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@@ -0,0 +1,255 @@
+## 武器制作流程
+
+[TOC]
+
+在本文档中, 预制体=场景
+
+
+
+#### 1.创建武器预制体和武器脚本
+
+武器预制体(场景)路径: `res://prefab/weapon/`
+
+首先创建一个武器预制体, 右键`res://prefab/weapon/WeaponTemplate.tscn`, 选择`新建继承场景`
+
+
+
+创建完成后需要修改武器场景根节点名称
+
+**武器命名规范**: Weapon+武器唯一Id
+
+这个`武器唯一Id`就是填在配置表中的id, 后面会讲到, **这里先确保唯一即可**
+
+
+
+以下是武器所有的节点
+
+
+
+所有节点详细描述和注意事项:
+
+- **ShadowSprite**: 武器的阴影节点, 默认`texture`是空的, 游戏会自动根据`AnimatedSprite`节点当前帧创建对应的阴影序列帧, 如果需要自定义阴影纹理, 例如一个阴影圈, 那么就可以手动给`texture`属性赋值
+- **AnimatedSprite**: 武器帧动画节点, 模板武器不包含`sprite_frames`数据, 需要自己创建
+- **ShellPoint**: 弹壳投抛位置, 手动移动到合适位置即可
+- **FirePoint**: 子弹射出位置, 手动移动到合适位置即可
+- **Collision**: 武器碰撞器, `shape`默认为空, 必须创建`RectangleShape2D`(矩形)类型碰撞器
+- **AnimationPlayer**: 武器动画播放器, 可以创建武器自定义动画, 例如, 换弹, 上膛, 空闲动画等, 动画播放器默认包含`floodlight`动画, 该动画为武器在地上时的高亮动画, 请不要编辑或者删除
+
+
+
+接下来就是创建武器脚本, 武器基类为`Weapon`(路径:`src/game/activity/weapon/Weapon.cs`), 并且`Weapon`为抽象类, 因此我们需要创建一个子类并继承`Weapon`
+
+我们创建一个`MyGun.cs`, (如果不想自己实现武器逻辑, 可以直接跳过这一步, 并使用默认的枪类实现: `Gun`, 路径: `src/game/activity/weapon/gun/Gun.cs`)
+
+```csharp
+using Godot;
+
+[Tool] //这个[Tool]必须添加, 否则将会在运行游戏时报错!
+public partial class MyGun : Weapon
+{
+ protected override void OnFire()
+ {
+ //单次开火时调用的函数
+ }
+
+ protected override void OnShoot(float fireRotation)
+ {
+ //发射子弹时调用的函数, 每发射一枚子弹调用一次, 如果做霰弹武器效果, 一次开火发射5枚子弹, 则该函数调用5次
+ //fireRotation – 开火时枪口旋转角度, 弧度制
+ }
+}
+```
+
+至于开火和发射子弹的具体逻辑, 这里不过多介绍, 请参照`Gun`类
+
+写完脚本后我们需要点击`Godot`右上角的编译按钮
+
+
+
+编译完成后就可以将`MyGun`挂载到武器根节点下了(如果使用默认枪逻辑, 直接挂载`Gun`脚本即可)
+
+刚挂载脚本下面导出的属性都时空的, 不要害怕, 这一步不需要手动赋值
+
+**注意**: 如果挂载脚本后没有出现以下属性, 说明脚本编译出错或者没有编译脚本
+
+
+
+这里需要手动关闭场景再打开或者切换到其它页签再切回来, 导出的属性就会自动赋值, 最后记得`ctrl+s`保存一下
+
+
+
+到这里武器预制体创建完成
+
+
+
+#### 2.创建子弹预制体和子弹脚本
+
+子弹预制体路径: `res://prefab/bullet/`
+
+该文件夹目前包含三个子文件夹, 分别对应三种子弹类型
+
+- **normal**: 正常子弹类型, 实体子弹
+- **laser**: 激光
+- **explode**: 爆炸效果
+
+
+
+我们以最基础的`normal`子弹为例
+
+子弹不像武器有模板场景, 需要自由发挥, 但是我们可以直接复制其它子弹预制体, 然后改个名称即可
+
+
+
+子弹命名方式和武器类似, 这里按照其它子弹照葫芦画瓢即可
+
+以下是子弹所有的节点(我们是复制的`Bullet0001.tscn`场景, 其它子弹场景可能会有所不同)
+
+
+
+所有节点详细描述和注意事项:
+
+- **ShadowSprite**: 同武器介绍
+- **AnimatedSprite**: 同武器介绍
+- **CollisionArea**: 子弹伤害检测区域, 检测子弹撞到的目标, 并调用目标的`IHurt.Hurt()`函数, 目标必须实现`IHurt`接口
+- **CollisionShape2D**: 子弹伤害碰撞器检测区域, 建议这个区域比`Collision`稍微大一点, 大一点点即可
+- **Collision**: 同武器介绍, 但是需要注意的是和`CollisionShape2D`的区别, `CollisionShape2D`是用于子弹击中目标检测的碰撞器, 而该节点为子弹运动的碰撞器, 这个是检测墙壁并反弹的, 这里不要搞混了
+
+> 到这里你就会发现, 武器和子弹都包含了 **ShadowSprite**, **AnimatedSprite** 和 **Collision** 这三个节点, 那是因为这三个节点是`ActivityObject`类提供的, 而武器和子弹都是`ActivityObject`的子类, 因为游戏中基本上所有的实体物体都是`ActivityObject`或者子类
+
+
+
+接下来创建子弹脚本, 子弹没有硬性要求必须继承哪个父类, 相反, 它只需要实现`IBullet`接口即可(路径: `src/game/activity/bullet/normal/IBullet.cs`)
+
+但是我们上面的操作复制的是`Bullet0001.tscn`场景, 该场景为`ActivityObject`场景, 所以我们的代码需要继承`ActivityObject`
+
+子弹的实现非常复杂, 非常不建议自己从0开始实现, 直接抄作业使用现成的类`Bullet`(路径: `src/game/activity/bullet/normal/Bullet.cs`)
+
+如果你非得头铁完全自己实现子弹逻辑, 那么有请, 已经起好了开头:
+
+```csharp
+[Tool]
