diff --git a/DungeonShooting_Godot/excel/ActivityBase.xlsx b/DungeonShooting_Godot/excel/ActivityBase.xlsx
index 1fd1d4c..33627b4 100644
--- a/DungeonShooting_Godot/excel/ActivityBase.xlsx
+++ b/DungeonShooting_Godot/excel/ActivityBase.xlsx
Binary files differ
diff --git a/DungeonShooting_Godot/excel/WeaponBase.xlsx b/DungeonShooting_Godot/excel/WeaponBase.xlsx
index 9e72dd1..56de75b 100644
--- a/DungeonShooting_Godot/excel/WeaponBase.xlsx
+++ b/DungeonShooting_Godot/excel/WeaponBase.xlsx
Binary files differ
diff --git a/DungeonShooting_Godot/excelTool/serialize/ActivityType.cs b/DungeonShooting_Godot/excelTool/serialize/ActivityType.cs
index 3a82149..d094992 100644
--- a/DungeonShooting_Godot/excelTool/serialize/ActivityType.cs
+++ b/DungeonShooting_Godot/excelTool/serialize/ActivityType.cs
@@ -45,6 +45,10 @@
///
Prop,
///
+ /// 宝箱
+ ///
+ Treasure,
+ ///
/// 其它类型
///
Other = 99,
diff --git a/DungeonShooting_Godot/excelTool/version b/DungeonShooting_Godot/excelTool/version
index e440e5c..bf0d87a 100644
--- a/DungeonShooting_Godot/excelTool/version
+++ b/DungeonShooting_Godot/excelTool/version
@@ -1 +1 @@
-3
\ No newline at end of file
+4
\ No newline at end of file
diff --git a/DungeonShooting_Godot/project.godot b/DungeonShooting_Godot/project.godot
index 1d33891..45426b8 100644
--- a/DungeonShooting_Godot/project.godot
+++ b/DungeonShooting_Godot/project.godot
@@ -10,7 +10,7 @@
[application]
-config/name="DungeonShooting"
+config/name="枪火地牢"
run/main_scene="res://scene/Main.tscn"
config/features=PackedStringArray("4.2", "C#")
config/icon="res://icon.png"
diff --git a/DungeonShooting_Godot/resource/config/ActivityBase.json b/DungeonShooting_Godot/resource/config/ActivityBase.json
index 412087e..a288198 100644
--- a/DungeonShooting_Godot/resource/config/ActivityBase.json
+++ b/DungeonShooting_Godot/resource/config/ActivityBase.json
@@ -170,7 +170,7 @@
{
"Id": "weapon0010",
"Type": 5,
- "Name": "weapon0010",
+ "Name": "M1\u578B\u70ED\u80FD\u72D9\u51FB\u67AA",
"Quality": 5,
"Price": 0,
"Intro": "",
@@ -588,6 +588,20 @@
"ShowInMapEditor": true
},
{
+ "Id": "treasure_box0001",
+ "Type": 10,
+ "Name": "\u6728\u8D28\u5B9D\u7BB1",
+ "Quality": 0,
+ "Price": 0,
+ "Intro": "\u6728\u8D28\u5B9D\u7BB1",
+ "Details": "",
+ "IsStatic": false,
+ "__Material": "",
+ "Prefab": "res://prefab/box/TreasureBox0001.tscn",
+ "Icon": "res://resource/sprite/box/TreasureBox0001.png",
+ "ShowInMapEditor": true
+ },
+ {
"Id": "other_door_e",
"Type": 99,
"Name": "",
@@ -684,19 +698,5 @@
"Prefab": "res://prefab/currency/Gold1.tscn",
"Icon": "res://resource/sprite/ui/commonIcon/Gold_1.png",
"ShowInMapEditor": true
- },
- {
- "Id": "treasure_box0001",
- "Type": 99,
- "Name": "\u6728\u8D28\u5B9D\u7BB1",
- "Quality": 0,
- "Price": 0,
- "Intro": "\u6728\u8D28\u5B9D\u7BB1",
- "Details": "",
- "IsStatic": false,
- "__Material": "",
- "Prefab": "res://prefab/box/TreasureBox0001.tscn",
- "Icon": "res://resource/sprite/box/TreasureBox0001.png",
