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
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@ -5,8 +5,8 @@ function LevelRabbitRole:ctor()
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end
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function LevelRabbitRole:ReceiveBeginPlay()
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-- self["SpineAnimationComponent"]:SetSkin("back/move");
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-- self["SpineAnimationComponent"]:SetAnimation(0, "animation", true);
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self["SpineAnimationComponent"]:SetSkin("back/move")
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self["SpineAnimationComponent"]:SetAnimation(0, "animation", true)
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end
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@ -16,7 +16,7 @@ function LevelRabbitRole:OnMove(location)
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end
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function LevelRabbitRole:UpdateMoveDirection(InDirection)
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function LevelRabbitRole:OnMoveDirectionChanged(InDirection)
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-- 运动组件更新方向响应函数
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local cur_animation
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if(InDirection.Y >= 0) then
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@ -24,6 +24,7 @@ function LevelRabbitRole:UpdateMoveDirection(InDirection)
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else
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cur_animation = "back/move"
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end
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print("LevelRabbitRole:OnMoveDirectionChanged", cur_animation)
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if cur_animation ~= self.last_animation then
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self["SpineAnimationComponent"]:SetSkin(cur_animation)
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self["SpineAnimationComponent"]:SetSlotsToSetupPose()
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@ -31,28 +32,5 @@ function LevelRabbitRole:UpdateMoveDirection(InDirection)
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end
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end
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-- function LevelRabbitRole:OnDetachCamera()
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-- print(self, "LevelRabbitRole.OnDetachCamera")
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-- -- 禁用弹簧臂的附着
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-- self["SpringArmComponent"].bEnableCameraRotationLag = true
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-- self["SpringArmComponent"].CameraRotationLagSpeed = 0
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-- -- 保持当前位置,停止跟随
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-- self["SpringArmComponent"].bInheritPitch = true
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-- self["SpringArmComponent"].bInheritYaw = true
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-- self["SpringArmComponent"].bInheritRoll = true
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-- -- (Pitch=0.000000,Yaw=-90.000000,Roll=0.000000)
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-- end
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-- function LevelRabbitRole:OnReattachCamera()
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-- print(self, "LevelRabbitRole.OnReattachCamera")
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-- end
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-- function LevelRabbitRole:OnMoveCamera(direction)
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-- print(self, "LevelRabbitRole.OnMoveCamera", direction.X, direction.Y)
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-- end
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return Class(nil, nil, LevelRabbitRole)
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