diff --git a/DungeonShooting_Godot/excel/ActivePropBase.xlsx b/DungeonShooting_Godot/excel/ActivePropBase.xlsx index a5cd0f5..691f27f 100644 --- a/DungeonShooting_Godot/excel/ActivePropBase.xlsx +++ b/DungeonShooting_Godot/excel/ActivePropBase.xlsx Binary files differ diff --git a/DungeonShooting_Godot/excel/ActivityBase.xlsx b/DungeonShooting_Godot/excel/ActivityBase.xlsx index 29a39aa..f6b3513 100644 --- a/DungeonShooting_Godot/excel/ActivityBase.xlsx +++ b/DungeonShooting_Godot/excel/ActivityBase.xlsx Binary files differ diff --git a/DungeonShooting_Godot/prefab/prop/activeComp/Prop5003_Area.tscn b/DungeonShooting_Godot/prefab/prop/activeComp/Prop5003_Area.tscn new file mode 100644 index 0000000..dc53880 --- /dev/null +++ b/DungeonShooting_Godot/prefab/prop/activeComp/Prop5003_Area.tscn @@ -0,0 +1,31 @@ +[gd_scene load_steps=5 format=3 uid="uid://bb7xvumnivsho"] + +[ext_resource type="Script" path="res://src/game/buffComp/active/Prop5003Area.cs" id="1_nxrjx"] + +[sub_resource type="Gradient" id="Gradient_41obf"] +colors = PackedColorArray(1, 0, 0, 0.392157, 1, 0, 0, 0) + +[sub_resource type="GradientTexture2D" id="GradientTexture2D_ih8qw"] +gradient = SubResource("Gradient_41obf") +width = 128 +height = 128 +fill = 1 +fill_from = Vector2(0.5, 0.5) +fill_to = Vector2(0.827839, 0.291819) + +[sub_resource type="CircleShape2D" id="CircleShape2D_1llif"] +radius = 15.0333 + +[node name="Prop5003Area" type="Area2D" node_paths=PackedStringArray("CircleSprite", "Collision")] +collision_layer = 0 +collision_mask = 4 +monitorable = false +script = ExtResource("1_nxrjx") +CircleSprite = NodePath("Circle") +Collision = NodePath("CollisionShape2D") + +[node name="Circle" type="Sprite2D" parent="."] +texture = SubResource("GradientTexture2D_ih8qw") + +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +shape = SubResource("CircleShape2D_1llif") diff --git a/DungeonShooting_Godot/resource/config/ActivePropBase.json b/DungeonShooting_Godot/resource/config/ActivePropBase.json index 83541b7..888129d 100644 --- a/DungeonShooting_Godot/resource/config/ActivePropBase.json +++ b/DungeonShooting_Godot/resource/config/ActivePropBase.json @@ -14,7 +14,9 @@ 2 ] }, - "CooldownTime": 0, + "Charge": null, + "Duration": 0, + "CooldownTime": 2, "IsConsumables": true, "MaxCount": 10 }, @@ -31,7 +33,9 @@ "Effect": { "TotalAmmo": [] }, - "CooldownTime": 0, + "Charge": null, + "Duration": 0, + "CooldownTime": 2, "IsConsumables": true, "MaxCount": 10 }, @@ -46,8 +50,29 @@ 2 ] }, + "Charge": null, + "Duration": 0, "CooldownTime": 0, "IsConsumables": true, "MaxCount": 1 + }, + { + "Id": "0004", + "Remark": "\u7EA2\u5916\u9065\u63A7\u5668", + "__Activity": "prop5003", + "Buff": null, + "Condition": null, + "Effect": { + "AreaTrigger": [] + }, + "Charge": { + "Hurt": [ + 100 + ] + }, + "Duration": 0, + "CooldownTime": 0, + "IsConsumables": false, + "MaxCount": 1 } ] \ No newline at end of file diff --git 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\ No newline at end of file diff --git a/DungeonShooting_Godot/resource/sprite/prop/active/ActiveProp5003.png b/DungeonShooting_Godot/resource/sprite/prop/active/ActiveProp5003.png new file mode 100644 index 0000000..ec4e4d5 --- /dev/null +++ b/DungeonShooting_Godot/resource/sprite/prop/active/ActiveProp5003.png Binary files differ diff --git a/DungeonShooting_Godot/resource/sprite/prop/active/ActiveProp5003.png.import b/DungeonShooting_Godot/resource/sprite/prop/active/ActiveProp5003.png.import new file mode 100644 index 0000000..59ce905 --- /dev/null +++ b/DungeonShooting_Godot/resource/sprite/prop/active/ActiveProp5003.