/role/enemy/state/AiSurroundState.cs +++ b/DungeonShooting_Godot/src/game/role/enemy/state/AiSurroundState.cs @@ -33,7 +33,7 @@ _moveFlag = false; } - public override void PhysicsProcess(float delta) + public override void Process(float delta) { //先检查弹药是否打光 if (Master.IsAllWeaponTotalAmmoEmpty()) @@ -125,7 +125,7 @@ else { //发起攻击 - Master.EnemyAttack(); + Master.EnemyAttack(delta); } } } diff --git a/DungeonShooting_Godot/src/game/role/enemy/state/AiTailAfterState.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AiTailAfterState.cs index 7d92d9f..8d3d507 100644 --- a/DungeonShooting_Godot/src/game/role/enemy/state/AiTailAfterState.cs +++ b/DungeonShooting_Godot/src/game/role/enemy/state/AiTailAfterState.cs @@ -40,7 +40,7 @@ } } - public override void PhysicsProcess(float delta) + public override void Process(float delta) { //这个状态下不会有攻击事件, 所以没必要每一帧检查是否弹药耗尽 diff --git a/DungeonShooting_Godot/src/game/room/RoomManager.cs b/DungeonShooting_Godot/src/game/room/RoomManager.cs index 2c282da..91c760b 100644 --- a/DungeonShooting_Godot/src/game/room/RoomManager.cs +++ b/DungeonShooting_Godot/src/game/room/RoomManager.cs @@ -100,21 +100,23 @@ //播放bgm SoundManager.PlayMusic(ResourcePath.resource_sound_bgm_Intro_ogg, -17f); + Player.PickUpWeapon(WeaponManager.GetGun("1001")); + // Player.PickUpWeapon(WeaponManager.GetGun("1002")); Player.PickUpWeapon(WeaponManager.GetGun("1003")); Player.PickUpWeapon(WeaponManager.GetGun("1004")); - var enemy1 = new Enemy(); - enemy1.PutDown(new Vector2(100, 100), RoomLayerEnum.YSortLayer); - //enemy1.PickUpWeapon(WeaponManager.GetGun("1001")); + // var enemy1 = new Enemy(); + // enemy1.PutDown(new Vector2(100, 100), RoomLayerEnum.YSortLayer); + // enemy1.PickUpWeapon(WeaponManager.GetGun("1001")); - // for (int i = 0; i < 3; i++) + // for (int i = 0; i < 10; i++) // { // var enemyTemp = new Enemy(); // enemyTemp.PutDown(new Vector2(30 + (i + 1) * 20, 30), RoomLayerEnum.YSortLayer); // // enemyTemp.PickUpWeapon(WeaponManager.GetGun("1003")); // // enemyTemp.PickUpWeapon(WeaponManager.GetGun("1001")); // } - + // // var enemy2 = new Enemy(); // enemy2.Name = "Enemy2"; // enemy2.PutDown(new Vector2(120, 100)); @@ -130,13 +132,17 @@ WeaponManager.GetGun("1004").PutDown(new Vector2(80, 100), RoomLayerEnum.NormalLayer); WeaponManager.GetGun("1001").PutDown(new Vector2(220, 120), RoomLayerEnum.NormalLayer); + WeaponManager.GetGun("1001").PutDown(new Vector2(230, 120), RoomLayerEnum.NormalLayer); WeaponManager.GetGun("1001").PutDown(new Vector2(80, 80), RoomLayerEnum.NormalLayer); WeaponManager.GetGun("1002").PutDown(new Vector2(80, 120), RoomLayerEnum.NormalLayer); WeaponManager.GetGun("1003").PutDown(new Vector2(120, 80), RoomLayerEnum.NormalLayer); + WeaponManager.GetGun("1003").PutDown(new Vector2(130, 80), RoomLayerEnum.NormalLayer); + WeaponManager.GetGun("1003").PutDown(new Vector2(140, 80), RoomLayerEnum.NormalLayer); - WeaponManager.GetGun("1003").PutDown(new Vector2(180, 80), RoomLayerEnum.NormalLayer); - WeaponManager.GetGun("1003").PutDown(new Vector2(180, 180), RoomLayerEnum.NormalLayer); - WeaponManager.GetGun("1002").PutDown(new Vector2(180, 120), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1003").PutDown(new Vector2(180, 80), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1003").PutDown(new Vector2(180, 180), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1002").PutDown(new Vector2(180, 120), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1002").PutDown(new Vector2(180, 130), RoomLayerEnum.NormalLayer); }