+public partial class MyBullet : ActivityObject, IBullet
+{
+```
+
+最后将脚本挂载到场景根节点即可
+
+和武器一样, 这里会有几个引用需要复制
+
+
+
+复制的流程也和武器一样, 要手动关闭场景再打开或者切换到其它页签再切回来, 自动赋值完成, 最后记得保存
+
+子弹制作完成
+
+
+
+**Tips**: `laser(激光)`和`explode(爆炸)`并不是`ActivityObject`, 它们是由其它Godot原生节点实现的, 具体实现直接看它们挂载的脚本即可, 前提先把`normal`类型的子弹玩明白
+
+
+
+#### 3.在配置表中配置武器和子弹, 并配置武器和子弹的属性
+
+游戏中配置表路径: `excel/`, 注意在godot工程根目录下
+
+不过也有快捷按钮, 在godot编辑器中
+
+
+
+先认识以下几张表
+
+
+
+**ActivityBase.xlsx**: 负责注册`ActivityObject`物体, 所有继承自`ActivityObject`的场景都需要在这张表中填写配置信息, 这张表包含`物体id`, `物体名称`, `物体品质`, `物体类型`, `物体物理材质`, `预制体路径`等基本数据
+
+**WeaponBase.xlsx**: 负责记录武器属性数据, 比如`弹容量`, `射速`, `散射值`, `连发属性`, `射出的子弹`, `音效`等
+
+**BulletBase.xlsx**: 负责记录子弹的属性数据, 比如`伤害`, `击退值`, `子弹速度`, `射程`, `穿透次数`, `反弹次数`等
+
+
+
+##### 第一步我们我们需要把子弹和物体都配置到`ActivityBase.xlsx`表中
+
+武器: 填上id和名称, 物体类型为5, 再填上预制体路径和图标即可
+
+
+
+子弹: 同样填上id和类型, 因为不需要显示在编辑器中, 名称可以不填, 再填上预制体路径即可
+
+
+
+想偷懒可以直接复制其他行数据粘贴再改一改就行了
+
+
+
+##### 第二步把子弹属性填写到`BulletBase.xlsx`表中
+
+子弹表字段不多, 描述基本上都介绍的非常详细了
+
+
+
+这里提醒一下`Prefab`字段, 当`Type`字段值不同时, `Prefab`填的内容也不相同
+
+这张表Id建议和`ActivityBase.xlsx`表中的`Id`的最后的一串数字对应
+
+
+
+##### 第三步把武器属性填写到`WeaponBase.xlsx`表中
+
+武器表字段非常多, 武器各种属性区分的非常详细, 这里截图不会展示所有字段, 仅保留需要注意的字段
+
+
+
+这张表需要注意的是一把武器需要填写两条武器数据, 这样做的目的就是为了让敌人拾起武器时不会像玩家一样可以一直连续开火, 那样太变态了, 为了限制敌人发射频率, 我们直接把武器属性抽成两份配置, 当玩家拾起武器时使用的是玩家配置, 当敌人拾起的时候就或读取属性较弱的ai配置了
+
+这里玩家武器属性的Id建议和`ActivityBase.xlsx`表中的`Id`的最后的一串数字对应
+
+Ai使用的武器属性有个潜规则, 就是`玩家属性id+_ai`, 注意不要写错, 比如玩家使用的武器id为`0001`, 那么Ai的武器id就是`0001_ai`
+
+玩家使用的武器属性必须填写`Activity`这一列
+
+
+
+其他字段
+
+
+
+**Bullet**: 射出的子弹, 填子弹`ActivityBase.xlsx`表中的`Id`
+
+**Shell**: 抛出的弹壳, 填子弹`ActivityBase.xlsx`表中的`Id`, 没有弹壳可以不填, 注意, 本文档没有介绍如何创建弹壳, 但本质流程和子弹相同, 并且弹壳没有额外逻辑, 所以制作弹壳比制作子弹简单, 这里自己摸索一下即可, 弹壳预制体路径: `res://prefab/shell/`
+
+**ShootSound**: 射击播放的音效, 这个填`Sound.xlsx`表`Id`, 也就是音效表的数据Id, 本文档没有介绍音效表, 该表比较简单, 可以自己查看配置项
+
+
+
+`ShootSound`字段后面还有几个音效相关的属性, 例如`换弹音效`, `上膛音效`等, 这里都不做赘述了
+
+最后需要注意一下这个字段, 用于Ai武器的一些额外配置选项`AiAttackAttr`, 值为`AiAttackAttr.xlsx`表`Id`
+
+
+
+`AiAttackAttr.xlsx`表中有以下字段
+
+
+
+
+
+如果以上所以配置都填写完成后, 那么就可以进行最后一步导出表数据到游戏中了
+
+
+
+##### 第四步导出表数据
+
+非常简单, 在Godot编辑器中点击`工具`, `导出Excel表`按钮即可
+
+
+
+但是注意, wps在打开excel表时会占进程, 导致导出表失败, **所以在导出表前一定要先关闭所有打开的excel表!**
+
+如果导表最终弹出以下弹窗说明导表成功
+
+
+
+
+
+**Tips**: Godot工程中的导表攻击并不是编译好的二进制版本程序, 而是源代码, 第一次调用导表时会调用本机的`dotnet`命令编译导表工具, 次步骤请确保安装了`.net8`并`dotnet`命令可以正常使用
diff --git "a/DungeonShooting_Document/\345\274\200\345\217\221\346\227\245\345\277\227.md" "b/DungeonShooting_Document/\345\274\200\345\217\221\346\227\245\345\277\227.md"
index 85e2633..d391ec6 100644
--- "a/DungeonShooting_Document/\345\274\200\345\217\221\346\227\245\345\277\227.md"
+++ "b/DungeonShooting_Document/\345\274\200\345\217\221\346\227\245\345\277\227.md"
@@ -2,14 +2,41 @@
---
-### 2024-4-
+### 2024-4-15
主要工作内容如下:
* 新版大厅仍在制作中, 目前美术正在整理素材
* 新增武器轮盘功能, 游戏中按下`Tab`即可显示轮盘, 鼠标悬停可以选择武器, 轮盘最多可以同时显示6把武器, 超过6把武器就会显示翻页按钮, 鼠标悬停在指定武器上时按下`Space`可以快速扔掉武器
* 新增图鉴功能, 目前只是初版图鉴, 可显示武器, 道具, 怪物的介绍信息
-*
