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https://github.com/genxium/DelayNoMore
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Enhanced UI handling upon battle started.
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@ -748,8 +748,9 @@ cc.Class({
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self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
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self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
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}
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}
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// [WARNING] "cc.Node.removeChild" would trigger massive update of rendering nodes, thus a performance impact at the beginning of battle, avoid it by just moving the widget to infinitely far away!
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if (self.countdownToBeginGameNode && self.countdownToBeginGameNode.parent) {
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if (self.countdownToBeginGameNode && self.countdownToBeginGameNode.parent) {
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self.countdownToBeginGameNode.parent.removeChild(self.countdownToBeginGameNode);
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self.countdownToBeginGameNode.setPosition(cc.v2(Number.MAX_VALUE, Number.MAX_VALUE));
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}
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}
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if (null != self.musicEffectManagerScriptIns) {
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if (null != self.musicEffectManagerScriptIns) {
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@ -1233,8 +1234,10 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
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hideFindingPlayersGUI(rdf) {
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hideFindingPlayersGUI(rdf) {
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const self = this;
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const self = this;
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if (null == self.findingPlayerNode.parent) return;
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// [WARNING] "cc.Node.removeChild" would trigger massive update of rendering nodes, thus a performance impact at the beginning of battle, avoid it by just moving the widget to infinitely far away!
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self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
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if (self.findingPlayerNode && self.findingPlayerNode.parent) {
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self.findingPlayerNode.setPosition(cc.v2(Number.MAX_VALUE, Number.MAX_VALUE));
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}
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},
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},
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onBattleReadyToStart(rdf /* pb.RoomDownsyncFrame */ ) {
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onBattleReadyToStart(rdf /* pb.RoomDownsyncFrame */ ) {
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@ -23,6 +23,11 @@ const (
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GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
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GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
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INPUT_DELAY_FRAMES = int32(6) // in the count of render frames
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INPUT_DELAY_FRAMES = int32(6) // in the count of render frames
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/*
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[WARNING]
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Experimentally having an input rate > 15 (e.g., 60 >> 2) doesn't improve multiplayer smoothness, in fact higher input rate often results in higher packet loss (both TCP and UDP) thus higher wrong prediction rate!
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*/
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INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
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INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
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SP_ATK_LOOKUP_FRAMES = int32(5)
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SP_ATK_LOOKUP_FRAMES = int32(5)
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