diff --git a/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs b/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs
index 49d6b0c..af5d76e 100644
--- a/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs
+++ b/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs
@@ -5,10 +5,9 @@
using Godot;
///
-/// 房间内活动物体基类, 所有物体都必须继承该类,
-/// ActivityObject 使用的时候代码和场景分离的设计模式, 所以创建时必须指定模板场景路径, 这样做的好处是一个模板场景可以用在多个代码类上, 同样一个代码类也可以指定不同的目模板场景,
-/// ActivityObject 子类实例化请不要直接使用 new, 而用该在类上标上 [RegisterActivity(id, prefabPath)],
-/// ActivityObject 类会自动扫描并注册物体, 然后使用而是使用 ActivityObject.Create(id) 来创建实例
+/// 房间内活动物体基类, 所有物体都必须继承该类,
+/// ActivityObject 使用的时候代码和场景分离的设计模式, 所以创建时必须指定模板场景路径, 这样做的好处是一个模板场景可以用在多个代码类上, 同样一个代码类也可以指定不同的目模板场景,
+/// ActivityObject 子类实例化请不要直接使用 new, 而用该在类上标上 [Tool], 并在 ActivityObject.xlsx 配置文件中注册物体, 导出配置表后使用 ActivityObject.Create(id) 来创建实例.
///
public abstract partial class ActivityObject : CharacterBody2D, IDestroy
{
@@ -1346,54 +1345,54 @@
///
/// 延时指定时间调用一个回调函数
///
- public void DelayCall(float delayTime, Action cb)
+ public void CallDelay(float delayTime, Action cb)
{
- StartCoroutine(_DelayCall(delayTime, cb));
+ StartCoroutine(_CallDelay(delayTime, cb));
}
///
/// 延时指定时间调用一个回调函数
///
- public void DelayCall(float delayTime, Action cb, T1 arg1)
+ public void CallDelay(float delayTime, Action cb, T1 arg1)
{
- StartCoroutine(_DelayCall(delayTime, cb, arg1));
+ StartCoroutine(_CallDelay(delayTime, cb, arg1));
}
///
/// 延时指定时间调用一个回调函数
///
- public void DelayCall(float delayTime, Action cb, T1 arg1, T2 arg2)
+ public void CallDelay(float delayTime, Action cb, T1 arg1, T2 arg2)
{
- StartCoroutine(_DelayCall(delayTime, cb, arg1, arg2));
+ StartCoroutine(_CallDelay(delayTime, cb, arg1, arg2));
}
///
/// 延时指定时间调用一个回调函数
///
- public void DelayCall(float delayTime, Action cb, T1 arg1, T2 arg2, T3 arg3)
+ public void CallDelay(float delayTime, Action cb, T1 arg1, T2 arg2, T3 arg3)
{
- StartCoroutine(_DelayCall(delayTime, cb, arg1, arg2, arg3));
+ StartCoroutine(_CallDelay(delayTime, cb, arg1, arg2, arg3));
}
- private IEnumerator _DelayCall(float delayTime, Action cb)
+ private IEnumerator _CallDelay(float delayTime, Action cb)
{
yield return new WaitForSeconds(delayTime);
cb();
}
- private IEnumerator _DelayCall(float delayTime, Action cb, T1 arg1)
+ private IEnumerator _CallDelay(float delayTime, Action cb, T1 arg1)
{
yield return new WaitForSeconds(delayTime);
cb(arg1);
}
- private IEnumerator _DelayCall(float delayTime, Action cb, T1 arg1, T2 arg2)
+ private IEnumerator _CallDelay(float delayTime, Action cb, T1 arg1, T2 arg2)
{
yield return new WaitForSeconds(delayTime);
cb(arg1, arg2);
}
- private IEnumerator _DelayCall(float delayTime, Action cb, T1 arg1, T2 arg2, T3 arg3)
+ private IEnumerator _CallDelay(float delayTime, Action cb, T1 arg1, T2 arg2, T3 arg3)
{
yield return new WaitForSeconds(delayTime);
cb(arg1,arg2, arg3);
diff --git a/DungeonShooting_Godot/src/game/activity/weapon/Weapon.cs b/DungeonShooting_Godot/src/game/activity/weapon/Weapon.cs
index b514285..06d1a0c 100644
--- a/DungeonShooting_Godot/src/game/activity/weapon/Weapon.cs
+++ b/DungeonShooting_Godot/src/game/activity/weapon/Weapon.cs
@@ -828,7 +828,7 @@
}
else
{
- DelayCall(Attribute.EquipSoundDelayTime, PlaySpriteAnimation, AnimatorNames.Equip);
+ CallDelay(Attribute.EquipSoundDelayTime, PlaySpriteAnimation, AnimatorNames.Equip);
}
}