+* 重构buff系统, 现在将所有buff属性拆成一个个的buff片段, 再由这些buff片段组成buff道具或者主动道具, buff属性基类`PropFragment`, `PropFragment`有以下分支子类
+ * **BuffFragment**: 被动属性逻辑基类, 这就是基础被动属性基类
+ * **ChargeFragment**: 主动道具充能基类, 用于主动道具充能条件和充能进度计算
+ * **ConditionFragment**: 主动道具使用条件基类, 用于判断主动道具是否可以使用
+ * **EffectFragment**: 主动道具使用效果基类
+
+* 新增被动道具(`BuffPropBase.xlsx`)和主动道具(`ActivePropBase.xlsx`)表
+* 编辑器中支持导出buff属性表, 功能路径`工具/生成buff属性表`, 该功会汇总所有buff片段, 并生成一份用于用于快速查询buff及其描述的`.md`文件
+* 配置表导出工具支持新特性, 在`Array`或`Map`类型后面添加`*`号, 可以省略`Array`两端的中括号或者`Map`两端的大括号
+* 配置表导出工具支持`object`数据类型, 映射到C#类型为: `System.Text.Json.JsonElement`
+* 新增5个主动道具
+ * **猪猪存钱罐**: 拾起该道具后玩家捡到的所有金币将会被存入到存钱罐中, 使用该道具, 会摧毁存钱罐, 并返回双倍的金币
+ * **红外遥控器**: 使用后会触发附近地上的武器开火
+ * **魔术棒**: 随机选择房间内的一个手持武器的敌人, 交换你们手中的武器
+ * **便携式供血器**: 使用金币换取血量
+ * **便携式献血器**: 使用血量换取金币
+
+* 更新液体shader, 不再使用非常糊的液体边缘
+* 地牢编辑器新增商店房间中的商店老板标记
+* 地牢编辑器支持运行除战斗和起始房间外的指定房间
+* 抽出`AiRole`类, 所有Ai逻辑全部从`Enemy`移动到`AiRole`, 现在`Enemy`只负责区分`敌人`这一角色类型
+* 重大调整, 引入阵营系统, 角色只会攻击敌对阵营的目标, 游戏中也支持实时修改角色阵营的功能, 例如修改房间中其中第一个敌人阵营, 将其变为玩家阵营, 其它敌人就会和它打起来, 也就是电子斗蛐蛐, 目前包含以下阵营:
+ * **None**: 无阵营, 所有角色都视为敌人
+ * **Peace**: 和平阵营, 不会被攻击
+ * **Camp1**: 阵营1, 玩家
+ * **Camp2~Camp5**: 敌人, 不同阵营的敌人会互相攻击
+
+* 修复地牢生成器发现的bug
diff --git a/DungeonShooting_Godot/prefab/weapon/Weapon0001.tscn b/DungeonShooting_Godot/prefab/weapon/Weapon0001.tscn
index 65e0171..92ee055 100644
--- a/DungeonShooting_Godot/prefab/weapon/Weapon0001.tscn
+++ b/DungeonShooting_Godot/prefab/weapon/Weapon0001.tscn
@@ -5,7 +5,6 @@
[ext_resource type="Shader" path="res://resource/shader/Blend.gdshader" id="3_x1q03"]
[ext_resource type="SpriteFrames" uid="uid://5m0qs7m4er5u" path="res://resource/spriteFrames/weapon/Weapon0001.tres" id="4_d5c81"]
-
[sub_resource type="ShaderMaterial" id="ShaderMaterial_5bfqf"]
resource_local_to_scene = true
shader = ExtResource("3_x1q03")
diff --git a/DungeonShooting_Godot/scene/Hall.tscn b/DungeonShooting_Godot/scene/Hall.tscn
index ef61b4f..18ea82c 100644
--- a/DungeonShooting_Godot/scene/Hall.tscn
+++ b/DungeonShooting_Godot/scene/Hall.tscn
@@ -81,7 +81,7 @@
[node name="TileRoot" parent="." index="2"]
tile_set = ExtResource("6_xwnih")
layer_0/z_index = -5
-layer_0/tile_data = PackedInt32Array(1, 327680, 2, 65537, 327680, 2, 131073, 327680, 2, 196609, 327680, 2, 262145, 327680, 2, 327681, 327680, 2, 393217, 327680, 2, 458753, 327680, 2, 524289, 327680, 2, 589825, 327680, 2, 655361, 327680, 2, 786433, 327680, 2, 2, 327680, 2, 65538, 327680, 2, 131074, 327680, 2, 196610, 327680, 2, 262146, 327680, 2, 327682, 327680, 2, 393218, 327680, 2, 458754, 327680, 2, 524290, 327680, 2, 589826, 327680, 2, 655362, 327680, 2, 3, 327680, 2, 65539, 327680, 2, 131075, 327680, 2, 196611, 327680, 2, 262147, 327680, 2, 327683, 327680, 2, 393219, 327680, 2, 458755, 327680, 2, 524291, 327680, 2, 589827, 327680, 2, 655363, 327680, 2, 4, 327680, 2, 65540, 327680, 2, 131076, 327680, 2, 196612, 327680, 2, 262148, 327680, 2, 327684, 327680, 2, 393220, 327680, 2, 458756, 327680, 2, 524292, 327680, 2, 