Compare commits
3 Commits
2a309a14d0
...
5bd2e15fb5
| Author | SHA1 | Date | |
|---|---|---|---|
| 5bd2e15fb5 | |||
| e4905bcca2 | |||
| 5805e00895 |
@@ -996,7 +996,7 @@
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100
assets/resources/game/skill/anm/atk_arrow_green.anim
Normal file
100
assets/resources/game/skill/anm/atk_arrow_green.anim
Normal file
@@ -0,0 +1,100 @@
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13
assets/resources/game/skill/anm/atk_arrow_green.anim.meta
Normal file
13
assets/resources/game/skill/anm/atk_arrow_green.anim.meta
Normal file
@@ -0,0 +1,13 @@
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100
assets/resources/game/skill/anm/atk_arrow_red.anim
Normal file
100
assets/resources/game/skill/anm/atk_arrow_red.anim
Normal file
@@ -0,0 +1,100 @@
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13
assets/resources/game/skill/anm/atk_arrow_red.anim.meta
Normal file
13
assets/resources/game/skill/anm/atk_arrow_red.anim.meta
Normal file
@@ -0,0 +1,13 @@
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@@ -24,6 +24,12 @@
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@@ -32,16 +38,10 @@
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@@ -88,16 +88,10 @@
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|
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"_group": 1,
|
||||
"_type": 1,
|
||||
"_allowSleep": true,
|
||||
"_gravityScale": 1,
|
||||
"_linearDamping": 0,
|
||||
"_angularDamping": 0,
|
||||
"_linearVelocity": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0,
|
||||
"y": 0
|
||||
},
|
||||
"_angularVelocity": 0,
|
||||
"_fixedRotation": false,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.CompPrefabInfo",
|
||||
"fileId": "e1yBA625RLwLhzo6bLYW7j"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.BoxCollider2D",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"__editorExtras__": {},
|
||||
"node": {
|
||||
"__id__": 1
|
||||
},
|
||||
"_enabled": true,
|
||||
"__prefab": {
|
||||
"__id__": 25
|
||||
},
|
||||
"tag": 0,
|
||||
"_group": 1,
|
||||
"_density": 1,
|
||||
"_sensor": true,
|
||||
"_friction": 0.2,
|
||||
"_restitution": 0,
|
||||
"_offset": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0,
|
||||
"y": 0
|
||||
},
|
||||
"_size": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 30,
|
||||
"height": 10
|
||||
},
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.CompPrefabInfo",
|
||||
"fileId": "43ZDJfXX9AX73gyytKQZWm"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
||||
"__id__": 1
|
||||
},
|
||||
"asset": {
|
||||
"__id__": 0
|
||||
},
|
||||
"fileId": "c46/YsCPVOJYA4mWEpNYRx",
|
||||
"instance": null,
|
||||
"targetOverrides": null
|
||||
}
|
||||
]
|
||||
13
assets/resources/game/skill/atk/b_arrow_red.prefab.meta
Normal file
13
assets/resources/game/skill/atk/b_arrow_red.prefab.meta
Normal file
@@ -0,0 +1,13 @@
|
||||
{
|
||||
"ver": "1.1.50",
|
||||
"importer": "prefab",
|
||||
"imported": true,
|
||||
"uuid": "6b837288-dad2-4fc5-8c69-e43db81d5eb0",
|
||||
"files": [
|
||||
".json"
|
||||
],
|
||||
"subMetas": {},
|
||||
"userData": {
|
||||
"syncNodeName": "b_arrow_red"
|
||||
}
|
||||
}
|
||||
@@ -304,7 +304,7 @@
|
||||
"bullet": false,
|
||||
"awakeOnLoad": true,
|
||||
"_group": 1,
|
||||
"_type": 0,
|
||||
"_type": 1,
|
||||
"_allowSleep": false,
|
||||
"_gravityScale": 1,
|
||||