- "ShowInMapEditor": true
}
]
\ No newline at end of file
diff --git a/DungeonShooting_Godot/resource/config/WeaponBase.json b/DungeonShooting_Godot/resource/config/WeaponBase.json
index b83859d..dba12d2 100644
--- a/DungeonShooting_Godot/resource/config/WeaponBase.json
+++ b/DungeonShooting_Godot/resource/config/WeaponBase.json
@@ -1313,7 +1313,7 @@
},
{
"Id": "0010",
- "Remark": "weapon0010",
+ "Remark": "M1\u578B\u70ED\u80FD\u72D9\u51FB\u67AA",
"__Activity": "weapon0010",
"Weight": 40,
"WeightType": 2,
@@ -1386,7 +1386,7 @@
},
{
"Id": "0010_ai",
- "Remark": "weapon0010",
+ "Remark": "M1\u578B\u70ED\u80FD\u72D9\u51FB\u67AA",
"__Activity": "",
"Weight": 40,
"WeightType": 2,
diff --git a/DungeonShooting_Godot/src/config/ExcelConfig_ActivityBase.cs b/DungeonShooting_Godot/src/config/ExcelConfig_ActivityBase.cs
index 894ac82..d19cfa0 100644
--- a/DungeonShooting_Godot/src/config/ExcelConfig_ActivityBase.cs
+++ b/DungeonShooting_Godot/src/config/ExcelConfig_ActivityBase.cs
@@ -23,6 +23,7 @@
/// Shell(弹壳): 7
/// Effect(特效): 8
/// Prop(道具): 9
+ /// Treasure(宝箱): 10
/// Other(其它类型): 99
///
[JsonInclude]
diff --git a/DungeonShooting_Godot/src/framework/activity/ActivityId.cs b/DungeonShooting_Godot/src/framework/activity/ActivityId.cs
index de3761c..44068c1 100644
--- a/DungeonShooting_Godot/src/framework/activity/ActivityId.cs
+++ b/DungeonShooting_Godot/src/framework/activity/ActivityId.cs
@@ -5,76 +5,6 @@
public static class ActivityId
{
///
- /// 测试单位
- ///
- public const string Test = "test";
- ///
- /// 角色
- ///
- public const string Role = "role";
- ///
- /// 敌人
- ///
- public const string Enemy = "enemy";
- ///
- /// 武器
- ///
- public const string Weapon = "weapon";
- ///
- /// 子弹
- ///
- public const string Bullet = "bullet";
- ///
- /// 弹壳
- ///
- public const string Shell = "shell";
- ///
- /// 特效
- ///
- public const string Effect = "effect";
- ///
- /// 道具
- ///
- public const string Prop = "prop";
- ///
- /// 其他类型
- ///
- public const string Other = "other";
-
- ///
- /// 根据 ActivityType 中的枚举类型获取类型名称的字符串
- ///
- public static string GetIdPrefix(ActivityType activityType)
- {
- switch (activityType)
- {
- case ActivityType.None:
- return "";
- case ActivityType.Test:
- return Test;
- case ActivityType.Role:
- case ActivityType.Player:
- return Role;
- case ActivityType.Enemy:
- return Enemy;
- case ActivityType.Weapon:
- return Weapon;
- case ActivityType.Bullet:
- return Bullet;
- case ActivityType.Shell:
- return Shell;
- case ActivityType.Effect:
- return Effect;
- case ActivityType.Prop:
- return Prop;
- case ActivityType.Other:
- return Other;
- }
-
- return "";
- }
-
- ///
/// 根据 ActivityType 中的枚举类型获取类型名称的字符串
///
public static string GetTypeName(ActivityType activityType)
@@ -100,6 +30,8 @@
return "特效";
case ActivityType.Prop:
return "道具";
+ case ActivityType.Treasure:
+ return "宝箱";
case ActivityType.Other:
return "其他";
}