5, 327680, 2, 65541, 327680, 2, 131077, 327680, 2, 196613, 327680, 2, 262149, 327680, 2, 327685, 327680, 2, 393221, 327680, 2, 458757, 327680, 2, 524293, 327680, 2, 589829, 327680, 2, 6, 327680, 2, 65542, 327680, 2, 131078, 327680, 2, 196614, 327680, 2, 262150, 327680, 2, 327686, 327680, 2, 393222, 327680, 2, 458758, 327680, 2, 524294, 327680, 2, 589830, 327680, 2, 655366, 327680, 2, 786438, 327680, 2, 7, 327680, 2, 65543, 327680, 2, 131079, 327680, 2, 196615, 327680, 2, 262151, 327680, 2, 327687, 327680, 2, 393223, 327680, 2, 458759, 327680, 2, 524295, 327680, 2, 589831, 327680, 2, 655367, 327680, 2, 8, 327680, 2, 65544, 327680, 2, 131080, 327680, 2, 196616, 327680, 2, 262152, 327680, 2, 327688, 327680, 2, 393224, 327680, 2, 458760, 327680, 2, 524296, 327680, 2, 589832, 327680, 2, 655368, 327680, 2, 9, 327680, 2, 65545, 327680, 2, 131081, 327680, 2, 196617, 327680, 2, 262153, 327680, 2, 327689, 327680, 2, 393225, 327680, 2, 458761, 327680, 2, 524297, 327680, 2, 589833, 327680, 2, 655369, 327680, 2, 10, 327680, 2, 65546, 327680, 2, 131082, 327680, 2, 196618, 327680, 2, 262154, 327680, 2, 327690, 327680, 2, 393226, 327680, 2, 458762, 327680, 2, 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-65505, 327680, 2, -65506, 327680, 2, -65507, 327680, 2, -65508, 327680, 2, -65509, 327680, 2, -65510, 327680, 2, -65511, 327680, 2, -65512, 327680, 2, -65513, 327680, 2, -65514, 327680, 2, -131050, 327680, 2, -196586, 327680, 2, -196585, 327680, 2, -196584, 327680, 2, -196583, 327680, 2, -196582, 327680, 2, -196581, 327680, 2, -196580, 327680, 2, -196579, 327680, 2, -196578, 327680, 2, -196577, 327680, 2, -196576, 327680, 2, -196575, 327680, 2, -196574, 327680, 2, -196573, 327680, 2, -196572, 327680, 2, -196571, 327680, 2, -196570, 327680, 2, -196569, 327680, 2, -196568, 327680, 2, -196567, 327680, 2, -196566, 327680, 2, -196565, 327680, 2, -131028, 327680, 2, -65492, 327680, 2, -131031, 327680, 2, -131032, 327680, 2, -131033, 327680, 2, -131034, 327680, 2, -131035, 327680, 2, -131036, 327680, 2, -131037, 327680, 2, -131038, 327680, 2, -131039, 327680, 2, -131040, 327680, 2, -131041, 327680, 2, -131042, 327680, 2, -131043, 327680, 2, -131044, 327680, 2, -131045, 327680, 2, -131046, 327680, 2, -131047, 327680, 2, -131048, 327680, 2, -131049, 327680, 2, -327659, 327680, 2, -393195, 327680, 2, -393194, 327680, 2, -393193, 327680, 2, -393192, 327680, 2, -393191, 327680, 2, -327654, 327680, 2, -327653, 327680, 2, -327652, 327680, 2, -327651, 327680, 2, -327650, 327680, 2, -327649, 327680, 2, -327648, 327680, 2, -327647, 327680, 2, -327646, 327680, 2, -327645, 327680, 2, -327644, 327680, 2, -327643, 327680, 2, -327642, 327680, 2, -327641, 327680, 2, -327640, 327680, 2, -327658, 327680, 2, -327657, 327680, 2, -327656, 327680, 2, -327655, 327680, 2, -327639, 327680, 2, -327638, 327680, 2, -327637, 327680, 2, -327636, 327680, 2, -327635, 327680, 2, -262099, 327680, 2, -393171, 327680, 2, -393172, 327680, 