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cjf00ob376y3e" +path="res://.godot/imported/ActiveProp5003.png-26abcb759a746b5ad719977590650d45.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://resource/sprite/prop/active/ActiveProp5003.png" +dest_files=["res://.godot/imported/ActiveProp5003.png-26abcb759a746b5ad719977590650d45.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/DungeonShooting_Godot/src/config/ExcelConfig_ActivePropBase.cs b/DungeonShooting_Godot/src/config/ExcelConfig_ActivePropBase.cs index db856d5..7b768b7 100644 --- a/DungeonShooting_Godot/src/config/ExcelConfig_ActivePropBase.cs +++ b/DungeonShooting_Godot/src/config/ExcelConfig_ActivePropBase.cs @@ -50,6 +50,23 @@ public Dictionary Effect; /// + /// 道具充能效果
+ /// 参数配置方式与buff字段相同
+ /// 性名称请参阅charge属性表
+ /// 注意: 仅当'IsConsumables'为false是生效 + ///
+ [JsonInclude] + public Dictionary Charge; + + /// + /// 使用道具的效果持续时间
+ /// 单位: 秒
+ /// 注意: 该持续时间与具体道具属性片段无关, 仅用于程序计算何时可以开始冷却道具 + ///
+ [JsonInclude] + public float Duration; + + /// /// 使用一次后的冷却时间
/// 单位: 秒 ///
@@ -63,7 +80,7 @@ public bool IsConsumables; /// - /// 最大叠加次数, 仅当IsConsumables为true时有效 + /// 最大叠加次数, 仅当'IsConsumables'为true时有效 /// [JsonInclude] public uint MaxCount; @@ -80,6 +97,8 @@ inst.Buff = Buff; inst.Condition = Condition; inst.Effect = Effect; + inst.Charge = Charge; + inst.Duration = Duration; inst.CooldownTime = CooldownTime; inst.IsConsumables = IsConsumables; inst.MaxCount = MaxCount; diff --git a/DungeonShooting_Godot/src/framework/activity/ActivityObject_Init.cs b/DungeonShooting_Godot/src/framework/activity/ActivityObject_Init.cs index 9caae89..e051a61 100644 --- a/DungeonShooting_Godot/src/framework/activity/ActivityObject_Init.cs +++ b/DungeonShooting_Godot/src/framework/activity/ActivityObject_Init.cs @@ -250,10 +250,15 @@ public const string Id_prop5001 = "prop5001"; /// /// 名称: 猪猪存钱罐
- /// 简介: + /// 简介: 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 ///
public const string Id_prop5002 = "prop5002"; /// + /// 名称: 红外遥控器
+ /// 简介: 使用后会触发附近地上的武器开火 + ///
+ public const string Id_prop5003 = "prop5003"; + /// /// 名称: 木质宝箱
/// 简介: 木质宝箱 ///
diff --git a/DungeonShooting_Godot/src/game/activity/prop/ActiveProp.cs b/DungeonShooting_Godot/src/game/activity/prop/ActiveProp.cs index 85a6ccd..db75ee7 100644 --- a/DungeonShooting_Godot/src/game/activity/prop/ActiveProp.cs +++ b/DungeonShooting_Godot/src/game/activity/prop/ActiveProp.cs @@ -93,6 +93,8 @@ private readonly List _conditionFragment = new List(); //效果 private readonly List _effectFragment = new List(); + //充能 + private readonly List _chargeFragment = new List(); public override void OnInit() { @@ -241,6 +243,53 @@ } } + //初始化道具冷却属性数据 + if (!buffAttribute.IsConsumables && buffAttribute.Charge != null) + { + foreach (var keyValuePair in buffAttribute.Charge) + { + var buffInfo = PropFragmentRegister.ChargeFragmentInfos[keyValuePair.Key]; + var item = keyValuePair.Value; + switch (item.Length) + { + case 0: + { + var buff = (ChargeFragment)AddComponent(buffInfo.Type); + _chargeFragment.Add(buff); + } + break; + case 1: + { + var