diff --git a/DungeonShooting_Godot/src/framework/activity/ActivityObject_Init.cs b/DungeonShooting_Godot/src/framework/activity/ActivityObject_Init.cs
index a6848fc..c1df506 100644
--- a/DungeonShooting_Godot/src/framework/activity/ActivityObject_Init.cs
+++ b/DungeonShooting_Godot/src/framework/activity/ActivityObject_Init.cs
@@ -69,7 +69,7 @@
///
public const string Id_weapon0009 = "weapon0009";
///
- /// 名称: weapon0010
+ /// 名称: M1型热能狙击枪
/// 简介:
///
public const string Id_weapon0010 = "weapon0010";
@@ -219,6 +219,11 @@
///
public const string Id_prop5001 = "prop5001";
///
+ /// 名称: 木质宝箱
+ /// 简介: 木质宝箱
+ ///
+ public const string Id_treasure_box0001 = "treasure_box0001";
+ ///
/// 名称:
/// 简介: 地牢房间的门(东侧)
///
@@ -253,10 +258,5 @@
/// 简介: 获得1金币
///
public const string Id_gold_1 = "gold_1";
- ///
- /// 名称: 木质宝箱
- /// 简介: 木质宝箱
- ///
- public const string Id_treasure_box0001 = "treasure_box0001";
}
}
diff --git a/DungeonShooting_Godot/src/framework/activity/ActivityType.cs b/DungeonShooting_Godot/src/framework/activity/ActivityType.cs
index 3a82149..d094992 100644
--- a/DungeonShooting_Godot/src/framework/activity/ActivityType.cs
+++ b/DungeonShooting_Godot/src/framework/activity/ActivityType.cs
@@ -45,6 +45,10 @@
///
Prop,
///
+ /// 宝箱
+ ///
+ Treasure,
+ ///
/// 其它类型
///
Other = 99,
diff --git a/DungeonShooting_Godot/src/framework/common/NodeExtend.cs b/DungeonShooting_Godot/src/framework/common/NodeExtend.cs
index d4a62a9..4c3151a 100644
--- a/DungeonShooting_Godot/src/framework/common/NodeExtend.cs
+++ b/DungeonShooting_Godot/src/framework/common/NodeExtend.cs
@@ -7,40 +7,44 @@
///
public static class NodeExtend
{
- // ///
- // /// 尝试将一个 Node2d 节点转换成一个 ActivityObject 对象, 如果转换失败, 则返回 null
- // ///
- // public static ActivityObject AsActivityObject(this Node2D node2d)
- // {
- // if (node2d is ActivityObject p)
- // {
- // return p;
- // }
- // var parent = node2d.GetParent();
- // if (parent != null && parent is ActivityObject p2)
- // {
- // return p2;
- // }
- // return null;
- // }
- //
- // ///
- // /// 尝试将一个 Node2d 节点转换成一个 ActivityObject 对象, 如果转换失败, 则返回 null
- // ///
- // public static T AsActivityObject(this Node2D node2d) where T : ActivityObject
- // {
- // if (node2d is T p)
- // {
- // return p;
- // }
- // var parent = node2d.GetParent();
- // if (parent != null && parent is T p2)
- // {
- // return p2;
- // }
- // return null;
- // }
+ ///
+ /// 获取 IHurt 绑定的 ActivityObject, 没有则返回 null
+ ///
+ ///
+ ///
+ public static ActivityObject GetActivityObject(this IHurt hurt)
+ {
+ if (hurt is ActivityObject activityObject)
+ {
+ return activityObject;
+ }
+ if (hurt is HurtArea hurtArea)
+ {
+ return hurtArea.ActivityObject;
+ }
+
+ return null;
+ }
+
+ ///
+ /// 获取 IHurt 节点的坐标
+ ///
+ public static Vector2 GetPosition(this IHurt hurt)
+ {
+ if (hurt is ActivityObject role)
+ {
+ return role.GetCenterPosition();
+ }
+
+ if (hurt is Node2D node2D)
+ {
+ return node2D.GlobalPosition;
+ }
+
+ return Vector2.Zero;
+ }
+
///