2, -393173, 327680, 2, -393174, 327680, 2, -393175, 327680, 2, -393176, 327680, 2, -393177, 327680, 2, -393178, 327680, 2, -393179, 327680, 2, -393180, 327680, 2, -393181, 327680, 2, -393182, 327680, 2, -393183, 327680, 2, -393184, 327680, 2, -393185, 327680, 2, -393186, 327680, 2, -393187, 327680, 2, -393188, 327680, 2, -393189, 327680, 2, -393190, 327680, 2, 262189, 327680, 2, 327725, 327680, 2, 393261, 327680, 2, 655416, 262144, 805306372, 655417, 262144, 805306372, 655418, 262144, 805306372, 655419, 262144, 805306372, 655423, 262144, 805306372, 655422, 262144, 805306372, 655421, 262144, 805306372, 655420, 262144, 805306372, 1769475, 262144, 1342177284, 1835011, 262144, 1342177284, 1900547, 262144, 1342177284, 2359299, 262144, 1342177284, 2424851, 262144, 4, 983040, 262144, 1342177284, 917504, 262144, 1342177284, 851968, 262144, 1342177284, 786432, 262144, 1342177284, 655360, 262144, 1342177284, 589824, 262144, 1342177284, 524288, 262144, 1342177284, 458752, 262144, 1342177284, 393216, 262144, 1342177284, 327680, 262144, 1342177284, 262144, 262144, 1342177284, 196608, 262144, 1342177284, 131072, 262144, 1342177284, 65536, 262144, 1342177284, 0, 262144, 1342177284, -65536, 262144, 1342177284, -65535, 262144, 805306372, -65534, 262144, 805306372, -65533, 262144, 805306372, -65532, 262144, 805306372, -65531, 262144, 805306372, -65530, 262144, 805306372, -65529, 262144, 805306372, -65528, 262144, 805306372, -65527, 262144, 805306372, -65526, 262144, 805306372, -65525, 262144, 805306372, -65524, 262144, 805306372, -65523, 262144, 805306372, -65522, 262144, 805306372, -65521, 262144, 805306372, -65520, 262144, 805306372, -65519, 262144, 805306372, -65518, 262144, 805306372, -65517, 262144, 805306372, -65516, 262144, 805306372, -458731, 262144, 805306372, -458730, 262144, 805306372, -458729, 262144, 805306372, -458728, 262144, 805306372, -458727, 262144, 805306372, -458726, 262144, 805306372, -458725, 262144, 805306372, -458724, 262144, 805306372, -458723, 262144, 805306372, -458722, 262144, 805306372, -458721, 262144, 805306372, -458720, 262144, 805306372, -458719, 262144, 805306372, -458718, 262144, 805306372, -458717, 262144, 805306372, -458716, 262144, 805306372, -458715, 262144, 805306372, -458714, 262144, 805306372, -458713, 262144, 805306372, -458712, 262144, 805306372, -458711, 262144, 805306372, -458710, 262144, 805306372, -458709, 262144, 805306372, -458708, 262144, 805306372, -458707, 262144, 805306372, 720925, 65536, 0, 720927, 65536, 0, 720929, 65536, 0, 720931, 65536, 0, 720926, 0, 0, 720928, 0, 0, 720930, 0, 0, 917534, 0, 1, 1048606, 0, 1, 1179678, 0, 1, 917536, 0, 1, 1048608, 0, 1, 1179680, 0, 1, 917538, 0, 1, 1048610, 0, 1, 1179682, 0, 1, 1179683, 65536, 1, 1048611, 65536, 1, 917539, 65536, 1, 917537, 65536, 1, 1048609, 65536, 1, 1179681, 65536, 1, 1179679, 65536, 1, 1048607, 65536, 1, 917535, 65536, 1, 917533, 65536, 1, 1048605, 65536, 1, 1179677, 65536, 1, 786461, 65536, 1, 