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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		| @ -20,8 +20,10 @@ GameDefaultMap=/Game/Level/HomeLand.HomeLand | |||||||
|  |  | ||||||
| [/Script/Engine.RendererSettings] | [/Script/Engine.RendererSettings] | ||||||
| r.Mobile.AntiAliasing=0 | r.Mobile.AntiAliasing=0 | ||||||
| r.AntiAliasingMethod=4 | r.AntiAliasingMethod=0 | ||||||
| r.DefaultFeature.MotionBlur=False | r.DefaultFeature.MotionBlur=False | ||||||
|  | r.MSAACount=1 | ||||||
|  | r.DefaultFeature.AutoExposure=False | ||||||
|  |  | ||||||
| [CoreRedirects] | [CoreRedirects] | ||||||
| +PropertyRedirects=(OldName="/Script/BusyRabbit.TerrainTileSetConfig.TerrainTileMapping",NewName="/Script/BusyRabbit.TerrainTileSetConfig.n") | +PropertyRedirects=(OldName="/Script/BusyRabbit.TerrainTileSetConfig.TerrainTileMapping",NewName="/Script/BusyRabbit.TerrainTileSetConfig.n") | ||||||
|  | |||||||
										
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							| @ -14,7 +14,6 @@ end | |||||||
| function LevelFoxRole:OnMoveDirectionChanged(InDirection) | function LevelFoxRole:OnMoveDirectionChanged(InDirection) | ||||||
|     -- 运动组件更新方向响应函数 |     -- 运动组件更新方向响应函数 | ||||||
|     local cur_animation |     local cur_animation | ||||||
|  |  | ||||||
|     if Vector2D.Equals(InDirection, Vector2D.Zero) then -- Idle的情况 |     if Vector2D.Equals(InDirection, Vector2D.Zero) then -- Idle的情况 | ||||||
|         local forward_direction = self["MovementComponent"]:GetForwardDirection() |         local forward_direction = self["MovementComponent"]:GetForwardDirection() | ||||||
|         if(forward_direction.Y >= 0) then |         if(forward_direction.Y >= 0) then | ||||||
| @ -29,12 +28,10 @@ function LevelFoxRole:OnMoveDirectionChanged(InDirection) | |||||||
|             cur_animation = "Move/Back" |             cur_animation = "Move/Back" | ||||||
|         end |         end | ||||||
|     end |     end | ||||||
|     -- if cur_animation ~= self.last_animation then |     if cur_animation ~= self.last_animation then | ||||||
|     print("changed", cur_animation) |  | ||||||
|  |  | ||||||
|         self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true) |         self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true) | ||||||
|         self.last_animation = cur_animation |         self.last_animation = cur_animation | ||||||
|     -- end |     end | ||||||
| end | end | ||||||
|  |  | ||||||
|  |  | ||||||
|  | |||||||
| @ -5,8 +5,8 @@ function LevelRabbitRole:ctor() | |||||||
| end | end | ||||||
|  |  | ||||||
| function LevelRabbitRole:ReceiveBeginPlay() | function LevelRabbitRole:ReceiveBeginPlay() | ||||||
| 	-- self["SpineAnimationComponent"]:SetSkin("back/move"); | 	self["SpineAnimationComponent"]:SetSkin("back/move") | ||||||
| 	-- self["SpineAnimationComponent"]:SetAnimation(0, "animation", true); | 	self["SpineAnimationComponent"]:SetAnimation(0, "animation", true) | ||||||
| end | end | ||||||
|  |  | ||||||
|  |  | ||||||
| @ -16,7 +16,7 @@ function LevelRabbitRole:OnMove(location) | |||||||
| end | end | ||||||
|  |  | ||||||
|  |  | ||||||
| function LevelRabbitRole:UpdateMoveDirection(InDirection) | function LevelRabbitRole:OnMoveDirectionChanged(InDirection) | ||||||
|     -- 运动组件更新方向响应函数 |     -- 运动组件更新方向响应函数 | ||||||
|     local cur_animation |     local cur_animation | ||||||
|     if(InDirection.Y >= 0) then |     if(InDirection.Y >= 0) then | ||||||
| @ -24,6 +24,7 @@ function LevelRabbitRole:UpdateMoveDirection(InDirection) | |||||||
|     else |     else | ||||||
|         cur_animation = "back/move" |         cur_animation = "back/move" | ||||||
|     end |     end | ||||||
|  |     print("LevelRabbitRole:OnMoveDirectionChanged", cur_animation) | ||||||
|     if cur_animation ~= self.last_animation then |     if cur_animation ~= self.last_animation then | ||||||
|         self["SpineAnimationComponent"]:SetSkin(cur_animation) |         self["SpineAnimationComponent"]:SetSkin(cur_animation) | ||||||
|         self["SpineAnimationComponent"]:SetSlotsToSetupPose() |         self["SpineAnimationComponent"]:SetSlotsToSetupPose() | ||||||
| @ -31,28 +32,5 @@ function LevelRabbitRole:UpdateMoveDirection(InDirection) | |||||||
|     end |     end | ||||||
| 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) | return Class(nil, nil, LevelRabbitRole) | ||||||
|  | |||||||
										
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							| @ -93,11 +93,10 @@ void UBusyGameInstance::LuaStateInitCallback(NS_SLUA::lua_State* L) { | |||||||
| 	lua_pushcfunction(L, PrintLog); | 	lua_pushcfunction(L, PrintLog); | ||||||
| 	lua_setglobal(L, "PrintLog"); | 	lua_setglobal(L, "PrintLog"); | ||||||
|  |  | ||||||
| 	// <20><><EFBFBD><EFBFBD>EndFrame |  | ||||||
| 	LuaGameInstance = state->doFile("GameInstance"); | 	LuaGameInstance = state->doFile("GameInstance"); | ||||||
| 	LuaGameInstance.getFromTable("OnEndFrame", OnLuaEndFrame); | 	LuaGameInstance.getFromTable("OnEndFrame", OnLuaEndFrame); | ||||||
|  |  | ||||||
| 	// ע<EFBFBD><EFBFBD>extension | 	// 注册拓展 | ||||||
| 	RegisterDataTableExtension(); | 	RegisterDataTableExtension(); | ||||||
| } | } | ||||||
|  |  | ||||||
|  | |||||||
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