"_linearDamping": 0,
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "e44e387b-e119-4ea3-8c61-90be55888ce5",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -12,9 +12,9 @@ const { ccclass, property } = _decorator;
|
||||
@ccclass('Main')
|
||||
export class Main extends Root {
|
||||
start() {
|
||||
// PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
|
||||
PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
|
||||
// |EPhysics2DDrawFlags.Pair
|
||||
// |EPhysics2DDrawFlags.CenterOfMass
|
||||
|EPhysics2DDrawFlags.CenterOfMass
|
||||
// |EPhysics2DDrawFlags.Joint
|
||||
// |EPhysics2DDrawFlags.Shape;
|
||||
}
|
||||
|
||||
@@ -138,42 +138,42 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
|
||||
//怪物
|
||||
5201:{uuid:5201,name:"兽人战士",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:30,mp:100,map:10,def:5,mdef:0,ap:5,dis:90,speed:100,skills:[6002],
|
||||
type:HType.warrior,lv:1,hp:30,mp:100,map:10,def:5,mdef:0,ap:5,dis:90,speed:100,skills:[6001],
|
||||
buff:[],tal:[],info:"普通怪物-战士型"},
|
||||
|
||||
5202:{uuid:5202,name:"兽人刺客",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.remote,lv:1,hp:20,mp:100,map:10,def:5,mdef:0,ap:5,dis:350,speed:150,skills:[6002],
|
||||
type:HType.remote,lv:1,hp:20,mp:100,map:10,def:5,mdef:0,ap:5,dis:350,speed:150,skills:[6001],
|
||||
buff:[],tal:[],info:"普通怪物-战士型"},
|
||||
|
||||
5203:{uuid:5203,name:"兽人护卫",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:60,mp:100,map:10,def:5,mdef:0,ap:5,dis:90,speed:100,skills:[6002],
|
||||
type:HType.warrior,lv:1,hp:60,mp:100,map:10,def:5,mdef:0,ap:5,dis:90,speed:100,skills:[6001],
|
||||
buff:[],tal:[],info:"普通怪物-战士型"},
|
||||
|
||||
// 1. 基础近战型
|
||||
5204:{uuid:5204,name:"蝙蝠",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:28,mp:100,map:10,def:2,mdef:0,ap:6,dis:90,speed:125,skills:[6002],
|
||||
type:HType.warrior,lv:1,hp:28,mp:100,map:10,def:2,mdef:0,ap:6,dis:90,speed:125,skills:[6001],
|
||||
buff:[],tal:[],info:"基础近战型:直接向玩家移动,接触造成伤害;中速、低血、数量多"},
|
||||
|
||||
5205:{uuid:5205,name:"骷髅",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:35,mp:100,map:10,def:3,mdef:0,ap:7,dis:90,speed:120,skills:[6002],
|
||||
type:HType.warrior,lv:1,hp:35,mp:100,map:10,def:3,mdef:0,ap:7,dis:90,speed:120,skills:[6001],
|
||||
buff:[],tal:[],info:"基础近战型:直接向玩家移动,接触造成伤害;中速、低血、数量多"},
|
||||
|
||||
// 2. 快速突击型
|
||||
5206:{uuid:5206,name:"石像鬼",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.assassin,lv:1,hp:26,mp:100,map:10,def:3,mdef:0,ap:8,dis:120,speed:180,skills:[6002],
|
||||
type:HType.assassin,lv:1,hp:26,mp:100,map:10,def:3,mdef:0,ap:8,dis:120,speed:180,skills:[6001],
|
||||
buff:[],tal:[],info:"快速突击型:高速直线冲锋,接触伤害;高速、低血、成群出现"},
|
||||
|
||||
5207:{uuid:5207,name:"快速骷髅",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.assassin,lv:1,hp:22,mp:100,map:10,def:2,mdef:0,ap:7,dis:120,speed:200,skills:[6002],
|
||||
type:HType.assassin,lv:1,hp:22,mp:100,map:10,def:2,mdef:0,ap:7,dis:120,speed:200,skills:[6001],
|
||||
buff:[],tal:[],info:"快速突击型:高速直线冲锋,接触伤害;高速、低血、成群出现"},
|
||||
|
||||
// 3. 重型坦克型
|
||||
5208:{uuid:5208,name:"大型骷髅",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:140,mp:100,map:10,def:10,mdef:0,ap:10,dis:90,speed:85,skills:[6002],
|
||||
type:HType.warrior,lv:1,hp:140,mp:100,map:10,def:10,mdef:0,ap:10,dis:90,speed:85,skills:[6001],
|
||||
buff:[],tal:[],info:"重型坦克型:缓慢逼近,高血量,中等伤害"},
|
||||
|
||||
