diff --git a/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs b/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs index 440b448..b077a48 100644 --- a/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs +++ b/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs @@ -1385,7 +1385,7 @@ Collision.Rotation = 0; Collision.Scale = Vector2.One; CollisionMask = 1; - CollisionLayer = PhysicsLayer.Throwing; + CollisionLayer = _fallData.OriginCollisionLayer | PhysicsLayer.Throwing; _fallData.UseOrigin = false; } } diff --git a/DungeonShooting_Godot/src/game/activity/bullet/explode/Explode.cs b/DungeonShooting_Godot/src/game/activity/bullet/explode/Explode.cs index 302be1c..56a6963 100644 --- a/DungeonShooting_Godot/src/game/activity/bullet/explode/Explode.cs +++ b/DungeonShooting_Godot/src/game/activity/bullet/explode/Explode.cs @@ -77,7 +77,7 @@ _maxHarm = maxHarm; _repelledRadius = repelledRadius; _maxRepelled = maxRepelled; - CollisionMask = attackLayer | PhysicsLayer.Prop | PhysicsLayer.Throwing | PhysicsLayer.Debris; + CollisionMask = attackLayer | PhysicsLayer.Prop | PhysicsLayer.Debris; CircleShape.Radius = Mathf.Max(hitRadius, maxRepelled); //冲击波 diff --git a/DungeonShooting_Godot/src/game/activity/role/player/Player.cs b/DungeonShooting_Godot/src/game/activity/role/player/Player.cs index dcd0f15..f543bf1 100644 --- a/DungeonShooting_Godot/src/game/activity/role/player/Player.cs +++ b/DungeonShooting_Godot/src/game/activity/role/player/Player.cs @@ -52,11 +52,11 @@ // CollisionMask = 0; //GameCamera.Main.Zoom = new Vector2(0.2f, 0.2f); //GameCamera.Main.Zoom = new Vector2(0.5f, 0.5f); - this.CallDelay(0.5f, () => - { - var weapon = Create(Ids.Id_weapon0009); - PickUpWeapon(weapon); - }); + // this.CallDelay(0.5f, () => + // { + // var weapon = Create(Ids.Id_weapon0009); + // PickUpWeapon(weapon); + // }); //注册状态机 StateController.Register(new PlayerIdleState());