diff --git a/DungeonShooting_Godot/resource/map/tileMaps/testGroup/battle/Room8.tscn b/DungeonShooting_Godot/resource/map/tileMaps/testGroup/battle/Room8.tscn
index f7ed625..d4ef309 100644
--- a/DungeonShooting_Godot/resource/map/tileMaps/testGroup/battle/Room8.tscn
+++ b/DungeonShooting_Godot/resource/map/tileMaps/testGroup/battle/Room8.tscn
@@ -27,7 +27,7 @@
script = ExtResource("4_5ha7k")
Type = 5
ItemExpression = "0002(ResidueAmmo:15,CurrAmmon:0)"
-DelayTime = 3.0
+WaveNumber = 2
BirthRect = Vector2i(150, 150)
[node name="EnemyMark2" type="Node2D" parent="."]
@@ -37,5 +37,5 @@
Type = 4
ItemExpression = "0001"
Layer = 1
-WaveNumber = 2
+WaveNumber = 3
Altitude = 0
diff --git a/DungeonShooting_Godot/resource/map/tileMaps/testGroup/inlet/Room1.tscn b/DungeonShooting_Godot/resource/map/tileMaps/testGroup/inlet/Room1.tscn
index 7376983..0e0932d 100644
--- a/DungeonShooting_Godot/resource/map/tileMaps/testGroup/inlet/Room1.tscn
+++ b/DungeonShooting_Godot/resource/map/tileMaps/testGroup/inlet/Room1.tscn
@@ -15,3 +15,30 @@
script = ExtResource("3_pf56w")
Type = 1
Altitude = 0
+
+[node name="ActivityMark" type="Node2D" parent="."]
+position = Vector2(126, 21)
+script = ExtResource("3_pf56w")
+Type = 5
+ItemExpression = "0002(ResidueAmmo:15,CurrAmmon:0)"
+
+[node name="ActivityMark2" type="Node2D" parent="."]
+position = Vector2(39, 75)
+script = ExtResource("3_pf56w")
+Type = 5
+ItemExpression = "0001(ResidueAmmo:15,CurrAmmon:0)"
+WaveNumber = 2
+
+[node name="ActivityMark3" type="Node2D" parent="."]
+position = Vector2(128, 74)
+script = ExtResource("3_pf56w")
+Type = 5
+ItemExpression = "0003(ResidueAmmo:15,CurrAmmon:0)"
+WaveNumber = 3
+
+[node name="ActivityMark4" type="Node2D" parent="."]
+position = Vector2(39, 23)
+script = ExtResource("3_pf56w")
+Type = 5
+ItemExpression = "0004(ResidueAmmo:15,CurrAmmon:0)"
+WaveNumber = 4
diff --git a/DungeonShooting_Godot/src/framework/map/mark/ActivityMark.cs b/DungeonShooting_Godot/src/framework/map/mark/ActivityMark.cs
index 506c75b..7c71e58 100644
--- a/DungeonShooting_Godot/src/framework/map/mark/ActivityMark.cs
+++ b/DungeonShooting_Godot/src/framework/map/mark/ActivityMark.cs
@@ -76,7 +76,7 @@
//是否已经结束
private bool _isOver = true;
- private float _overTimer = 0;
+ private float _overTimer = 1;
private float _timer = 0;
private RoomInfo _tempRoom;
diff --git a/DungeonShooting_Godot/src/game/item/package/Holster.cs b/DungeonShooting_Godot/src/game/item/package/Holster.cs
index a34e5e8..a487f64 100644
--- a/DungeonShooting_Godot/src/game/item/package/Holster.cs
+++ b/DungeonShooting_Godot/src/game/item/package/Holster.cs
@@ -340,30 +340,7 @@
{
tempParent.RemoveChild(ActiveWeapon);
Master.BackMountPoint.AddChild(ActiveWeapon);
- if (ActiveIndex == 0)
- {
- ActiveWeapon.Position = new Vector2(0, 5);
- ActiveWeapon.RotationDegrees = 50;
- ActiveWeapon.Scale = new Vector2(-1, 1);
- }
- else if (ActiveIndex == 1)