786463, 65536, 1, 786465, 65536, 1, 786467, 65536, 1, 786464, 0, 1, 786462, 0, 1, 851998, 0, 0, 852000, 0, 0, 852002, 0, 0, 983074, 0, 0, 983072, 0, 0, 983070, 0, 0, 1114142, 0, 0, 1114144, 0, 0, 1114146, 0, 0, 1114141, 65536, 0, 983069, 65536, 0, 851997, 65536, 0, 851999, 65536, 0, 983071, 65536, 0, 1114143, 65536, 0, 1114145, 65536, 0, 983073, 65536, 0, 852001, 65536, 0, 852003, 65536, 0, 983075, 65536, 0, 1114147, 65536, 0, 983076, 393216, 2, 1048612, 393216, 2, 917540, 393216, 2, 852004, 393216, 2, 786468, 393216, 2, 1114148, 393216, 2, 1179684, 393216, 2, 1245219, 327680, 3, 1245217, 327680, 3, 1245218, 327680, 3, 1245216, 327680, 3, 1245215, 327680, 3, 1245214, 327680, 3, 1245213, 327680, 3, 1245220, 393216, 3, 720932, 393216, 2, 655396, 393216, 2, 589860, 393216, 2, 524324, 393216, 2, 786466, 0, 1, 1245212, 131072, 3, 1179676, 131072, 2, 1114140, 131072, 2, 1048604, 131072, 2, 983068, 131072, 2, 917532, 131072, 2, 851996, 131072, 2, 786460, 131072, 2, 720924, 131072, 2, 655388, 131072, 2, 589852, 131072, 2, 524316, 131072, 2, 655389, 0, 4, 655390, 0, 4, 655391, 0, 4, 655392, 0, 4, 655393, 0, 4, 655394, 0, 4, 655395, 0, 4, 589859, 0, 3, 589858, 0, 3, 589857, 0, 3, 589856, 0, 3, 589855, 0, 3, 589854, 0, 3, 589853, 0, 3, 524323, 196608, 1, 524322, 196608, 1, 524321, 196608, 1, 524320, 196608, 1, 524319, 196608, 1, 524318, 196608, 1, 524317, 196608, 1, 458786, 262144, 0, 458785, 262144, 0, 458784, 262144, 0, 458783, 262144, 0, 458782, 262144, 0, 458787, 327680, 0, 458788, 393216, 0, 458781, 196608, 0, 458780, 131072, 0)
metadata/_edit_group_ = true
[node name="BirthMark" type="Marker2D" parent="." index="3"]
@@ -105,6 +105,7 @@
y_sort_enabled = true
[node name="Item0012" type="Node2D" parent="ItemRoot" index="0"]
+visible = false
position = Vector2(749, 371)
script = ExtResource("5_lowqi")
Id = "item_0012"
@@ -113,6 +114,7 @@
CollisionVisible = false
[node name="Item0006" type="Node2D" parent="ItemRoot" index="1"]
+visible = false
z_index = -1
position = Vector2(841, 484)
script = ExtResource("5_lowqi")
@@ -126,6 +128,7 @@
texture = ExtResource("7_30qwa")
[node name="Item0008" type="Node2D" parent="ItemRoot" index="2"]
+visible = false
position = Vector2(747, 440)
script = ExtResource("5_lowqi")
Id = "item_0008"
@@ -142,6 +145,7 @@
CollisionVisible = false
[node name="Item0013" type="Node2D" parent="ItemRoot" index="3"]
+visible = false
position = Vector2(801, 347)
script = ExtResource("5_lowqi")
Id = "item_0013"
@@ -154,6 +158,7 @@
texture = ExtResource("8_61dkg")
[node name="Item0017" type="Node2D" parent="ItemRoot" index="4"]
+visible = false
position = Vector2(837, 415)
script = ExtResource("5_lowqi")
Id = "item_0017"
@@ -187,6 +192,7 @@
CollisionVisible = false
[node name="Item0057" type="Node2D" parent="ItemRoot" index="6"]
+visible = false
position = Vector2(885, 486)
script = ExtResource("5_lowqi")
Id = "item_0057"
@@ -202,6 +208,7 @@
CollisionVisible = false