/// 将节点插入的房间物体根节点
///
diff --git a/DungeonShooting_Godot/src/framework/map/RandomPool.cs b/DungeonShooting_Godot/src/framework/map/RandomPool.cs
index 50d0e33..3328785 100644
--- a/DungeonShooting_Godot/src/framework/map/RandomPool.cs
+++ b/DungeonShooting_Godot/src/framework/map/RandomPool.cs
@@ -114,8 +114,8 @@
private void FillRewardRoom(RoomPreinstall preinstall)
{
var wave = GetOrCreateWave(preinstall, 0);
- var mark = CreateMark(ActivityType.Prop, 0, (preinstall.RoomInfo.Waypoints + new Vector2(0.5f, 0.5f)) * GameConfig.TileCellSize);
- mark.Id = GetRandomProp().Id;
+ var mark = CreateMark(ActivityType.Treasure, 0, (preinstall.RoomInfo.Waypoints + new Vector2(0.5f, 0.5f)) * GameConfig.TileCellSize);
+ mark.Id = "treasure_box0001";
wave.Add(mark);
}
diff --git a/DungeonShooting_Godot/src/framework/map/preinstall/RoomPreinstall.cs b/DungeonShooting_Godot/src/framework/map/preinstall/RoomPreinstall.cs
index df8f650..47a70cc 100644
--- a/DungeonShooting_Godot/src/framework/map/preinstall/RoomPreinstall.cs
+++ b/DungeonShooting_Godot/src/framework/map/preinstall/RoomPreinstall.cs
@@ -422,7 +422,7 @@
//获取物体默认所在层级
private RoomLayerEnum GetDefaultLayer(ActivityMark activityMark)
{
- if (activityMark.ActivityType == ActivityType.Player || activityMark.ActivityType == ActivityType.Enemy)
+ if (activityMark.ActivityType == ActivityType.Player || activityMark.ActivityType == ActivityType.Enemy || activityMark.ActivityType == ActivityType.Treasure)
{
return RoomLayerEnum.YSortLayer;
}
diff --git a/DungeonShooting_Godot/src/game/activity/box/TreasureBox.cs b/DungeonShooting_Godot/src/game/activity/box/TreasureBox.cs
index 046cc24..ff8883c 100644
--- a/DungeonShooting_Godot/src/game/activity/box/TreasureBox.cs
+++ b/DungeonShooting_Godot/src/game/activity/box/TreasureBox.cs
@@ -32,12 +32,11 @@
private void OnAnimationFinished()
{
var weapon = Create(World.RandomPool.GetRandomProp());
- weapon.Throw(Position, 2, 90, new Vector2(0, 13), 0);
+ weapon.Throw(Position, 2, 95, new Vector2(0, 11), 0);
}
public void Hurt(ActivityObject target, int damage, float angle)
{
PlayHitAnimation();
- Debug.Log("111");
}
}
\ No newline at end of file
diff --git a/DungeonShooting_Godot/src/game/activity/bullet/explode/Explode.cs b/DungeonShooting_Godot/src/game/activity/bullet/explode/Explode.cs
index eeffbc9..17edff3 100644
--- a/DungeonShooting_Godot/src/game/activity/bullet/explode/Explode.cs
+++ b/DungeonShooting_Godot/src/game/activity/bullet/explode/Explode.cs
@@ -158,7 +158,7 @@
private void HandlerCollision(IHurt hurt)
{
- var temp = ((Node2D)hurt).GlobalPosition - Position;
+ var temp = hurt.GetPosition() - Position;
var len = temp.Length();
var angle = temp.Angle();
@@ -166,11 +166,15 @@
{
hurt.Hurt(BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole, _harm, angle);
}
-
- if (len <= _repelledRadius && hurt is HurtArea hurtArea) //击退半径内
+
+ if (len <= _repelledRadius) //击退半径内
{