5209:{uuid:5209,name:"树人",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:1,hp:160,mp:100,map:10,def:12,mdef:0,ap:12,dis:90,speed:80,skills:[6002],
|
||||
type:HType.warrior,lv:1,hp:160,mp:100,map:10,def:12,mdef:0,ap:12,dis:90,speed:80,skills:[6001],
|
||||
buff:[],tal:[],info:"重型坦克型:缓慢逼近,高血量,中等伤害"},
|
||||
|
||||
// 4. 远程骚扰型
|
||||
@@ -187,12 +187,12 @@ export const HeroInfo: Record<number, heroInfo> = {
|
||||
|
||||
// 5. 特殊机制型
|
||||
5212:{uuid:5212,name:"炸弹骷髅",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.assassin,lv:1,hp:30,mp:100,map:10,def:3,mdef:0,ap:25,dis:100,speed:130,skills:[6002],
|
||||
type:HType.assassin,lv:1,hp:30,mp:100,map:10,def:3,mdef:0,ap:25,dis:100,speed:130,skills:[6001],
|
||||
buff:[],tal:[],info:"特殊机制:接近玩家后自爆造成高额伤害,需优先击杀"},
|
||||
|
||||
// 6. 精英/BOSS型
|
||||
5213:{uuid:5213,name:"亡灵领主(精英)",path:"mo1", fac:FacSet.MON, kind:1,
|
||||
type:HType.warrior,lv:3,hp:200,mp:100,map:20,def:10,mdef:5,ap:20,dis:100,speed:110,skills:[6002],
|
||||
type:HType.warrior,lv:3,hp:200,mp:100,map:20,def:10,mdef:5,ap:20,dis:100,speed:110,skills:[6001],
|
||||
buff:[],tal:[],info:"精英/BOSS:高血量与独特机制,波次高潮与重要经验来源"},
|
||||
|
||||
// 5. 特殊机制扩展
|
||||
|
||||
@@ -53,7 +53,11 @@ export class HeroViewComp extends CCComp {
|
||||
this.on(GameEvent.FightEnd,this.do_fight_end,this)
|
||||
const collider = this.node.getComponent(BoxCollider2D);
|
||||
this.scheduleOnce(()=>{
|
||||
if (collider) collider.enabled = true; // 先禁
|
||||
if (collider) {
|
||||
collider.enabled = true; // 先禁
|
||||
collider.group = this.box_group; // 设置为英雄组
|
||||
}
|
||||
|
||||
},0.1)
|
||||
// let anm = this.node.getChildByName("anm")
|
||||
// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
|
||||
|
||||
@@ -30,7 +30,6 @@ export class SkillView extends CCComp {
|
||||
sData:SDataCom=null;
|
||||
s_uuid:number=1001
|
||||
// 已命中目标追踪,防止重复伤害
|
||||
private hitTargets: Set<string> = new Set();
|
||||
start() {
|
||||
this.SConf = SkillSet[this.s_uuid]
|
||||
this.sData=this.ent.get(SDataCom)
|
||||
@@ -49,24 +48,28 @@ export class SkillView extends CCComp {
|
||||
|
||||
}
|
||||
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
|
||||
const targetId = oCol.uuid;
|
||||
if(this.hitTargets.has(targetId)) return; // 已经命中过,跳过
|
||||
// 记录命中目标
|
||||
|
||||
// if (!this.SConf) return;
|
||||
// if(this.SConf.EType!=EType.collision) return
|
||||
if(oCol.group == seCol.group) return
|
||||
let target = oCol.getComponent(HeroViewComp)
|
||||
if(target == null) return;
|
||||
let model=target.ent.get(HeroAttrsComp)
|
||||
console.log(`[skillView] 碰撞3`,oCol.group,seCol.group,model);
|
||||
if(model == null) return
|
||||
if(model.is_dead) return
|
||||
if(this.sData.fac == model.fac) return;
|
||||
// 检查是否已经命中过这个目标
|
||||
console.log(`[skillView] 碰撞5[${this.sData.caster.box_group}][${this.sData.caster.ent.get(HeroAttrsComp).hero_name}][${this.sData.caster.ent.eid}]的[${this.group}] [${this.SConf.name}]碰撞了 [${oCol.group}][ ${oCol.getComponent(HeroViewComp).ent.get(HeroAttrsComp).hero_name}][${oCol.getComponent(HeroViewComp).ent.eid}]`);
|
||||
this.hitTargets.add(targetId);
|
||||
this.apply_damage(target)
|
||||
// 安全获取双方信息用于日志
|
||||
const casterName = this.sData.caster?.ent?.get(HeroAttrsComp)?.hero_name ?? '未知施法者';
|
||||
const casterEid = this.sData.caster?.ent?.eid ?? '未知EID';
|
||||
const targetView = oCol.getComponent(HeroViewComp);