- {
- ActiveWeapon.Position = new Vector2(0, 0);
- ActiveWeapon.RotationDegrees = 120;
- ActiveWeapon.Scale = new Vector2(1, -1);
- }
- else if (ActiveIndex == 2)
- {
- ActiveWeapon.Position = new Vector2(0, 5);
- ActiveWeapon.RotationDegrees = 310;
- ActiveWeapon.Scale = new Vector2(1, 1);
- }
- else if (ActiveIndex == 3)
- {
- ActiveWeapon.Position = new Vector2(0, 0);
- ActiveWeapon.RotationDegrees = 60;
- ActiveWeapon.Scale = new Vector2(1, 1);
- }
+ Master.OnPutBackMount(ActiveWeapon, ActiveIndex);
ActiveWeapon.Conceal();
}
}
@@ -383,6 +360,7 @@
weapon.Position = Vector2.Zero;
weapon.Scale = Vector2.One;
weapon.RotationDegrees = 0;
+ weapon.Visible = true;
ActiveWeapon = weapon;
ActiveIndex = index;
ActiveWeapon.Active();
diff --git a/DungeonShooting_Godot/src/game/role/Role.cs b/DungeonShooting_Godot/src/game/role/Role.cs
index 8cbc731..51d98f0 100644
--- a/DungeonShooting_Godot/src/game/role/Role.cs
+++ b/DungeonShooting_Godot/src/game/role/Role.cs
@@ -290,6 +290,67 @@
}
}
+ ///
+ /// 当武器放到后背时调用, 用于设置武器位置和角度
+ ///
+ /// 武器实例
+ /// 放入武器袋的位置
+ public virtual void OnPutBackMount(Weapon weapon, int index)
+ {
+ if (index == 0)
+ {
+ weapon.Position = new Vector2(0, 5);
+ weapon.RotationDegrees = 50;
+ weapon.Scale = new Vector2(-1, 1);
+ }
+ else if (index == 1)
+ {
+ weapon.Position = new Vector2(0, 0);
+ weapon.RotationDegrees = 120;
+ weapon.Scale = new Vector2(1, -1);
+ }
+ else if (index == 2)
+ {
+ weapon.Position = new Vector2(0, 5);
+ weapon.RotationDegrees = 310;
+ weapon.Scale = new Vector2(1, 1);
+ }
+ else if (index == 3)
+ {
+ weapon.Position = new Vector2(0, 0);
+ weapon.RotationDegrees = 60;
+ weapon.Scale = new Vector2(1, 1);
+ }
+ else
+ {
+ weapon.Visible = false;
+ }
+ // if (index == 0)
+ // {
+ // weapon.Position = new Vector2(0, 5);
+ // weapon.RotationDegrees = 50;
+ // weapon.Scale = new Vector2(-1, 1);
+ // }
+ // else if (index == 1)
+ // {
+ // weapon.Position = new Vector2(0, 0);
+ // weapon.RotationDegrees = 120;
+ // weapon.Scale = new Vector2(1, -1);
+ // }
+ // else if (index == 2)
+ // {
+ // weapon.Position = new Vector2(0, 5);
+ // weapon.RotationDegrees = 310;
+ // weapon.Scale = new Vector2(1, 1);
+ // }
+ // else if (index == 3)
+ // {
+ // weapon.Position = new Vector2(0, 0);
+ // weapon.RotationDegrees = 60;
+ // weapon.Scale = new Vector2(1, 1);
+ // }
+ }
+
protected override void OnAffiliationChange()
{
//身上的武器的所属区域也得跟着变
diff --git a/DungeonShooting_Godot/src/game/room/RoomManager.cs b/DungeonShooting_Godot/src/game/room/RoomManager.cs
index 03c9c63..daf7a79 100644
--- a/DungeonShooting_Godot/src/game/room/RoomManager.cs
+++ b/DungeonShooting_Godot/src/game/room/RoomManager.cs
@@ -285,7 +285,7 @@
private void OnCheckEnemy()
{
var activeRoom = ActiveRoom;
- if (activeRoom != null && activeRoom.IsSeclusion)
+ if (activeRoom != null)// && //activeRoom.IsSeclusion)
{
if (activeRoom.IsCurrWaveOver()) //所有标记执行完成
{