- var repelled = (_repelledRadius - len) / _repelledRadius * _maxRepelled;
- hurtArea.ActivityObject.AddRepelForce(Vector2.FromAngle(angle) * repelled);
+ var o = hurt.GetActivityObject();
+ if (o != null)
+ {
+ var repelled = (_repelledRadius - len) / _repelledRadius * _maxRepelled;
+ o.AddRepelForce(Vector2.FromAngle(angle) * repelled);
+ }
}
}
}
\ No newline at end of file
diff --git a/DungeonShooting_Godot/src/game/activity/bullet/laser/Laser.cs b/DungeonShooting_Godot/src/game/activity/bullet/laser/Laser.cs
index 15d260d..cbde60e 100644
--- a/DungeonShooting_Godot/src/game/activity/bullet/laser/Laser.cs
+++ b/DungeonShooting_Godot/src/game/activity/bullet/laser/Laser.cs
@@ -78,7 +78,7 @@
//计算射线最大距离, 也就是撞到墙壁的距离
var targetPosition = data.Position + Vector2.FromAngle(data.Rotation) * data.MaxDistance;
- var parameters = PhysicsRayQueryParameters2D.Create(data.Position + new Vector2(0, data.Altitude), targetPosition + new Vector2(0, data.Altitude), PhysicsLayer.Wall | PhysicsLayer.Obstacle);
+ var parameters = PhysicsRayQueryParameters2D.Create(data.Position + new Vector2(0, data.Altitude), targetPosition + new Vector2(0, data.Altitude), PhysicsLayer.Wall);
var result = GetWorld2D().DirectSpaceState.IntersectRay(parameters);
float distance;
var doRebound = false; //是否需要执行反弹
@@ -212,11 +212,10 @@
private void HandlerCollision(IHurt hurt)
{
- if (hurt is HurtArea hurtArea)
+ if (BulletData.Repel != 0)
{
- var o = hurtArea.ActivityObject;
- //击退
- if (o is not Player && BulletData.Repel != 0)
+ var o = hurt.GetActivityObject();
+ if (o != null && o is not Player) //目标不是玩家才会触发击退
{
o.AddRepelForce(Vector2.FromAngle(Rotation) * BulletData.Repel);
}
diff --git a/DungeonShooting_Godot/src/game/activity/bullet/normal/BoomBullet.cs b/DungeonShooting_Godot/src/game/activity/bullet/normal/BoomBullet.cs
index 2c7f240..36702cc 100644
--- a/DungeonShooting_Godot/src/game/activity/bullet/normal/BoomBullet.cs
+++ b/DungeonShooting_Godot/src/game/activity/bullet/normal/BoomBullet.cs
@@ -53,7 +53,7 @@
public void PlayBoom()
{
var explode = ObjectManager.GetPoolItem(ResourcePath.prefab_bullet_explode_Explode0001_tscn);
- var pos = Position;
+ var pos = CollisionArea.GlobalPosition;
explode.Position = pos;
explode.RotationDegrees = Utils.Random.RandomRangeInt(0, 360);
explode.AddToActivityRootDeferred(RoomLayerEnum.YSortLayer);
diff --git a/DungeonShooting_Godot/src/game/activity/bullet/normal/Bullet.cs b/DungeonShooting_Godot/src/game/activity/bullet/normal/Bullet.cs
index 7b94b8e..77c8d38 100644
--- a/DungeonShooting_Godot/src/game/activity/bullet/normal/Bullet.cs
+++ b/DungeonShooting_Godot/src/game/activity/bullet/normal/Bullet.cs
@@ -181,20 +181,15 @@
public virtual void OnCollisionTarget(IHurt hurt)
{
OnPlayDisappearEffect();
-
- if (hurt is HurtArea hurtArea)
+ if (BulletData.Repel != 0)
{
- var o = hurtArea.ActivityObject;
- //击退
- if (o is not Player) //目标不是玩家才会触发击退
+ var o = hurt.GetActivityObject();
+ if (o != null && o is not Player) //目标不是玩家才会触发击退
