优化猫鼠追逐表现
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@ -99,7 +99,6 @@ mouse_filter = 2
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[node name="PanelContainer" type="PanelContainer" parent="OSPivot/MarginContainer"]
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[node name="PanelContainer" type="PanelContainer" parent="OSPivot/MarginContainer"]
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unique_name_in_owner = true
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unique_name_in_owner = true
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modulate = Color(1, 1, 1, 0)
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light_mask = 16
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light_mask = 16
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layout_mode = 2
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layout_mode = 2
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size_flags_vertical = 8
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size_flags_vertical = 8
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@ -69,6 +69,20 @@ func _on_ground_ready() -> void:
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# 解除镜头 x 右侧限制
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# 解除镜头 x 右侧限制
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SceneManager.get_camera_marker().limit_right = 10000
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SceneManager.get_camera_marker().limit_right = 10000
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#talk count
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talk_count = 0
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if standing_kid1.get_node("对话1ambush").played:
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talk_count += 1
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if standing_kid2.get_node("对话2ambush").played:
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talk_count += 1
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if game_kid.get_node("对话3ambush").played:
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talk_count += 1
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# 玩家不能超过开始跑的位置
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var player = SceneManager.get_player() as MainPlayer
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if player.position.x > 1800:
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player.position.x = 1800
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func _dean_flip_book() -> void:
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func _dean_flip_book() -> void:
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if dean.animation == "院长呼吸":
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if dean.animation == "院长呼吸":
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@ -229,7 +243,6 @@ func obstacles_ambush3_triggered():
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game_kid.sprite_frames.set_animation_loop("【胖小孩背着残疾小孩】摔倒", false)
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game_kid.sprite_frames.set_animation_loop("【胖小孩背着残疾小孩】摔倒", false)
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game_kid.animation_finished.connect(_on_kid_fall_finished, CONNECT_ONE_SHOT)
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game_kid.animation_finished.connect(_on_kid_fall_finished, CONNECT_ONE_SHOT)
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# 残疾小孩冲刺
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# 残疾小孩冲刺
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func _on_kid_fall_finished():
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func _on_kid_fall_finished():
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obstacles.get_node("遮盖").visible = true
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obstacles.get_node("遮盖").visible = true
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@ -239,6 +252,11 @@ func _on_kid_fall_finished():
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cat_shadow.play("【墙上小孩猫影子】变身")
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cat_shadow.play("【墙上小孩猫影子】变身")
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# 启用失败 ambush 检测
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# 启用失败 ambush 检测
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cat_rat_game_fail_ambush.enabled = true
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cat_rat_game_fail_ambush.enabled = true
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# cat_shadow 渐隐
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var tween = create_tween()
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tween.tween_interval(10.0)
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tween.tween_property(cat_shadow, "modulate:a", 0.0, 4.0)
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func _on_mid_ambush_success():
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func _on_mid_ambush_success():
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@ -505,7 +505,6 @@ position = Vector2(2, 39)
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sign_mark_offset = Vector2(0, -3.86)
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sign_mark_offset = Vector2(0, -3.86)
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trigger_mode = "interact"
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trigger_mode = "interact"
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cooldown_time = 1.0
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cooldown_time = 1.0
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lock_player_on_playing_dialogue = null
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hook_dialogue_title = "c01_s06_四个小孩_对话2"
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hook_dialogue_title = "c01_s06_四个小孩_对话2"
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hook_method = "talk2"
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hook_method = "talk2"
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@ -642,7 +641,7 @@ lock_player_on_playing_dialogue = null
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hook_method = "game_succeed"
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hook_method = "game_succeed"
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[node name="Fog" parent="Ground/DeployLayer/猫鼠游戏胜利ambush" instance=ExtResource("14_d5def")]
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[node name="Fog" parent="Ground/DeployLayer/猫鼠游戏胜利ambush" instance=ExtResource("14_d5def")]
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z_index = 10
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z_index = 100
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material = SubResource("ShaderMaterial_xf6rb")
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material = SubResource("ShaderMaterial_xf6rb")
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position = Vector2(0, -93)
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position = Vector2(0, -93)
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sprite_frames = SubResource("SpriteFrames_vduqs")
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sprite_frames = SubResource("SpriteFrames_vduqs")
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@ -637,7 +637,8 @@ frame_progress = 0.298829
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snap_to_edge = false
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snap_to_edge = false
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action_key = 3
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action_key = 3
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sign_mark_height = 11.0
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sign_mark_height = 11.0
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speaking_sign_height = 55.0
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speaking_sign_height = 49.0
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sign_x_offset = -2.0
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collision_width_and_x = Vector2(37.08, 0)
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collision_width_and_x = Vector2(37.08, 0)
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dialogue_title = "c02_s11_井边疯子对话"
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dialogue_title = "c02_s11_井边疯子对话"
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@ -273,6 +273,7 @@ offset_left = -17.0
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offset_top = 5.0
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offset_top = 5.0
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offset_right = -17.0
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offset_right = -17.0
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offset_bottom = 5.0
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offset_bottom = 5.0
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display_sign = true
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[node name="CollisionShape2D" parent="Ground/DeployLayer/Ambush偷听/Area2D" index="0"]
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[node name="CollisionShape2D" parent="Ground/DeployLayer/Ambush偷听/Area2D" index="0"]
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shape = SubResource("RectangleShape2D_kwj7c")
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shape = SubResource("RectangleShape2D_kwj7c")
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