可以通过设置渲染分辨率比例和屏幕分辨率解决模糊的问题,与抗锯齿无关
This commit is contained in:
		| @ -14,7 +14,6 @@ end | ||||
| function LevelFoxRole:OnMoveDirectionChanged(InDirection) | ||||
|     -- 运动组件更新方向响应函数 | ||||
|     local cur_animation | ||||
|  | ||||
|     if Vector2D.Equals(InDirection, Vector2D.Zero) then -- Idle的情况 | ||||
|         local forward_direction = self["MovementComponent"]:GetForwardDirection() | ||||
|         if(forward_direction.Y >= 0) then | ||||
| @ -29,12 +28,10 @@ function LevelFoxRole:OnMoveDirectionChanged(InDirection) | ||||
|             cur_animation = "Move/Back" | ||||
|         end | ||||
|     end | ||||
|     -- if cur_animation ~= self.last_animation then | ||||
|     print("changed", cur_animation) | ||||
|  | ||||
|     self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true) | ||||
|     self.last_animation = cur_animation | ||||
|     -- end | ||||
|     if cur_animation ~= self.last_animation then | ||||
|         self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true) | ||||
|         self.last_animation = cur_animation | ||||
|     end | ||||
| end | ||||
|  | ||||
|  | ||||
|  | ||||
| @ -5,8 +5,8 @@ function LevelRabbitRole:ctor() | ||||
| end | ||||
|  | ||||
| function LevelRabbitRole:ReceiveBeginPlay() | ||||
| 	-- self["SpineAnimationComponent"]:SetSkin("back/move"); | ||||
| 	-- self["SpineAnimationComponent"]:SetAnimation(0, "animation", true); | ||||
| 	self["SpineAnimationComponent"]:SetSkin("back/move") | ||||
| 	self["SpineAnimationComponent"]:SetAnimation(0, "animation", true) | ||||
| end | ||||
|  | ||||
|  | ||||
| @ -16,7 +16,7 @@ function LevelRabbitRole:OnMove(location) | ||||
| end | ||||
|  | ||||
|  | ||||
| function LevelRabbitRole:UpdateMoveDirection(InDirection) | ||||
| function LevelRabbitRole:OnMoveDirectionChanged(InDirection) | ||||
|     -- 运动组件更新方向响应函数 | ||||
|     local cur_animation | ||||
|     if(InDirection.Y >= 0) then | ||||
| @ -24,6 +24,7 @@ function LevelRabbitRole:UpdateMoveDirection(InDirection) | ||||
|     else | ||||
|         cur_animation = "back/move" | ||||
|     end | ||||
|     print("LevelRabbitRole:OnMoveDirectionChanged", cur_animation) | ||||
|     if cur_animation ~= self.last_animation then | ||||
|         self["SpineAnimationComponent"]:SetSkin(cur_animation) | ||||
|         self["SpineAnimationComponent"]:SetSlotsToSetupPose() | ||||
| @ -31,28 +32,5 @@ function LevelRabbitRole:UpdateMoveDirection(InDirection) | ||||
|     end | ||||
| end | ||||
|  | ||||
| -- function LevelRabbitRole:OnDetachCamera() | ||||
| --     print(self, "LevelRabbitRole.OnDetachCamera") | ||||
|  | ||||
| --     -- 禁用弹簧臂的附着 | ||||
| --     self["SpringArmComponent"].bEnableCameraRotationLag = true | ||||
| --     self["SpringArmComponent"].CameraRotationLagSpeed = 0 | ||||
| --     -- 保持当前位置,停止跟随 | ||||
| --     self["SpringArmComponent"].bInheritPitch = true | ||||
| --     self["SpringArmComponent"].bInheritYaw = true | ||||
| --     self["SpringArmComponent"].bInheritRoll = true | ||||
|  | ||||
| --     -- (Pitch=0.000000,Yaw=-90.000000,Roll=0.000000) | ||||
| -- end | ||||
|  | ||||
| -- function LevelRabbitRole:OnReattachCamera() | ||||
| --     print(self, "LevelRabbitRole.OnReattachCamera") | ||||
| -- end | ||||
|  | ||||
|  | ||||
| -- function LevelRabbitRole:OnMoveCamera(direction) | ||||
| --     print(self, "LevelRabbitRole.OnMoveCamera", direction.X, direction.Y) | ||||
| -- end | ||||
|  | ||||
|  | ||||
| return Class(nil, nil, LevelRabbitRole) | ||||
|  | ||||
		Reference in New Issue
	
	Block a user