{
- if (BulletData.Repel != 0)
- {
- o.AddRepelForce(Velocity.Normalized() * BulletData.Repel);
- }
+ o.AddRepelForce(Velocity.Normalized() * BulletData.Repel);
}
}
-
+
//造成伤害
hurt.Hurt(BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole, BulletData.Harm, Rotation);
@@ -328,13 +323,9 @@
return;
}
- if (other is HurtArea hurtArea)
+ if (other is IHurt hurt)
{
- OnCollisionTarget(hurtArea);
- }
- else if (other is IHurt hurt)
- {
- hurt.Hurt(BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole, BulletData.Harm, Rotation);
+ OnCollisionTarget(hurt);
}
}
diff --git a/DungeonShooting_Godot/src/game/activity/role/Role.cs b/DungeonShooting_Godot/src/game/activity/role/Role.cs
index 7557829..7342725 100644
--- a/DungeonShooting_Godot/src/game/activity/role/Role.cs
+++ b/DungeonShooting_Godot/src/game/activity/role/Role.cs
@@ -1317,26 +1317,19 @@
{
var damage = Utils.Random.RandomConfigRange(activeWeapon.Attribute.MeleeAttackHarmRange);
damage = RoleState.CalcDamage(damage);
+
+ var o = hurt.GetActivityObject();
+ var pos = hurt.GetPosition();
+ if (o != null && o is not Player) //不是玩家才能被击退
+ {
+ var attr = IsAi ? activeWeapon.AiUseAttribute : activeWeapon.PlayerUseAttribute;
+ var repel = Utils.Random.RandomConfigRange(attr.MeleeAttackRepelRange);
+ var position = pos - MountPoint.GlobalPosition;
+ var v2 = position.Normalized() * repel;
+ o.AddRepelForce(v2);
+ }
- if (hurt is HurtArea hurtArea)
- {
- //击退
- if (hurtArea.ActivityObject is not Player) //目标不是玩家才会触发击退
- {
- var attr = IsAi ? activeWeapon.AiUseAttribute : activeWeapon.PlayerUseAttribute;
- var repel = Utils.Random.RandomConfigRange(attr.MeleeAttackRepelRange);
- var position = hurtArea.ActivityObject.GlobalPosition - MountPoint.GlobalPosition;
- var v2 = position.Normalized() * repel;
- hurtArea.ActivityObject.AddRepelForce(v2);
- }
-
- hurt.Hurt(this, damage, (hurtArea.ActivityObject.GetCenterPosition() - GlobalPosition).Angle());
- }
- else if (hurt is Node2D node2D)
- {
- //造成伤害
- hurt.Hurt(this, damage, (node2D.GlobalPosition - GlobalPosition).Angle());
- }
+ hurt.Hurt(this, damage, (pos - GlobalPosition).Angle());
}
protected override void OnDestroy()
diff --git a/DungeonShooting_Godot/src/game/activity/role/player/Player.cs b/DungeonShooting_Godot/src/game/activity/role/player/Player.cs
index b187a24..f301669 100644
--- a/DungeonShooting_Godot/src/game/activity/role/player/Player.cs
+++ b/DungeonShooting_Godot/src/game/activity/role/player/Player.cs
@@ -62,12 +62,6 @@
// debug用
// DebugSet();
- this.CallDelay(2.5f, () =>
- {
- var o = Create(Ids.Id_treasure_box0001);
- o.Position = Position;
- o.PutDown(RoomLayerEnum.YSortLayer);
- });
//注册状态机
StateController.Register(new PlayerIdleState());
diff --git a/DungeonShooting_Godot/src/game/activity/weapon/knife/Knife.cs b/DungeonShooting_Godot/src/game/activity/weapon/knife/Knife.cs
index 207fbda..f9c117f 100644
--- a/DungeonShooting_Godot/src/game/activity/weapon/knife/Knife.cs