|
||||
const targetName = targetView?.ent?.get(HeroAttrsComp)?.hero_name ?? '非英雄对象';
|
||||
const targetEid = targetView?.ent?.eid ?? '未知EID';
|
||||
console.log(`[skillView] 碰撞1 [${this.sData.caster.box_group}][${casterName}][${casterEid}]的[${seCol.group}]:[${this.SConf.name}][${this.ent.eid}]碰撞了 [${oCol.group}]:[ ${targetName}][${targetEid}]`);
|
||||
// 基本空值与同组过滤
|
||||
if (!this.sData || !this.SConf) {
|
||||
console.warn('[SkillView] onBeginContact 缺少 sData 或 SConf,忽略此次碰撞');
|
||||
return;
|
||||
}
|
||||
if (oCol.group === seCol.group) return;
|
||||
// 不是 HeroViewComp,直接忽略
|
||||
if (!targetView) return;
|
||||
let model = targetView.ent.get(HeroAttrsComp);
|
||||
// console.log(`[skillView] 碰撞3`, oCol.group, seCol.group, model);
|
||||
if (!model) return;
|
||||
if (model.is_dead) return;
|
||||
if (this.sData.fac == model.fac) return;
|
||||
// 检查是否已经命中过这个目标(日志安全输出)
|
||||
this.apply_damage(targetView)
|
||||
}
|
||||
|
||||
onAnimationFinished(){
|
||||
@@ -74,70 +77,59 @@ export class SkillView extends CCComp {
|
||||
this.ent.destroy()
|
||||
}
|
||||
}
|
||||
//动画帧事件 atk 触发
|
||||
public atk(args:any){
|
||||
let dis=this.node.getComponent(UITransform).width/2
|
||||
let enemys:any=[]
|
||||
if( this.sData.fac==FacSet.HERO){
|
||||
enemys=ecs.query(ecs.allOf(MonMoveComp))
|
||||
}else{
|
||||
enemys=ecs.query(ecs.allOf(HeroMoveComp))
|
||||
}
|
||||
let IRTargets: HeroViewComp[] = []
|
||||
// 收集范围内所有敌方目标
|
||||
enemys.some(e => {
|
||||
const view = e.get(HeroViewComp);
|
||||
const model=e.get(HeroAttrsComp)
|
||||
const distance = Math.abs(this.node.position.x - view.node.position.x);
|
||||
if(distance <= dis&&!model.is_dead) {
|
||||
IRTargets.push(view);
|
||||
}
|
||||
// //动画帧事件 atk 触发
|
||||
// public atk(args:any){
|
||||
// let dis=this.node.getComponent(UITransform).width/2
|
||||
// let enemys:any=[]
|
||||
// if( this.sData.fac==FacSet.HERO){
|
||||
// enemys=ecs.query(ecs.allOf(MonMoveComp))
|
||||
// }else{
|
||||
// enemys=ecs.query(ecs.allOf(HeroMoveComp))
|
||||
// }
|
||||
// let IRTargets: HeroViewComp[] = []
|
||||
// // 收集范围内所有敌方目标
|
||||
// enemys.some(e => {
|
||||
// const view = e.get(HeroViewComp);
|
||||
// const model=e.get(HeroAttrsComp)
|
||||
// const distance = Math.abs(this.node.position.x - view.node.position.x);
|
||||
// if(distance <= dis&&!model.is_dead) {
|
||||
// IRTargets.push(view);
|
||||
// }
|
||||
|
||||
});
|
||||
// 根据配置的hit_num决定攻击模式
|
||||
const hitNum = SkillSet[this.s_uuid].hit_num || 0;
|
||||
if(hitNum > 0) {
|
||||
// 限制目标数量:按距离排序,选择最近的N个目标
|
||||
if(IRTargets.length > 0) {
|
||||
// 按距离排序(从近到远)
|
||||
IRTargets.sort((a, b) => {
|
||||
const distanceA = Math.abs(this.node.position.x - a.node.position.x);
|
||||
const distanceB = Math.abs(this.node.position.x - b.node.position.x);
|
||||
return distanceA - distanceB;
|
||||
});
|
||||
// 限制目标数量
|
||||
const maxTargets = Math.min(hitNum, IRTargets.length);
|
||||
const sTargets = IRTargets.slice(0, maxTargets);
|
||||
sTargets.forEach(target => {
|
||||
this.apply_damage(target, false);
|
||||
});
|
||||
}
|
||||
} else {
|
||||
// 范围伤害:对所有范围内目标造成伤害
|
||||
if(IRTargets.length > 0) {
|
||||
IRTargets.forEach(target => {
|
||||
this.apply_damage(target, true);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
// });
|
||||
// // 根据配置的hit_num决定攻击模式
|
||||
// const hitNum = SkillSet[this.s_uuid].hit_num || 0;
