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, 173, 173, 185, 173, 173, 173, 185, 173, 173, 173, 163, 173, 173, 173, 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, 173, 173, 185, 173, 173, 173, 185, 173, 173, 173, 163, 173, 173, 173, 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, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 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, 0, 0, 0, 0, 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, 4, 255, 255, 255, 16, 255, 255, 255, 16, 255, 255, 255, 4, 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, 255, 255, 255, 0, 255, 255, 255, 16, 255, 255, 255, 21, 255, 255, 255, 21, 255, 255, 255, 16, 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, 255, 255, 255, 0, 255, 255, 255, 16, 255, 255, 255, 21, 255, 255, 255, 21, 255, 255, 255, 16, 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, 255, 255, 255, 0, 255, 255, 255, 4, 255, 255, 255, 16, 255, 255, 255, 16, 255, 255, 255, 4, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 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, 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, 76, 255, 255, 255, 17, 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, 17, 255, 255, 255, 76, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 76, 255, 255, 255, 228, 255, 255, 255, 188, 255, 255, 255, 17, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 17, 255, 255, 255, 188, 255, 255, 255, 228, 255, 255, 255, 76, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 18, 255, 255, 255, 188, 255, 255, 255, 229, 255, 255, 255, 187, 255, 255, 255, 17, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 17, 255, 255, 255, 187, 255, 255, 255, 229, 255, 255, 255, 188, 255, 255, 255, 18, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 19, 255, 255, 255, 188, 255, 255, 255, 229, 255, 255, 255, 185, 255, 255, 255, 17, 255, 255, 255, 17, 255, 255, 255, 186, 255, 255, 255, 229, 255, 255, 255, 188, 255, 255, 255, 19, 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, 19, 255, 255, 255, 190, 255, 255, 255, 229, 255, 255, 255, 185, 255, 255, 255, 185, 255, 255, 255, 229, 255, 255, 255, 189, 255, 255, 255, 19, 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, 255, 255, 255, 0, 255, 255, 255, 19, 255, 255, 255, 191, 255, 255, 255, 229, 255, 255, 255, 229, 255, 255, 255, 190, 255, 255, 255, 19, 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, 255, 255, 255, 0, 255, 255, 255, 17, 255, 255, 255, 188, 255, 255, 255, 229, 255, 255, 255, 229, 255, 255, 255, 188, 255, 255, 255, 17, 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, 255, 255, 255, 0, 255, 255, 255, 17, 255, 255, 255, 188, 255, 255, 255, 229, 255, 255, 255, 188, 255, 255, 255, 188, 255, 255, 255, 229, 255, 255, 255, 187, 255, 255, 255, 17, 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, 17, 255, 255, 255, 187, 255, 255, 255, 229, 255, 255, 255, 188, 255, 255, 255, 18, 255, 255, 255, 19, 255, 255, 255, 188, 255, 255, 255, 229, 255, 255, 255, 186, 255, 255, 255, 17, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 17, 255, 255, 255, 185, 255, 255, 255, 229, 255, 255, 255, 189, 255, 255, 255, 19, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 19, 255, 255, 255, 189, 255, 255, 255, 229, 255, 255, 255, 185, 255, 255, 255, 17, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 76, 255, 255, 255, 229, 255, 255, 255, 190, 255, 255, 255, 19, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 19, 255, 255, 255, 190, 255, 255, 255, 229, 255, 255, 255, 76, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 77, 255, 255, 255, 19, 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, 19, 255, 255, 255, 77, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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",
@@ -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);
}