+++ b/DungeonShooting_Godot/src/game/activity/weapon/knife/Knife.cs
@@ -167,32 +167,28 @@
{
repel = TriggerRole.RoleState.CalcBulletRepel(repel);
}
-
- if (hurt is HurtArea hurtArea)
+
+ var globalPosition = GlobalPosition;
+ if (repel != 0)
{
- var globalPosition = GlobalPosition;
- if (repel != 0 && hurtArea.ActivityObject is not Player) //不是玩家才能被击退
+ var o = hurt.GetActivityObject();
+ if (o != null && o is not Player) //不是玩家才能被击退
{
Vector2 position;
if (TriggerRole != null)
{
- position = hurtArea.ActivityObject.GlobalPosition - TriggerRole.MountPoint.GlobalPosition;
+ position = o.GlobalPosition - TriggerRole.MountPoint.GlobalPosition;
}
else
{
- position = hurtArea.ActivityObject.GlobalPosition - globalPosition;
+ position = o.GlobalPosition - globalPosition;
}
var v2 = position.Normalized() * repel;
- hurtArea.ActivityObject.AddRepelForce(v2);
+ o.AddRepelForce(v2);
}
-
- //造成伤害
- hurt.Hurt(TriggerRole, damage, (hurtArea.ActivityObject.GetCenterPosition() - globalPosition).Angle());
}
- else if (hurt is Node2D node2D)
- {
- //造成伤害
- hurt.Hurt(TriggerRole, damage, (node2D.GlobalPosition - GlobalPosition).Angle());
- }
+
+ //造成伤害
+ hurt.Hurt(TriggerRole, damage, (hurt.GetPosition() - globalPosition).Angle());
}
}
diff --git a/DungeonShooting_Godot/src/game/manager/NameManager.cs b/DungeonShooting_Godot/src/game/manager/NameManager.cs
deleted file mode 100644
index b19589e..0000000
--- a/DungeonShooting_Godot/src/game/manager/NameManager.cs
+++ /dev/null
@@ -1,36 +0,0 @@
-
-public class NameManager
-{
- ///
- /// 获取物体属性名称字符串
- ///
- public static string GetActivityTypeName(ActivityType type)
- {
- switch (type)
- {
- case ActivityType.None:
- return "";
- case ActivityType.Test:
- return "测试";
- case ActivityType.Role:
- case ActivityType.Player:
- return "角色";
- case ActivityType.Enemy:
- return "敌人";
- case ActivityType.Weapon:
- return "武器";
- case ActivityType.Bullet:
- return "子弹";
- case ActivityType.Shell:
- return "弹壳";
- case ActivityType.Effect:
- return "特效";
- case ActivityType.Prop:
- return "道具";
- case ActivityType.Other:
- return "其他";
- }
-
- return "";
- }
-}
\ No newline at end of file
diff --git a/DungeonShooting_Godot/src/game/ui/mapEditorCreateMark/MarkObjectCell.cs b/DungeonShooting_Godot/src/game/ui/mapEditorCreateMark/MarkObjectCell.cs
index 64ccf45..aed3c2b 100644
--- a/DungeonShooting_Godot/src/game/ui/mapEditorCreateMark/MarkObjectCell.cs
+++ b/DungeonShooting_Godot/src/game/ui/mapEditorCreateMark/MarkObjectCell.cs
@@ -50,7 +50,7 @@
//物体名称
CellNode.L_VBoxContainer.L_HBoxContainer.L_NameLabel.Instance.Text = _activityObject.Name;
//物体类型
- CellNode.L_VBoxContainer.L_HBoxContainer.L_TypeLabel.Instance.Text = NameManager.GetActivityTypeName(_activityObject.Type);
+ CellNode.L_VBoxContainer.L_HBoxContainer.L_TypeLabel.Instance.Text = ActivityId.GetTypeName(_activityObject.Type);
//图标
if (string.IsNullOrEmpty(_activityObject.Icon))