[node name="Sprite2D" type="Sprite2D" parent="ItemRoot/Item0002" index="1"]
+visible = false
position = Vector2(133, 114)
rotation = 1.5708
texture = ExtResource("12_agfji")
@@ -232,6 +239,7 @@
texture = ExtResource("13_unnpl")
[node name="Item0005" type="Node2D" parent="ItemRoot" index="10"]
+visible = false
z_index = 3
position = Vector2(605, 261)
script = ExtResource("5_lowqi")
@@ -239,6 +247,7 @@
DefaultLayer = 1
[node name="Item0036" type="Node2D" parent="ItemRoot" index="11"]
+visible = false
position = Vector2(950, 352)
scale = Vector2(1.04988, 0.889278)
script = ExtResource("5_lowqi")
@@ -246,18 +255,21 @@
DefaultLayer = 1
[node name="Item0054" type="Node2D" parent="ItemRoot" index="12"]
+visible = false
position = Vector2(313, 235)
script = ExtResource("5_lowqi")
Id = "item_0054"
DefaultLayer = 1
[node name="Item0007" type="Node2D" parent="ItemRoot" index="13"]
+visible = false
position = Vector2(79, 230)
script = ExtResource("5_lowqi")
Id = "item_0007"
DefaultLayer = 1
[node name="Item0009" type="Node2D" parent="ItemRoot" index="14"]
+visible = false
position = Vector2(76, 273)
script = ExtResource("5_lowqi")
Id = "item_0009"
@@ -276,30 +288,35 @@
texture = ExtResource("15_h7524")
[node name="Item0010" type="Node2D" parent="ItemRoot" index="15"]
+visible = false
position = Vector2(178, 235)
script = ExtResource("5_lowqi")
Id = "item_0010"
DefaultLayer = 1
[node name="Item0011" type="Node2D" parent="ItemRoot" index="16"]
+visible = false
position = Vector2(33, 291)
script = ExtResource("5_lowqi")
Id = "item_0011"
DefaultLayer = 1
[node name="Item0011_2" type="Node2D" parent="ItemRoot" index="17"]
+visible = false
position = Vector2(69, 291)
script = ExtResource("5_lowqi")
Id = "item_0011"
DefaultLayer = 1
[node name="Item0011_3" type="Node2D" parent="ItemRoot" index="18"]
+visible = false
position = Vector2(109, 291)
script = ExtResource("5_lowqi")
Id = "item_0011"
DefaultLayer = 1
[node name="Item0015" type="Node2D" parent="ItemRoot" index="19"]
+visible = false
position = Vector2(107, 334)
script = ExtResource("5_lowqi")
Id = "item_0015"
@@ -310,6 +327,7 @@
texture = ExtResource("15_h7524")
[node name="Item0016" type="Node2D" parent="ItemRoot" index="20"]
+visible = false
position = Vector2(174, 279)
scale = Vector2(-1, 1)
script = ExtResource("5_lowqi")
@@ -317,12 +335,14 @@
DefaultLayer = 1
[node name="Item0018" type="Node2D" parent="ItemRoot" index="21"]
+visible = false
position = Vector2(412, 102)
script = ExtResource("5_lowqi")
Id = "item_0018"
DefaultLayer = 1
[node name="Item0019" type="Node2D" parent="ItemRoot" index="22"]
+visible = false
position = Vector2(361, 332)
script = ExtResource("5_lowqi")
Id = "item_0019"
@@ -337,47 +357,55 @@
texture = ExtResource("17_gwwce")
[node name="Item0020_1" type="Node2D" parent="ItemRoot" index="23"]
+visible = false
position = Vector2(145, 334)
script = ExtResource("5_lowqi")
Id = "item_0020"
DefaultLayer = 1
[node name="Item0020_2" type="Node2D" parent="ItemRoot" index="24"]