buff = (ChargeFragment)AddComponent(buffInfo.Type); + buff.InitParam(item[0]); + _chargeFragment.Add(buff); + } + break; + case 2: + { + var buff = (ChargeFragment)AddComponent(buffInfo.Type); + buff.InitParam(item[0], item[1]); + _chargeFragment.Add(buff); + } + break; + case 3: + { + var buff = (ChargeFragment)AddComponent(buffInfo.Type); + buff.InitParam(item[0], item[1], item[2]); + _chargeFragment.Add(buff); + } + break; + case 4: + { + var buff = (ChargeFragment)AddComponent(buffInfo.Type); + buff.InitParam(item[0], item[1], item[2], item[3]); + _chargeFragment.Add(buff); + } + break; + } + } + } + //显示纹理 if (!string.IsNullOrEmpty(ActivityBase.Icon)) { @@ -277,6 +326,11 @@ { fragment.OnUse(); } + + foreach (var fragment in _chargeFragment) + { + fragment.OnUse(); + } } /// @@ -486,6 +540,11 @@ { effectFragment.OnPickUpItem(); } + + foreach (var chargeFragment in _chargeFragment) + { + chargeFragment.OnPickUpItem(); + } } public override void OnRemoveItem() @@ -504,6 +563,11 @@ { effectFragment.OnRemoveItem(); } + + foreach (var chargeFragment in _chargeFragment) + { + chargeFragment.OnRemoveItem(); + } } public virtual void OnActiveItem() diff --git a/DungeonShooting_Godot/src/game/activity/weapon/Weapon.cs b/DungeonShooting_Godot/src/game/activity/weapon/Weapon.cs index 584c4c9..8bfe7c2 100644 --- a/DungeonShooting_Godot/src/game/activity/weapon/Weapon.cs +++ b/DungeonShooting_Godot/src/game/activity/weapon/Weapon.cs @@ -161,6 +161,9 @@ //-------------------------------------------------------------------------------------------- + //触发板机是是否计算弹药消耗 + private bool _triggerCalcAmmon = true; + //用于记录是否有角色操作过这把武器 private bool _triggerRoleFlag = false; @@ -805,7 +808,8 @@ /// 扳机函数, 调用即视为按下扳机 /// /// 按下扳机的角色, 如果传 null, 则视为走火 - public void Trigger(Role triggerRole) + /// 是否计算弹药消耗 + public void Trigger(Role triggerRole, bool calcAmmo = true) { //不能触发扳机 if (!NoMasterCanTrigger && Master == null) return; @@ -816,6 +820,7 @@ //更新武器属性信息 _triggerFlag = true; _triggerRoleFlag = true; + _triggerCalcAmmon = calcAmmo; if (triggerRole != null) { TriggerRole = triggerRole; @@ -1098,18 +1103,27 @@ _reloadShellFlag = false; //减子弹数量 - if (_playerWeaponAttribute != _weaponAttribute) //Ai使用该武器, 有一定概率不消耗弹药 + if (_triggerCalcAmmon) + { + if (_playerWeaponAttribute != _weaponAttribute) //Ai使用该武器, 有一定概率不消耗弹药 + { + var count = UseAmmoCount(); + CurrAmmo -= count; + if (Utils.Random.RandomRangeFloat(0, 1) >= _weaponAttribute.AiAttackAttr.AmmoConsumptionProbability) //不消耗弹药 + { + ResidueAmmo += count; + } + } + else + { + CurrAmmo -= UseAmmoCount(); + } + } + else //不消耗弹药 { var count = UseAmmoCount(); CurrAmmo -= count; - if (Utils.Random.RandomRangeFloat(0, 1) >= _weaponAttribute.AiAttackAttr.AmmoConsumptionProbability) //不消耗弹药 - { - ResidueAmmo += count; - } - } - else - { - CurrAmmo -= UseAmmoCount(); + ResidueAmmo += count; } if (CurrAmmo == 0) diff --git a/DungeonShooting_Godot/src/game/activity/weapon/bow/Bow.cs b/DungeonShooting_Godot/src/game/activity/weapon/bow/Bow.cs index 9371e39..983d6e2 100644 --- a/DungeonShooting_Godot/src/game/activity/weapon/bow/Bow.cs +++ b/DungeonShooting_Godot/src/game/activity/weapon/bow/Bow.cs @@ -66,7 +66,7 @@ protected override void OnFire() { - if (Master.IsPlayer()) + if (TriggerRole != null && TriggerRole.IsPlayer()) { //创建抖动 