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))