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); } }