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https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Reduced dragonbones exported resource size.
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@@ -70,7 +70,7 @@ const (
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)
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const (
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DEFAULT_PLAYER_RADIUS = float64(16)
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DEFAULT_PLAYER_RADIUS = float64(8)
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)
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// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
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@@ -809,25 +809,25 @@ func (pR *Room) OnDismissed() {
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pR.MeleeSkillConfig = make(map[int32]*MeleeBullet, 0)
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pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{
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// for offender
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StartupFrames: int32(23),
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StartupFrames: int32(10),
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ActiveFrames: int32(3),
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RecoveryFrames: int32(61), // I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
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RecoveryFramesOnBlock: int32(61),
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RecoveryFramesOnHit: int32(61),
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RecoveryFrames: int32(34),
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RecoveryFramesOnBlock: int32(34),
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RecoveryFramesOnHit: int32(34),
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Moveforward: &Vec2D{
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X: 0,
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Y: 0,
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},
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HitboxOffset: float64(24.0), // should be about the radius of the PlayerCollider
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HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
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HitboxSize: &Vec2D{
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X: float64(45.0),
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Y: float64(32.0),
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X: float64(23.0),
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Y: float64(20.0),
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},
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// for defender
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HitStunFrames: int32(18),
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BlockStunFrames: int32(9),
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Pushback: float64(11.0),
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Pushback: float64(8.0),
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ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
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Damage: int32(5),
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}
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