diff --git a/DungeonShooting_Godot/prefab/map/RoomDoor_N.tscn b/DungeonShooting_Godot/prefab/map/RoomDoor_N.tscn index 0dafcdf..52a7d64 100644 --- a/DungeonShooting_Godot/prefab/map/RoomDoor_N.tscn +++ b/DungeonShooting_Godot/prefab/map/RoomDoor_N.tscn @@ -48,6 +48,5 @@ frame_progress = 1.0 [node name="Collision" type="CollisionShape2D" parent="."] -visible = false position = Vector2(0, -3.5) shape = SubResource("RectangleShape2D_opsb6") diff --git a/DungeonShooting_Godot/prefab/map/RoomDoor_S.tscn b/DungeonShooting_Godot/prefab/map/RoomDoor_S.tscn index b6ba79b..6c07aba 100644 --- a/DungeonShooting_Godot/prefab/map/RoomDoor_S.tscn +++ b/DungeonShooting_Godot/prefab/map/RoomDoor_S.tscn @@ -48,6 +48,5 @@ frame_progress = 1.0 [node name="Collision" type="CollisionShape2D" parent="."] -visible = false position = Vector2(0, -3.5) shape = SubResource("RectangleShape2D_opsb6") diff --git a/DungeonShooting_Godot/prefab/map/RoomDoor_W.tscn b/DungeonShooting_Godot/prefab/map/RoomDoor_W.tscn index 96586e0..d3c5a08 100644 --- a/DungeonShooting_Godot/prefab/map/RoomDoor_W.tscn +++ b/DungeonShooting_Godot/prefab/map/RoomDoor_W.tscn @@ -58,6 +58,5 @@ frame_progress = 1.0 [node name="Collision" type="CollisionShape2D" parent="."] -visible = false position = Vector2(0, 4) shape = SubResource("RectangleShape2D_2ko2r") diff --git a/DungeonShooting_Godot/prefab/ui/Setting.tscn b/DungeonShooting_Godot/prefab/ui/Setting.tscn index c6b1075..85242df 100644 --- a/DungeonShooting_Godot/prefab/ui/Setting.tscn +++ b/DungeonShooting_Godot/prefab/ui/Setting.tscn @@ -285,7 +285,7 @@ [node name="Value" type="Label" parent="ScrollContainer/KeySetting/Key12"] layout_mode = 2 -text = "空格" +text = "鼠标右键" [node name="Key13" type="HBoxContainer" parent="ScrollContainer/KeySetting"] custom_minimum_size = Vector2(600, 0) @@ -300,7 +300,7 @@ [node name="Value" type="Label" parent="ScrollContainer/KeySetting/Key13"] layout_mode = 2 -text = "鼠标右键" +text = "空格" [node name="Back" type="Button" parent="ScrollContainer/KeySetting"] layout_mode = 2 diff --git a/DungeonShooting_Godot/src/framework/map/preinstall/RoomPreinstall.cs b/DungeonShooting_Godot/src/framework/map/preinstall/RoomPreinstall.cs index d390aef..409eeab 100644 --- a/DungeonShooting_Godot/src/framework/map/preinstall/RoomPreinstall.cs +++ b/DungeonShooting_Godot/src/framework/map/preinstall/RoomPreinstall.cs @@ -251,7 +251,7 @@ if (_currWaveIndex < WaveList.Count) { Debug.Log($"执行第{_currWaveIndex}波"); - _coroutineId = GameApplication.Instance.World.StartCoroutine(RunMark(WaveList[_currWaveIndex])); + _coroutineId = World.Current.StartCoroutine(RunMark(WaveList[_currWaveIndex])); _currWaveIndex++; } } @@ -268,7 +268,7 @@ } Debug.Log($"执行第{_currWaveIndex}波"); - _coroutineId = GameApplication.Instance.World.StartCoroutine(RunMark(WaveList[_currWaveIndex])); + _coroutineId = World.Current.StartCoroutine(RunMark(WaveList[_currWaveIndex])); _currWaveIndex++; } @@ -347,7 +347,7 @@ /// public bool IsCurrWaveOver() { - return _coroutineId < 0 || GameApplication.Instance.IsCoroutineOver(_coroutineId); + return _coroutineId < 0 || World.Current.IsCoroutineOver(_coroutineId); } //创建物体 @@ -396,7 +396,7 @@ IsDestroyed = true; if (_coroutineId >= 0) { - GameApplication.Instance.StopCoroutine(_coroutineId); + World.Current.StopCoroutine(_coroutineId); } WaveList.Clear();