diff --git a/DungeonShooting_Godot/src/game/AnimatorNames.cs b/DungeonShooting_Godot/src/game/AnimatorNames.cs deleted file mode 100644 index bf3d97d..0000000 --- a/DungeonShooting_Godot/src/game/AnimatorNames.cs +++ /dev/null @@ -1,93 +0,0 @@ - -using Godot; - -/// -/// 预制动画名称 -/// -public static class AnimatorNames -{ - /// - /// 默认动画 - /// - public static readonly StringName Default = "default"; - /// - /// 静止不动 - /// - public static readonly StringName Idle = "idle"; - /// - /// 奔跑 - /// - public static readonly StringName Run = "run"; - /// - /// 倒退奔跑 - /// - public static readonly StringName ReverseRun = "reverseRun"; - /// - /// 翻滚 - /// - public static readonly StringName Roll = "roll"; - /// - /// 武器泛光动画 - /// - public static readonly StringName Floodlight = "floodlight"; - /// - /// 开门动画 - /// - public static readonly StringName OpenDoor = "openDoor"; - /// - /// 关门动画 - /// - public static readonly StringName CloseDoor = "closeDoor"; - /// - /// 开火 - /// - public static readonly StringName Fire = "fire"; - /// - /// 换弹 - /// - public static readonly StringName Reloading = "reloading"; - /// - /// 子弹上膛 - /// - public static readonly StringName BeLoaded = "beLoaded"; - /// - /// ui入场 - /// - public static readonly StringName In = "in"; - /// - /// ui出场 - /// - public static readonly StringName Out = "out"; - /// - /// 显示动画 - /// - public static readonly StringName Show = "show"; - /// - /// 播放特效 - /// - public static readonly StringName Play = "play"; - /// - /// 物体移动 - /// - public static readonly StringName Move = "move"; - /// - /// 攻击 - /// - public static readonly StringName Attack = "attack"; - /// - /// 惊讶动作 - /// - public static readonly StringName Astonished = "astonished"; - /// - /// 通知动作 - /// - public static readonly StringName Notify = "notify"; - /// - /// 疑惑动作 - /// - public static readonly StringName Query = "query"; - /// - /// 重置动画 - /// - public static readonly StringName Reset = "RESET"; -} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/GameApplication.cs b/DungeonShooting_Godot/src/game/GameApplication.cs index 3f57200..a67cfc6 100644 --- a/DungeonShooting_Godot/src/game/GameApplication.cs +++ b/DungeonShooting_Godot/src/game/GameApplication.cs @@ -141,7 +141,7 @@ var newDelta = (float)delta; InputManager.Update(newDelta); SoundManager.Update(newDelta); - DragUiManager.Update(newDelta); + UiDragManager.Update(newDelta); //协程更新 ProxyCoroutineHandler.ProxyUpdateCoroutine(ref _coroutineList, newDelta); diff --git a/DungeonShooting_Godot/src/game/PhysicsLayer.cs b/DungeonShooting_Godot/src/game/PhysicsLayer.cs deleted file mode 100644 index f181de2..0000000 --- a/DungeonShooting_Godot/src/game/PhysicsLayer.cs +++ /dev/null @@ -1,46 +0,0 @@ -/// -/// 物理碰撞层 -/// -public class PhysicsLayer -{ - /// - /// 无任何层级 - /// - public const uint None = 0; - /// - /// 墙壁 - /// - public const uint Wall = 0b1; - /// - /// 子弹 - /// - public const uint Bullet = 0b10; - /// - /// 道具 - /// - public const uint Prop = 0b100; - /// - /// 玩家 - /// - public const uint Player = 0b1000; - /// - /// 敌人 - /// - public const uint Enemy = 0b10000; - /// - /// 归属区域判断层级 - /// - public const uint Affiliation = 0b100000; - /// - /// 在手上 - /// - public const uint OnHand = 0b1000000; - /// - /// 各种碎屑,包括弹壳,敌人死亡碎片,爆炸碎片等 - /// - public const uint Debris = 0b10000000; - /// - /// 投抛中 - /// - public const uint Throwing = 0b100000000; -} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/ShaderParamNames.cs b/DungeonShooting_Godot/src/game/ShaderParamNames.cs deleted file mode 100644 index 9c00cc1..0000000 --- a/DungeonShooting_Godot/src/game/ShaderParamNames.cs +++ /dev/null @@ -1,48 +0,0 @@ - -using Godot; - -/// -/// Shader 中的参数名称 -/// -public static class ShaderParamNames -{ - /// - /// 灰度 - /// - public static readonly StringName Grey = "grey"; - /// - /// 轮廓颜色 - /// - public static readonly StringName OutlineColor = "outline_color"; - /// - /// 是否显示轮廓 - /// - public static readonly StringName ShowOutline = "show_outline"; - /// - /// 纹理大小 - /// - public static readonly StringName Size = "size"; - /// - /// 线段宽度 - /// - public static readonly StringName LineWidth = "line_width"; - /// - /// 偏移 - /// - public static readonly StringName Offset = "offset"; - /// - /// 网格大小 - /// - public static readonly StringName GridSize = "grid_size"; - - /// - /// 快速设置一个材质的 shader 材质参数 - /// - public static void SetShaderMaterialParameter(this Material material, StringName param, Variant value) - { - if (material is ShaderMaterial shaderMaterial) - { - shaderMaterial.SetShaderParameter(param, value); - } - } -} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/SignNames.cs b/DungeonShooting_Godot/src/game/SignNames.cs deleted file mode 100644 index 1e5cf00..0000000 --- a/DungeonShooting_Godot/src/game/SignNames.cs +++ /dev/null @@ -1,11 +0,0 @@ - -/// -/// 标记名称 -/// -public class SignNames -{ - /// - /// Ai 对武器的标记名称, 一旦有该标记, Ai AiFindAmmoState 状态下寻找可用武器将忽略该武器 - /// - public const string AiFindWeaponSign = "AiFindWeaponSign"; -} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/data/DragBinder.cs b/DungeonShooting_Godot/src/game/data/DragBinder.cs index b816adb..effb33c 100644 --- a/DungeonShooting_Godot/src/game/data/DragBinder.cs +++ b/DungeonShooting_Godot/src/game/data/DragBinder.cs @@ -12,7 +12,7 @@ public bool Dragging; public Vector2 PrevPosition; public Action Callback; - public StringName InputAction; + public StringName[] InputAction; public void OnMouseEntered() { @@ -26,6 +26,6 @@ public void UnBind() { - DragUiManager.UnBindDrag(this); + UiDragManager.UnBindDrag(this); } } \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/data/property/AnimatorNames.cs b/DungeonShooting_Godot/src/game/data/property/AnimatorNames.cs new file mode 100644 index 0000000..bf3d97d --- /dev/null +++ b/DungeonShooting_Godot/src/game/data/property/AnimatorNames.cs @@ -0,0 +1,93 @@ + +using Godot; + +/// +/// 预制动画名称 +/// +public static class AnimatorNames +{ + /// + /// 默认动画 + /// + public static readonly StringName Default = "default"; + /// + /// 静止不动 + /// + public static readonly StringName Idle = "idle"; + /// + /// 奔跑 + /// + public static readonly StringName Run = "run"; + /// + /// 倒退奔跑 + /// + public static readonly StringName ReverseRun = "reverseRun"; + /// + /// 翻滚 + /// + public static readonly StringName Roll = "roll"; + /// + /// 武器泛光动画 + /// + public static readonly StringName Floodlight = "floodlight"; + /// + /// 开门动画 + /// + public static readonly StringName OpenDoor = "openDoor"; + /// + /// 关门动画 + /// + public static readonly StringName CloseDoor = "closeDoor"; + /// + /// 开火 + /// + public static readonly StringName Fire = "fire"; + /// + /// 换弹 + /// + public static readonly StringName Reloading = "reloading"; + /// + /// 子弹上膛 + /// + public static readonly StringName BeLoaded = "beLoaded"; + /// + /// ui入场 + /// + public static readonly StringName In = "in"; + /// + /// ui出场 + /// + public static readonly StringName Out = "out"; + /// + /// 显示动画 + /// + public static readonly StringName Show = "show"; + /// + /// 播放特效 + /// + public static readonly StringName Play = "play"; + /// + /// 物体移动 + /// + public static readonly StringName Move = "move"; + /// + /// 攻击 + /// + public static readonly StringName Attack = "attack"; + /// + /// 惊讶动作 + /// + public static readonly StringName Astonished = "astonished"; + /// + /// 通知动作 + /// + public static readonly StringName Notify = "notify"; + /// + /// 疑惑动作 + /// + public static readonly StringName Query = "query"; + /// + /// 重置动画 + /// + public static readonly StringName Reset = "RESET"; +} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/data/property/InputAction.cs b/DungeonShooting_Godot/src/game/data/property/InputAction.cs new file mode 100644 index 0000000..66ad19e --- /dev/null +++ b/DungeonShooting_Godot/src/game/data/property/InputAction.cs @@ -0,0 +1,38 @@ + +using Godot; + +/// +/// 输入事件名称 +/// +public static class InputAction +{ + /// + /// 鼠标左键 + /// + public static readonly StringName MouseLeft = "mouse_left"; + /// + /// 鼠标右键 + /// + public static readonly StringName MouseRight = "mouse_right"; + /// + /// 鼠标中建 + /// + public static readonly StringName mouseMiddle = "mouse_middle"; + + public static readonly StringName MoveLeft = "move_left"; + public static readonly StringName MoveRight = "move_right"; + public static readonly StringName MoveUp = "move_up"; + public static readonly StringName MoveDown = "move_down"; + public static readonly StringName ExchangeWeapon = "exchangeWeapon"; + public static readonly StringName ThrowWeapon = "throwWeapon"; + public static readonly StringName Interactive = "interactive"; + public static readonly StringName Reload = "reload"; + public static readonly StringName Fire = "fire"; + public static readonly StringName MeleeAttack = "meleeAttack"; + public static readonly StringName Roll = "roll"; + public static readonly StringName UseActiveProp = "useActiveProp"; + public static readonly StringName ExchangeProp = "exchangeProp"; + public static readonly StringName RemoveProp = "removeProp"; + public static readonly StringName Map = "map"; + public static readonly StringName Menu = "menu"; +} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/data/property/PhysicsLayer.cs b/DungeonShooting_Godot/src/game/data/property/PhysicsLayer.cs new file mode 100644 index 0000000..f181de2 --- /dev/null +++ b/DungeonShooting_Godot/src/game/data/property/PhysicsLayer.cs @@ -0,0 +1,46 @@ +/// +/// 物理碰撞层 +/// +public class PhysicsLayer +{ + /// + /// 无任何层级 + /// + public const uint None = 0; + /// + /// 墙壁 + /// + public const uint Wall = 0b1; + /// + /// 子弹 + /// + public const uint Bullet = 0b10; + /// + /// 道具 + /// + public const uint Prop = 0b100; + /// + /// 玩家 + /// + public const uint Player = 0b1000; + /// + /// 敌人 + /// + public const uint Enemy = 0b10000; + /// + /// 归属区域判断层级 + /// + public const uint Affiliation = 0b100000; + /// + /// 在手上 + /// + public const uint OnHand = 0b1000000; + /// + /// 各种碎屑,包括弹壳,敌人死亡碎片,爆炸碎片等 + /// + public const uint Debris = 0b10000000; + /// + /// 投抛中 + /// + public const uint Throwing = 0b100000000; +} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/data/property/ShaderParamNames.cs b/DungeonShooting_Godot/src/game/data/property/ShaderParamNames.cs new file mode 100644 index 0000000..9c00cc1 --- /dev/null +++ b/DungeonShooting_Godot/src/game/data/property/ShaderParamNames.cs @@ -0,0 +1,48 @@ + +using Godot; + +/// +/// Shader 中的参数名称 +/// +public static class ShaderParamNames +{ + /// + /// 灰度 + /// + public static readonly StringName Grey = "grey"; + /// + /// 轮廓颜色 + /// + public static readonly StringName OutlineColor = "outline_color"; + /// + /// 是否显示轮廓 + /// + public static readonly StringName ShowOutline = "show_outline"; + /// + /// 纹理大小 + /// + public static readonly StringName Size = "size"; + /// + /// 线段宽度 + /// + public static readonly StringName LineWidth = "line_width"; + /// + /// 偏移 + /// + public static readonly StringName Offset = "offset"; + /// + /// 网格大小 + /// + public static readonly StringName GridSize = "grid_size"; + + /// + /// 快速设置一个材质的 shader 材质参数 + /// + public static void SetShaderMaterialParameter(this Material material, StringName param, Variant value) + { + if (material is ShaderMaterial shaderMaterial) + { + shaderMaterial.SetShaderParameter(param, value); + } + } +} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/data/property/SignNames.cs