GameCamera.Main.DirectionalShake(Vector2.Right.Rotated(GlobalRotation) * Attribute.CameraShake); diff --git a/DungeonShooting_Godot/src/game/buff/ChargeFragment.cs b/DungeonShooting_Godot/src/game/buff/ChargeFragment.cs new file mode 100644 index 0000000..888c81f --- /dev/null +++ b/DungeonShooting_Godot/src/game/buff/ChargeFragment.cs @@ -0,0 +1,24 @@ + +/// +/// 主动道具充能基类 +/// +public abstract class ChargeFragment : PropFragment +{ + /// + /// 当前组件所挂载的游戏对象 + /// + public new ActiveProp Master => (ActiveProp)base.Master; + + /// + /// 当道具被使用是调用 + /// + public abstract void OnUse(); + + public override void OnPickUpItem() + { + } + + public override void OnRemoveItem() + { + } +} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/buff/ChargeFragmentAttribute.cs b/DungeonShooting_Godot/src/game/buff/ChargeFragmentAttribute.cs new file mode 100644 index 0000000..4cf3f9c --- /dev/null +++ b/DungeonShooting_Godot/src/game/buff/ChargeFragmentAttribute.cs @@ -0,0 +1,21 @@ +using System; + +[AttributeUsage(AttributeTargets.Class)] +public class ChargeFragmentAttribute : Attribute +{ + /// + /// 充能属性名称 + /// + public string ChargeName { get; set; } + + /// + /// 描述 + /// + public string Description { get; set; } + + public ChargeFragmentAttribute(string chargeName, string description) + { + ChargeName = chargeName; + Description = description; + } +} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/buff/charge/Cha_Hurt.cs b/DungeonShooting_Godot/src/game/buff/charge/Cha_Hurt.cs new file mode 100644 index 0000000..3536175 --- /dev/null +++ b/DungeonShooting_Godot/src/game/buff/charge/Cha_Hurt.cs @@ -0,0 +1,32 @@ + +[ChargeFragment("Hurt", + "造成伤害充能, 参数1为充满能量需要造成的伤害值")] +public class Cha_Hurt : ChargeFragment +{ + private int _value = 100; + + public override void InitParam(float arg1) + { + _value = (int)arg1; + } + + public override void OnUse() + { + Master.ChargeProgress = 0; + } + + public override void OnPickUpItem() + { + Role.OnDamageEvent += OnDamageEvent; + } + + public override void OnRemoveItem() + { + Role.OnDamageEvent -= OnDamageEvent; + } + + private void OnDamageEvent(Role role, int value) + { + Master.ChargeProgress += 1f / _value * value; + } +} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/buff/effect/Eff_AreaTrigger.cs b/DungeonShooting_Godot/src/game/buff/effect/Eff_AreaTrigger.cs index cce7b8c..aa6bfc1 100644 --- a/DungeonShooting_Godot/src/game/buff/effect/Eff_AreaTrigger.cs +++ b/DungeonShooting_Godot/src/game/buff/effect/Eff_AreaTrigger.cs @@ -1,44 +1,73 @@ +using System.Collections.Generic; using Godot; [EffectFragment("AreaTrigger", "")] public class Eff_AreaTrigger : EffectFragment { - private Area2D _areaNode; - private CollisionShape2D _shapeNode; - private CircleShape2D _shape; + private Prop5003Area _areaNode; + private List _weaponList = new List(); public override void Ready() { - _areaNode = new Area2D(); - _shapeNode = new CollisionShape2D(); - _shape = new CircleShape2D(); - _shapeNode.Shape = _shape; - - _areaNode.AddChild(_shapeNode); + _areaNode = ResourceManager.LoadAndInstantiate(ResourcePath.prefab_prop_activeComp_Prop5003_Area_tscn); + _areaNode.BodyEntered += OnBodyEntered; + _areaNode.BodyExited += OnBodyExited; AddChild(_areaNode); } public override void OnDestroy() { _areaNode.QueueFree(); - _shapeNode.QueueFree(); } public override void OnUse() { - + _areaNode.PlayEffect(0, 