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:
@ -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")
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
@ -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.last_animation = cur_animation
|
||||||
self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true)
|
end
|
||||||
self.last_animation = cur_animation
|
|
||||||
-- 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)
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
@ -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();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user