b/DungeonShooting_Godot/src/game/data/property/SignNames.cs new file mode 100644 index 0000000..1e5cf00 --- /dev/null +++ b/DungeonShooting_Godot/src/game/data/property/SignNames.cs @@ -0,0 +1,11 @@ + +/// +/// 标记名称 +/// +public class SignNames +{ + /// + /// Ai 对武器的标记名称, 一旦有该标记, Ai AiFindAmmoState 状态下寻找可用武器将忽略该武器 + /// + public const string AiFindWeaponSign = "AiFindWeaponSign"; +} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/manager/DragUiManager.cs b/DungeonShooting_Godot/src/game/manager/DragUiManager.cs deleted file mode 100644 index 3a35326..0000000 --- a/DungeonShooting_Godot/src/game/manager/DragUiManager.cs +++ /dev/null @@ -1,100 +0,0 @@ -using System; -using System.Collections.Generic; -using Godot; - -public static class DragUiManager -{ - private static readonly List _list = new List(); - private static readonly List _removeList = new List(); - private static readonly List _addList = new List(); - - /// - /// 绑定拖拽事件 - /// - public static DragBinder BindDrag(Control control, StringName inputAction, Action callback) - { - var binder = new DragBinder(); - binder.Control = control; - control.MouseEntered += binder.OnMouseEntered; - control.MouseExited += binder.OnMouseExited; - binder.Callback = callback; - binder.InputAction = inputAction; - _addList.Add(binder); - return binder; - } - - /// - /// 绑定拖拽事件 - /// - public static DragBinder BindDrag(Control control, Action callback) - { - return BindDrag(control, "mouse_left", callback); - } - - /// - /// 解绑拖拽事件 - /// - public static void UnBindDrag(DragBinder binder) - { - if (!_removeList.Contains(binder)) - { - _removeList.Add(binder); - } - } - - public static void Update(float delta) - { - //更新拖拽位置 - if (_list.Count > 0) - { - foreach (var dragBinder in _list) - { - if (dragBinder.Dragging && !Input.IsActionPressed(dragBinder.InputAction)) //松开鼠标, 结束拖拽 - { - dragBinder.Dragging = false; - dragBinder.Callback(DragState.DragEnd, Vector2.Zero); - } - else if (!dragBinder.Dragging) //开始拖拽 - { - if (dragBinder.MouseEntered && Input.IsActionJustPressed(dragBinder.InputAction)) - { - dragBinder.Dragging = true; - dragBinder.PrevPosition = dragBinder.Control.GetGlobalMousePosition(); - dragBinder.Callback(DragState.DragStart, Vector2.Zero); - } - } - else //拖拽更新 - { - var mousePos = dragBinder.Control.GetGlobalMousePosition(); - if (mousePos != dragBinder.PrevPosition) - { - var deltaPosition = mousePos - dragBinder.PrevPosition; - dragBinder.PrevPosition = mousePos; - dragBinder.Callback(DragState.DragMove, deltaPosition); - } - } - } - } - - //移除绑定 - if (_removeList.Count > 0) - { - foreach (var binder in _removeList) - { - if (_list.Remove(binder) && GodotObject.IsInstanceValid(binder.Control)) - { - binder.Control.MouseEntered -= binder.OnMouseEntered; - binder.Control.MouseExited -= binder.OnMouseExited; - } - } - _removeList.Clear(); - } - - //添加绑定 - if (_addList.Count > 0) - { - _list.AddRange(_addList); - _addList.Clear(); - } - } -} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/manager/InputManager.cs b/DungeonShooting_Godot/src/game/manager/InputManager.cs index 5442ed0..0025645 100644 --- a/DungeonShooting_Godot/src/game/manager/InputManager.cs +++ b/DungeonShooting_Godot/src/game/manager/InputManager.cs @@ -86,24 +86,24 @@ /// public static void Update(float delta) { - MoveAxis = Input.GetVector("move_left", "move_right", "move_up", "move_down"); + MoveAxis = Input.GetVector(InputAction.MoveLeft, InputAction.MoveRight, InputAction.MoveUp, InputAction.MoveDown); var application = GameApplication.Instance; if (application != null) { CursorPosition = application.GlobalToViewPosition(application.GetGlobalMousePosition()); } - ExchangeWeapon = Input.IsActionJustPressed("exchangeWeapon"); - ThrowWeapon = Input.IsActionJustPressed("throwWeapon"); - Interactive = Input.IsActionJustPressed("interactive"); - Reload = Input.IsActionJustPressed("reload"); - Fire = Input.IsActionPressed("fire"); - MeleeAttack = Input.IsActionJustPressed("meleeAttack"); - Roll = Input.IsActionJustPressed("roll"); - UseActiveProp = Input.IsActionJustPressed("useActiveProp"); - RemoveProp = Input.IsActionJustPressed("removeProp"); - ExchangeProp = Input.IsActionJustPressed("exchangeProp"); - Map = Input.IsActionPressed("map"); - Menu = Input.IsActionJustPressed("menu"); + ExchangeWeapon = Input.IsActionJustPressed(InputAction.ExchangeWeapon); + ThrowWeapon = Input.IsActionJustPressed(InputAction.ThrowWeapon); + Interactive = Input.IsActionJustPressed(InputAction.Interactive); + Reload = Input.IsActionJustPressed(InputAction.Reload); + Fire = Input.IsActionPressed(InputAction.Fire); + MeleeAttack = Input.IsActionJustPressed(InputAction.MeleeAttack); + Roll = Input.IsActionJustPressed(InputAction.Roll); + UseActiveProp = Input.IsActionJustPressed(InputAction.UseActiveProp); + RemoveProp = Input.IsActionJustPressed(InputAction.RemoveProp); + ExchangeProp = Input.IsActionJustPressed(InputAction.ExchangeProp); + Map = Input.IsActionPressed(InputAction.Map); + Menu = Input.IsActionJustPressed(InputAction.Menu); } } \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/manager/UiDragManager.cs b/DungeonShooting_Godot/src/game/manager/UiDragManager.cs new file mode 100644 index 0000000..07348d9 --- /dev/null +++ b/DungeonShooting_Godot/src/game/manager/UiDragManager.cs @@ -0,0 +1,128 @@ +using System; +using System.Collections.Generic; +using Godot; + +public static class UiDragManager +{ + + + private static readonly List _list = new List(); + private static readonly List _removeList = new List(); + private static readonly List _addList = new List(); + + /// + /// 绑定拖拽事件 + /// + public static DragBinder BindDrag(Control control, StringName[] inputAction, Action callback) + { + var binder = new DragBinder(); + binder.Control = control; + control.MouseEntered += binder.OnMouseEntered; + control.MouseExited += binder.OnMouseExited; + binder.Callback = callback; + binder.InputAction = inputAction; + _addList.Add(binder); + return binder; + } + + /// + /// 绑定拖拽事件 + /// + public static DragBinder BindDrag(Control control, Action callback) + { + return BindDrag(control, new [] { InputAction.MouseLeft }, callback); + } + + /// + /// 解绑拖拽事件 + /// + public static void UnBindDrag(DragBinder binder) + { + if (!_removeList.Contains(binder)) + { + _removeList.Add(binder); + } + } + + public static void Update(float delta) + { + //更新拖拽位置 + if (_list.Count > 0) + { + foreach (var dragBinder in _list) + { + if (dragBinder.Dragging && !CheckActionPressed(dragBinder.InputAction)) //松开鼠标, 结束拖拽 + { + dragBinder.Dragging = false; + dragBinder.Callback(DragState.DragEnd, Vector2.Zero); + } + else if (!dragBinder.Dragging) //开始拖拽 + { + if (dragBinder.MouseEntered && ActionJustPressed(dragBinder.InputAction)) + { + dragBinder.Dragging = true; + dragBinder.PrevPosition = dragBinder.Control.GetGlobalMousePosition(); + dragBinder.Callback(DragState.DragStart, Vector2.Zero); + } + } + else //拖拽更新 + { + var mousePos = dragBinder.Control.GetGlobalMousePosition(); + if (mousePos != dragBinder.PrevPosition) + { + var deltaPosition = mousePos - dragBinder.PrevPosition; + dragBinder.PrevPosition = mousePos; + dragBinder.Callback(DragState.DragMove, deltaPosition); + } + } + } + } + + //移除绑定 + if (_removeList.Count > 0) + { + foreach (var binder in _removeList) + { + if (_list.Remove(binder) && GodotObject.IsInstanceValid(binder.Control)) + { + binder.Control.MouseEntered -= binder.OnMouseEntered; + binder.Control.MouseExited -= binder.OnMouseExited; + } + } + _removeList.Clear(); + } + + //添加绑定 + if (_addList.Count > 