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..725ea23 100644 --- a/DungeonShooting_Godot/scene/Main.tscn +++ b/DungeonShooting_Godot/scene/Main.tscn @@ -60,7 +60,5 @@ [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/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..8c36996 100644 --- a/DungeonShooting_Godot/src/game/item/weapon/WeaponAttribute.cs +++ b/DungeonShooting_Godot/src/game/item/weapon/WeaponAttribute.cs @@ -218,7 +218,7 @@ } //------------------------------ Ai相关 ----------------------------- - + 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..f005169 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 +41,15 @@ UpliftAngle = 10; //开火位置 FirePosition = new Vector2(16, 2); + + AiUseAttribute = Clone(); + AiUseAttribute.DelayedTime = 1f; + AiUseAttribute.TriggerInterval = 4f; + AiUseAttribute.ContinuousShoot = true; + //连发数量 + AiUseAttribute.MinContinuousCount = 3; + AiUseAttribute.MaxContinuousCount = 3; + } } @@ -57,6 +64,7 @@ CenterPosition = new Vector2(0.4f, -2.6f); WeightType = WeaponWeightType.DeputyWeapon; StartFiringSpeed = 300; + FinalFiringSpeed = 300; StartScatteringRange = 5; FinalScatteringRange = 60; ScatteringRangeAddValue = 8f; @@ -83,6 +91,9 @@ UpliftAngle = 30; //开火位置 FirePosition = new Vector2(10, 2); + + AiUseAttribute = Clone(); + 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..ede4a24 100644 --- a/DungeonShooting_Godot/src/game/item/weapon/gun/Shotgun.cs +++ b/DungeonShooting_Godot/src/game/item/weapon/gun/Shotgun.cs @@ -42,6 +42,9 @@ MinBacklash = 5; //开火位置 FirePosition = new Vector2(18, 4); + + AiUseAttribute = Clone(); + AiUseAttribute.TriggerInterval = 3.5f; } } diff --git a/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs b/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs index 2362374..ef19fef 100644 --- a/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs +++ b/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs @@ -192,7 +192,7 @@ /// /// Ai触发的攻击 /// - public void EnemyAttack() + public void EnemyAttack(float delta) { var weapon = Holster.ActiveWeapon; if (weapon != null) @@ -220,17 +220,24 @@ } else //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/AiFollowUpState.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AiFollowUpState.cs index ce397e1..dd7b002 100644 --- a/DungeonShooting_Godot/src/game/role/enemy/state/AiFollowUpState.cs +++ b/DungeonShooting_Godot/src/game/role/enemy/state/AiFollowUpState.cs @@ -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/AiSurroundState.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AiSurroundState.cs index ac0b98f..de77bd2 100644 --- a/DungeonShooting_Godot/src/game/role/enemy/state/AiSurroundState.cs +++ b/DungeonShooting_Godot/src/game/role/enemy/state/AiSurroundState.cs @@ -125,7 +125,7 @@ else { //发起攻击 - Master.EnemyAttack(); + Master.EnemyAttack(delta); } } } diff --git a/DungeonShooting_Godot/src/game/room/RoomManager.cs b/DungeonShooting_Godot/src/game/room/RoomManager.cs index 2c282da..b3a794a 100644 --- a/DungeonShooting_Godot/src/game/room/RoomManager.cs +++ b/DungeonShooting_Godot/src/game/room/RoomManager.cs @@ -100,12 +100,14 @@ //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")); + enemy1.PickUpWeapon(WeaponManager.GetGun("1001")); // for (int i = 0; i < 3; i++) // { @@ -128,15 +130,15 @@ // enemy3.PickUpWeapon(WeaponManager.GetGun("1003")); // enemy3.PickUpWeapon(WeaponManager.GetGun("1002")); - 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(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(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("1004").PutDown(new Vector2(80, 100), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1001").PutDown(new Vector2(220, 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(180, 80), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1003").PutDown(new Vector2(180, 180), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1002").PutDown(new Vector2(180, 120), RoomLayerEnum.NormalLayer); }