250, 6); + } + + public override void Process(float delta) + { + for (var i = 0; i < _weaponList.Count; i++) + { + var weapon = _weaponList[i]; + if (weapon.Master != null) + { + _weaponList.RemoveAt(i--); + continue; + } + weapon.Trigger(Role, false); + } } public override void OnPickUpItem() { RemoveChild(_areaNode); - Role.AddChild(_areaNode); + Role.AnimatedSprite.AddChild(_areaNode); } public override void OnRemoveItem() { - Role.RemoveChild(_areaNode); + Role.AnimatedSprite.RemoveChild(_areaNode); AddChild(_areaNode); } + + private void OnBodyEntered(Node2D node) + { + if (node is Weapon weapon && weapon.Master == null) + { + if (!_weaponList.Contains(weapon)) + { + _weaponList.Add(weapon); + } + } + } + + private void OnBodyExited(Node2D node) + { + if (node is Weapon weapon && weapon.Master == null) + { + _weaponList.Remove(weapon); + } + } } \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/buffComp/active/Prop5003Area.cs b/DungeonShooting_Godot/src/game/buffComp/active/Prop5003Area.cs new file mode 100644 index 0000000..cd394b4 --- /dev/null +++ b/DungeonShooting_Godot/src/game/buffComp/active/Prop5003Area.cs @@ -0,0 +1,63 @@ + +using System; +using Godot; + +public partial class Prop5003Area : Area2D +{ + [Export] + public Sprite2D CircleSprite; + + [Export] + public CollisionShape2D Collision; + + public CircleShape2D CircleShape; + public GradientTexture2D Gradient; + + public override void _Ready() + { + CircleShape = (CircleShape2D)Collision.Shape; + Gradient = (GradientTexture2D)CircleSprite.Texture; + SetEnable(false); + } + + public void PlayEffect(int startRadius, int endRadius, float time) + { + var _tween = CreateTween(); + _tween.SetParallel(); + _tween.TweenCallback(Callable.From(() => + { + SetEnable(true); + Modulate = Colors.White; + })); + _tween.Chain(); + + _tween.TweenMethod(Callable.From(SetRadius), startRadius, endRadius * 0.75f, time * 0.2f); + _tween.Chain(); + + _tween.TweenInterval(time * 0.55f); + _tween.Chain(); + + _tween.TweenMethod(Callable.From(SetRadius), endRadius * 0.75f, endRadius, time * 0.25f); + _tween.TweenProperty(this, "modulate", new Color(1, 1, 1, 0), time * 0.25f); + _tween.Chain(); + + _tween.TweenCallback(Callable.From(() => + { + SetEnable(false); + })); + _tween.Play(); + } + + private void SetRadius(int radius) + { + Gradient.Width = radius * 2; + Gradient.Height = radius * 2; + CircleShape.Radius = radius; + } + + private void SetEnable(bool value) + { + Monitoring = value; + CircleSprite.Visible = value; + } +} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/manager/PropFragmentRegister.cs b/DungeonShooting_Godot/src/game/manager/PropFragmentRegister.cs index 3dcb7e5..f13989b 100644 --- a/DungeonShooting_Godot/src/game/manager/PropFragmentRegister.cs +++ b/DungeonShooting_Godot/src/game/manager/PropFragmentRegister.cs @@ -14,7 +14,7 @@ public static Dictionary BuffFragmentInfos { get; private set; } /// - /// 所有主动道具条件数据 + /// 所有主动道具使用条件数据 /// public static Dictionary ConditionFragmentInfos { get; private set; } @@ -22,6 +22,11 @@ /// 所有主动道具效果数据 /// public static Dictionary EffectFragmentInfos { get; private set; } + + /// + /// 所有主动道具充能条件数据 + /// + public static Dictionary ChargeFragmentInfos { get; private set; } /// /// 初始化 buff @@ -31,6 +36,7 @@ BuffFragmentInfos = new Dictionary(); ConditionFragmentInfos = new Dictionary(); EffectFragmentInfos = new Dictionary(); + ChargeFragmentInfos = new Dictionary(); var types = typeof(PropFragmentRegister).Assembly.GetTypes(); //包含[BuffAttribute]特性 @@ -87,5 +93,23 @@ EffectFragmentInfos.Add(attribute.EffectName, effectInfo); } } + //包含[ChargeAttribute]特性 + var charges = types.Where(type => + type.IsClass && !type.IsAbstract && type.IsAssignableTo(typeof(ChargeFragment))); + foreach (var type in charges) + { + var attribute = (ChargeFragmentAttribute)type.GetCustomAttribute(typeof(ChargeFragmentAttribute), false); + if (attribute != null) + { + if (ChargeFragmentInfos.ContainsKey(attribute.ChargeName)) + { + GD.PrintErr($"Charge '{attribute.ChargeName}' 重名!"); + continue; + } + + var chargeInfo = new PropFragmentInfo(attribute.ChargeName, attribute.Description, type); + ChargeFragmentInfos.Add(attribute.ChargeName, chargeInfo); + } + } } } \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/manager/ResourcePath.cs b/DungeonShooting_Godot/src/game/manager/ResourcePath.cs index 2eef041..5c58cc5 100644 --- a/DungeonShooting_Godot/src/game/manager/ResourcePath.cs +++ b/DungeonShooting_Godot/src/game/manager/ResourcePath.cs @@ -45,22 +45,9 @@ public const string prefab_ui_EditorColorPicker_tscn = "res://prefab/ui/EditorColorPicker.tscn"; public const string prefab_ui_RoomUI_tscn = "res://prefab/ui/RoomUI.tscn"; public const string prefab_prop_PropTemplate_tscn = "res://prefab/prop/PropTemplate.tscn"; - public const string prefab_prop_buff_BuffProp0003_tscn = "res://prefab/prop/buff/BuffProp0003.tscn"; - public const string prefab_prop_buff_BuffProp0014_tscn = "res://prefab/prop/buff/BuffProp0014.tscn"; - public const string prefab_prop_buff_BuffProp0002_tscn = "res://prefab/prop/buff/BuffProp0002.tscn"; - public const string prefab_prop_buff_BuffProp0009_tscn = "res://prefab/prop/buff/BuffProp0009.tscn"; - public const string prefab_prop_buff_BuffProp0005_tscn = "res://prefab/prop/buff/BuffProp0005.tscn"; - public const string prefab_prop_buff_BuffProp0013_tscn = "res://prefab/prop/buff/BuffProp0013.tscn"; - public const string prefab_prop_buff_BuffProp0012_tscn = "res://prefab/prop/buff/BuffProp0012.tscn"; - public const string prefab_prop_buff_BuffProp0004_tscn = "res://prefab/prop/buff/BuffProp0004.tscn"; - public const string prefab_prop_buff_BuffProp0008_tscn = "res://prefab/prop/buff/BuffProp0008.tscn"; - public const string prefab_prop_buff_BuffProp0011_tscn = "res://prefab/prop/buff/BuffProp0011.tscn"; - public const string prefab_prop_buff_BuffProp0007_tscn = "res://prefab/prop/buff/BuffProp0007.tscn"; - public const string prefab_prop_buff_BuffProp0006_tscn = "res://prefab/prop/buff/BuffProp0006.tscn"; - public const string prefab_prop_buff_BuffProp0010_tscn = "res://prefab/prop/buff/BuffProp0010.tscn"; - public const string prefab_prop_buff_BuffProp0001_tscn = "res://prefab/prop/buff/BuffProp0001.tscn"; - public const string prefab_prop_active_ActiveProp5001_tscn = "res://prefab/prop/active/ActiveProp5001.tscn"; - public const string prefab_prop_active_ActiveProp5000_tscn = "res://prefab/prop/active/ActiveProp5000.tscn"; + public const string prefab_prop_ActiveProp_tscn = "res://prefab/prop/ActiveProp.tscn"; + public const string prefab_prop_BuffProp_tscn = "res://prefab/prop/BuffProp.tscn"; + public const string prefab_prop_activeComp_Prop5003_Area_tscn = "res://prefab/prop/activeComp/Prop5003_Area.tscn"; public const string prefab_weapon_Weapon0008_tscn = "res://prefab/weapon/Weapon0008.tscn"; public const string prefab_weapon_Weapon0004_tscn = "res://prefab/weapon/Weapon0004.tscn"; public const string prefab_weapon_Weapon0005_tscn = "res://prefab/weapon/Weapon0005.tscn"; @@ -175,22 +162,6 @@ public const string scene_test_TestNavigation2_tscn = "res://scene/test/TestNavigation2.tscn"; public const string scene_test_TestLoadTileSetConfig_tscn = "res://scene/test/TestLoadTileSetConfig.tscn"; public const string scene_test_TestDrawSprite_tscn = "res://scene/test/TestDrawSprite.tscn"; - public const string resource_spriteFrames_prop_buff_BuffProp0009_tres = "res://resource/spriteFrames/prop/buff/BuffProp0009.tres"; - public const string resource_spriteFrames_prop_buff_BuffProp0013_tres = "res://resource/spriteFrames/prop/buff/BuffProp0013.tres"; - public const string resource_spriteFrames_prop_buff_BuffProp0005_tres = "res://resource/spriteFrames/prop/buff/BuffProp0005.tres"; - public const string resource_spriteFrames_prop_buff_BuffProp0004_tres = "res://resource/spriteFrames/prop/buff/BuffProp0004.tres"; - public const string resource_spriteFrames_prop_buff_BuffProp0012_tres = "res://resource/spriteFrames/prop/buff/BuffProp0012.tres"; - public const string resource_spriteFrames_prop_buff_BuffProp0008_tres = "res://resource/spriteFrames/prop/buff/BuffProp0008.tres"; - public const string resource_spriteFrames_prop_buff_BuffProp0003_tres = "res://resource/spriteFrames/prop/buff/BuffProp0003.tres"; - public const string resource_spriteFrames_prop_buff_BuffProp0002_tres = "res://resource/spriteFrames/prop/buff/BuffProp0002.tres"; - public const string resource_spriteFrames_prop_buff_BuffProp0014_tres = "res://resource/spriteFrames/prop/buff/BuffProp0014.tres"; - public const string resource_spriteFrames_prop_buff_BuffProp0001_tres = "res://resource/spriteFrames/prop/buff/BuffProp0001.tres"; - public const string resource_spriteFrames_prop_buff_BuffProp0007_tres = "res://resource/spriteFrames/prop/buff/BuffProp0007.tres"; - public const string resource_spriteFrames_prop_buff_BuffProp0011_tres = "res://resource/spriteFrames/prop/buff/BuffProp0011.tres"; - public const string resource_spriteFrames_prop_buff_BuffProp0010_tres = "res://resource/spriteFrames/prop/buff/BuffProp0010.tres"; - public const string resource_spriteFrames_prop_buff_BuffProp0006_tres = "res://resource/spriteFrames/prop/buff/BuffProp0006.tres"; - public const string resource_spriteFrames_prop_active_ActiveProp5001_tres = "res://resource/spriteFrames/prop/active/ActiveProp5001.tres"; - public const string resource_spriteFrames_prop_active_ActiveProp5000_tres = "res://resource/spriteFrames/prop/active/ActiveProp5000.tres"; public const string resource_spriteFrames_weapon_Weapon0002_tres = "res://resource/spriteFrames/weapon/Weapon0002.tres"; public const string resource_spriteFrames_weapon_Weapon0014_tres = "res://resource/spriteFrames/weapon/Weapon0014.tres"; public const string resource_spriteFrames_weapon_Weapon0004_hit_tres = "res://resource/spriteFrames/weapon/Weapon0004_hit.tres"; @@ -231,11 +202,13 @@ public const string resource_config_LiquidMaterial_json = "res://resource/config/LiquidMaterial.json"; public const string resource_config_ActivityBase_json = "res://resource/config/ActivityBase.json"; public const string resource_config_EnemyBase_json = "res://resource/config/EnemyBase.json"; + public const string resource_config_ActivePropBase_json = "res://resource/config/ActivePropBase.json"; public const string resource_config_BulletBase_json = "res://resource/config/BulletBase.json"; public const string resource_config_AiAttackAttr_json = "res://resource/config/AiAttackAttr.json"; public const string resource_config_ActivityMaterial_json = "res://resource/config/ActivityMaterial.json"; public const string resource_config_WeaponBase_json = "res://resource/config/WeaponBase.json"; public const string resource_config_Sound_json = "res://resource/config/Sound.json"; + public const string resource_config_BuffPropBase_json = "res://resource/config/BuffPropBase.json"; public const string resource_navigation_NavigationPolygon_tres = "res://resource/navigation/NavigationPolygon.tres"; public const string resource_curve_Curve1_tres = "res://resource/curve/Curve1.tres"; public const string resource_theme_theme1_tres = "res://resource/theme/theme1.tres"; @@ -306,7 +279,9 @@ public const string resource_sprite_ui_encyclopedia_Item_png = "res://resource/sprite/ui/encyclopedia/Item.png"; public const string resource_sprite_ui_encyclopedia_TabSelect_png = "res://resource/sprite/ui/encyclopedia/TabSelect.png"; public const string resource_sprite_ui_encyclopedia_Select_png = "res://resource/sprite/ui/encyclopedia/Select.png"; + public const string resource_sprite_ui_encyclopedia_CloseSelect_png = "res://resource/sprite/ui/encyclopedia/CloseSelect.png"; public const string resource_sprite_ui_encyclopedia_TabIcon1_png = "res://resource/sprite/ui/encyclopedia/TabIcon1.png"; + public const string resource_sprite_ui_encyclopedia_Close_png = "res://resource/sprite/ui/encyclopedia/Close.png"; public const string resource_sprite_ui_mapEditorTools_DoorDragButton_png = "res://resource/sprite/ui/mapEditorTools/DoorDragButton.png"; public const string resource_sprite_ui_mapEditorTools_DoorDragButton_hover_png = "res://resource/sprite/ui/mapEditorTools/DoorDragButton_hover.png"; public const string resource_sprite_ui_mapEditorTools_DoorDragButton_down_png = "res://resource/sprite/ui/mapEditorTools/DoorDragButton_down.png"; @@ -330,6 +305,8 @@ public const string resource_sprite_prop_buff_BuffProp0001export_png = "res://resource/sprite/prop/buff/BuffProp0001-export.png"; public const string resource_sprite_prop_active_ActiveProp5001_png = "res://resource/sprite/prop/active/ActiveProp5001.png"; public const string resource_sprite_prop_active_ActiveProp5000_png = "res://resource/sprite/prop/active/ActiveProp5000.png"; + public const string resource_sprite_prop_active_ActiveProp5002_png = "res://resource/sprite/prop/active/ActiveProp5002.png"; + public const string resource_sprite_prop_active_ActiveProp5003_png = "res://resource/sprite/prop/active/ActiveProp5003.png"; public const string resource_sprite_weapon_weapon0014_Weapon0014_png = "res://resource/sprite/weapon/weapon0014/Weapon0014.png"; public const string resource_sprite_weapon_weapon0013_weapon0014export_png = "res://resource/sprite/weapon/weapon0013/weapon0014-export.png"; public const string resource_sprite_weapon_weapon0013_weapon0014_png = "res://resource/sprite/weapon/weapon0013/weapon0014.png";