0) + { + _list.AddRange(_addList); + _addList.Clear(); + } + } + + private static bool CheckActionPressed(StringName[] array) + { + foreach (var stringName in array) + { + if (Input.IsActionPressed(stringName)) + { + return true; + } + } + + return false; + } + + private static bool ActionJustPressed(StringName[] array) + { + foreach (var stringName in array) + { + if (Input.IsActionJustPressed(stringName)) + { + return true; + } + } + + return false; + } +} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/ui/editorImportCombination/EditorImportCombinationPanel.cs b/DungeonShooting_Godot/src/game/ui/editorImportCombination/EditorImportCombinationPanel.cs index e1b5a26..cc88bed 100644 --- a/DungeonShooting_Godot/src/game/ui/editorImportCombination/EditorImportCombinationPanel.cs +++ b/DungeonShooting_Godot/src/game/ui/editorImportCombination/EditorImportCombinationPanel.cs @@ -7,7 +7,7 @@ private DragBinder _dragBinder; public override void OnShowUi() { - _dragBinder = DragUiManager.BindDrag(S_PreviewBg.Instance, (state, delta) => + _dragBinder = UiDragManager.BindDrag(S_PreviewBg.Instance, (state, delta) => { if (state == DragState.DragMove) { diff --git a/DungeonShooting_Godot/src/game/ui/roomMap/RoomMapPanel.cs b/DungeonShooting_Godot/src/game/ui/roomMap/RoomMapPanel.cs index 8668ab5..d8d0e5a 100644 --- a/DungeonShooting_Godot/src/game/ui/roomMap/RoomMapPanel.cs +++ b/DungeonShooting_Godot/src/game/ui/roomMap/RoomMapPanel.cs @@ -192,7 +192,7 @@ S_MapBar.Instance.Visible = false; _mapOffset = Vector2.Zero; - _dragBinder = DragUiManager.BindDrag(S_DrawContainer.Instance, (state, delta) => + _dragBinder = UiDragManager.BindDrag(S_DrawContainer.Instance, (state, delta) => { if (state == DragState.DragMove) { diff --git a/DungeonShooting_Godot/src/game/ui/tileSetEditorCombination/GridBg.cs b/DungeonShooting_Godot/src/game/ui/tileSetEditorCombination/GridBg.cs index 702f8f5..26a4769 100644 --- a/DungeonShooting_Godot/src/game/ui/tileSetEditorCombination/GridBg.cs +++ b/DungeonShooting_Godot/src/game/ui/tileSetEditorCombination/GridBg.cs @@ -13,7 +13,7 @@ public virtual void SetUiNode(IUiNode uiNode) { UiNode = (T)uiNode; - _dragBinder = DragUiManager.BindDrag(this, "mouse_middle", OnDrag); + _dragBinder = UiDragManager.BindDrag(this, new[] { InputAction.mouseMiddle }, OnDrag); Resized += RefreshGridTrans; } diff --git a/DungeonShooting_Godot/src/game/ui/tileSetEditorCombination/leftBottom/TileEditArea.cs b/DungeonShooting_Godot/src/game/ui/tileSetEditorCombination/leftBottom/TileEditArea.cs index 59b05dd..87e1507 100644 --- a/DungeonShooting_Godot/src/game/ui/tileSetEditorCombination/leftBottom/TileEditArea.cs +++ b/DungeonShooting_Godot/src/game/ui/tileSetEditorCombination/leftBottom/TileEditArea.cs @@ -44,7 +44,7 @@ var cellPosition = GetMouseCellPosition(); if (UiNode.UiPanel.EditorPanel.IsCellPositionInTexture(cellPosition)) { - if (Input.IsActionJustPressed("mouse_left")) //刚按下, 清除之前的选中 + if (Input.IsActionJustPressed(InputAction.MouseLeft)) //刚按下, 清除之前的选中 { OnClearCell(); } diff --git a/DungeonShooting_Godot/src/game/ui/tileSetEditorImport/TileSetEditorImportPanel.cs b/DungeonShooting_Godot/src/game/ui/tileSetEditorImport/TileSetEditorImportPanel.cs index 5c1f29e..cba59e7 100644 --- a/DungeonShooting_Godot/src/game/ui/tileSetEditorImport/TileSetEditorImportPanel.cs +++ b/DungeonShooting_Godot/src/game/ui/tileSetEditorImport/TileSetEditorImportPanel.cs @@ -17,7 +17,7 @@ _tileSetEditor.SetBgColor(S_ImportPreviewBg.Instance.Color); S_ImportPreview.Instance.Texture = _tileSetEditor.Texture; - _dragBinder = DragUiManager.BindDrag(S_ImportPreviewBg.Instance, OnDragCallback); + _dragBinder = UiDragManager.BindDrag(S_ImportPreviewBg.Instance, OnDragCallback); GetTree().Root.FilesDropped += OnFilesDropped; S_ImportButton.Instance.Pressed += OnImportButtonClick;