|
||||
// if(hitNum > 0) {
|
||||
// // 限制目标数量:按距离排序,选择最近的N个目标
|
||||
// if(IRTargets.length > 0) {
|
||||
// // 按距离排序(从近到远)
|
||||
// IRTargets.sort((a, b) => {
|
||||
// const distanceA = Math.abs(this.node.position.x - a.node.position.x);
|
||||
// const distanceB = Math.abs(this.node.position.x - b.node.position.x);
|
||||
// return distanceA - distanceB;
|
||||
// });
|
||||
// // 限制目标数量
|
||||
// const maxTargets = Math.min(hitNum, IRTargets.length);
|
||||
// const sTargets = IRTargets.slice(0, maxTargets);
|
||||
// sTargets.forEach(target => {
|
||||
// this.apply_damage(target, false);
|
||||
// });
|
||||
// }
|
||||
// } else {
|
||||
// // 范围伤害:对所有范围内目标造成伤害
|
||||
// if(IRTargets.length > 0) {
|
||||
// IRTargets.forEach(target => {
|
||||
// this.apply_damage(target, true);
|
||||
// });
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//伤害应用
|
||||
apply_damage(target:HeroViewComp,is_range:boolean=false){
|
||||
if(target == null) return;
|
||||
if (!this.SConf) return;
|
||||
|
||||
// 检查是否已经命中过这个目标(除非是范围伤害)
|
||||
const targetId = target.node.uuid;
|
||||
if(!is_range && this.hitTargets.has(targetId)) {
|
||||
return; // 已经命中过,跳过
|
||||
}
|
||||
|
||||
// 记录命中目标(除非是范围伤害)
|
||||
if(!is_range) {
|
||||
this.hitTargets.add(targetId);
|
||||
}
|
||||
|
||||
console.log(`[skillView] 伤害 [${this.group}][${this.sData.caster.ent.get(HeroAttrsComp).hero_name}][${this.sData.caster.ent.eid}]的 [${this.SConf.name}]对 [${target.box_group}][ ${target.ent.get(HeroAttrsComp).hero_name}][${target.ent.eid}]`);
|
||||
// console.log(`[skillView] 伤害 [${this.group}][${this.sData.caster.ent.get(HeroAttrsComp).hero_name}][${this.sData.caster.ent.eid}]的 [${this.SConf.name}]对 [${target.box_group}][ ${target.ent.get(HeroAttrsComp).hero_name}][${target.ent.eid}]`);
|
||||
// if(this.sData.hit_count > this.SConf.hit_num) return 不能超出 最大伤害数量
|
||||
// 使用伤害队列系统处理伤害
|
||||
DamageQueueHelper.addDamageToEntity(
|
||||
@@ -149,10 +141,21 @@ export class SkillView extends CCComp {
|
||||
// 更新技能命中次数
|
||||
this.sData.hit_count++
|
||||
// 检查技能是否应该销毁
|
||||
if( this.sData.hit_count>=(this.SConf.hit+ this.sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.SConf.EType!=EType.animationEnd)&&(this.SConf.EType!=EType.timeEnd)) this.ent.destroy// 技能命中次数
|
||||
if (
|
||||
this.sData.hit_count >= (this.SConf.hit + this.sData.Attrs[Attrs.PUNCTURE]) &&
|
||||
(this.SConf.DTType != DTType.range) &&
|
||||
(this.SConf.EType != EType.animationEnd) &&
|
||||
(this.SConf.EType != EType.timeEnd)
|
||||
) {
|
||||
this.ent.destroy(); // 技能命中次数达到上限后销毁
|
||||
}
|
||||
}
|
||||
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
|
||||
reset() {
|
||||
const collider = this.getComponent(Collider2D);
|
||||
if (collider) {
|
||||
collider.off(Contact2DType.BEGIN_CONTACT);
|
||||
}
|
||||
this.node.destroy();
|
||||
}
|
||||
}
|
||||
@@ -19,8 +19,7 @@
|
||||
"designResolution": {
|
||||
"width": 720,
|
||||
"height": 1280
|
||||
},
|
||||
"downloadMaxConcurrency": 30
|
||||
}
|
||||
},
|
||||
"fbx": {
|
||||
"legacyFbxImporter": {
|
||||
@@ -40,12 +39,12 @@
|
||||
}
|
||||
],
|
||||
"collisionMatrix": {
|
||||
"0": 64,
|
||||
"1": 20,
|
||||
"0": 96,
|
||||
"1": 52,
|
||||
"2": 74,
|
||||
"3": 36,
|
||||
"4": 66,
|
||||
"5": 8,
|
||||
"5": 11,
|
||||
"6": 21
|
||||
},
|
||||
"gravity": {
|
||||
|
||||
Reference in New Issue
Block a user