Reduced dragonbones exported resource size.

This commit is contained in:
genxium
2022-11-27 19:38:26 +08:00
parent e0fb21f3fb
commit 1b43e6d760
73 changed files with 111 additions and 999 deletions

View File

@@ -70,7 +70,7 @@ const (
)
const (
DEFAULT_PLAYER_RADIUS = float64(16)
DEFAULT_PLAYER_RADIUS = float64(8)
)
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
@@ -809,25 +809,25 @@ func (pR *Room) OnDismissed() {
pR.MeleeSkillConfig = make(map[int32]*MeleeBullet, 0)
pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{
// for offender
StartupFrames: int32(23),
StartupFrames: int32(10),
ActiveFrames: int32(3),
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
RecoveryFramesOnBlock: int32(61),
RecoveryFramesOnHit: int32(61),
RecoveryFrames: int32(34),
RecoveryFramesOnBlock: int32(34),
RecoveryFramesOnHit: int32(34),
Moveforward: &Vec2D{
X: 0,
Y: 0,
},
HitboxOffset: float64(24.0), // should be about the radius of the PlayerCollider
HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
HitboxSize: &Vec2D{
X: float64(45.0),
Y: float64(32.0),
X: float64(23.0),
Y: float64(20.0),
},
// for defender
HitStunFrames: int32(18),
BlockStunFrames: int32(9),
Pushback: float64(11.0),
Pushback: float64(8.0),
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
Damage: int32(5),
}