+visible = false
position = Vector2(126, 356)
script = ExtResource("5_lowqi")
Id = "item_0020"
DefaultLayer = 1
[node name="Item0020_3" type="Node2D" parent="ItemRoot" index="25"]
+visible = false
position = Vector2(94, 357)
script = ExtResource("5_lowqi")
Id = "item_0020"
DefaultLayer = 1
[node name="Item0021" type="Node2D" parent="ItemRoot" index="26"]
+visible = false
position = Vector2(290, 295)
script = ExtResource("5_lowqi")
Id = "item_0021"
DefaultLayer = 1
[node name="Item0022" type="Node2D" parent="ItemRoot" index="27"]
+visible = false
position = Vector2(25, 340)
script = ExtResource("5_lowqi")
Id = "item_0022"
DefaultLayer = 1
[node name="Item0023" type="Node2D" parent="ItemRoot" index="28"]
+visible = false
position = Vector2(204, 238)
script = ExtResource("5_lowqi")
Id = "item_0023"
DefaultLayer = 1
[node name="Item0024" type="Node2D" parent="ItemRoot" index="29"]
+visible = false
position = Vector2(248, 244)
script = ExtResource("5_lowqi")
Id = "item_0024"
[node name="Item0025" type="Node2D" parent="ItemRoot" index="30"]
+visible = false
position = Vector2(750, 407)
script = ExtResource("5_lowqi")
Id = "item_0025"
@@ -391,12 +419,14 @@
DefaultLayer = 1
[node name="Item0026" type="Node2D" parent="ItemRoot" index="32"]
+visible = false
position = Vector2(351, 202)
script = ExtResource("5_lowqi")
Id = "item_0026"
DefaultLayer = 1
[node name="Node2D" type="Node2D" parent="." index="6"]
+visible = false
position = Vector2(881, 446)
[node name="Item21" type="Sprite2D" parent="Node2D" index="0"]
@@ -505,10 +535,12 @@
flip_h = true
[node name="Item09" type="Sprite2D" parent="." index="7"]
+visible = false
position = Vector2(904, 453)
texture = ExtResource("47_l5708")
[node name="Item02" type="Sprite2D" parent="." index="8"]
+visible = false
z_index = -1
position = Vector2(1100, 225)
texture = ExtResource("49_06fin")
diff --git a/DungeonShooting_Godot/src/game/activity/weapon/gun/Gun.cs b/DungeonShooting_Godot/src/game/activity/weapon/gun/Gun.cs
index 3b6ae68..62bab36 100644
--- a/DungeonShooting_Godot/src/game/activity/weapon/gun/Gun.cs
+++ b/DungeonShooting_Godot/src/game/activity/weapon/gun/Gun.cs
@@ -19,9 +19,6 @@
{
var effect = ObjectManager.GetPoolItem(Attribute.FireEffect);
var sprite = (Node2D)effect;
- // sprite.GlobalPosition = FirePoint.GlobalPosition;
- // sprite.GlobalRotation = FirePoint.GlobalRotation;
- // sprite.AddToActivityRoot(RoomLayerEnum.YSortLayer);
sprite.Position = GetLocalFirePosition();
AddChild(sprite);
effect.PlayEffect();
@@ -48,19 +45,4 @@
Master?.ShootBulletHandler(this, fireRotation, Attribute.Bullet);
}
}
-
- // //测试用, 敌人被消灭时触发手上武器开火
- // protected override void OnRemove(Role master)
- // {
- // base.OnRemove(master);
- //
- // if (master.IsDie && master.IsEnemyWithPlayer())
- // {
- // this.CallDelay(0, () =>
- // {
- // Debug.Log("敌人扔掉武器触发攻击");
- // Trigger(master);
- // });
- // }
- // }
}
\ No newline at end of file