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
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[/Script/Engine.RendererSettings]
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r.Mobile.AntiAliasing=0
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r.AntiAliasingMethod=4
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r.AntiAliasingMethod=0
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r.DefaultFeature.MotionBlur=False
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r.MSAACount=1
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r.DefaultFeature.AutoExposure=False
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[CoreRedirects]
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+PropertyRedirects=(OldName="/Script/BusyRabbit.TerrainTileSetConfig.TerrainTileMapping",NewName="/Script/BusyRabbit.TerrainTileSetConfig.n")
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@ -14,7 +14,6 @@ end
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function LevelFoxRole:OnMoveDirectionChanged(InDirection)
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-- 运动组件更新方向响应函数
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local cur_animation
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if Vector2D.Equals(InDirection, Vector2D.Zero) then -- Idle的情况
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local forward_direction = self["MovementComponent"]:GetForwardDirection()
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if(forward_direction.Y >= 0) then
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@ -29,12 +28,10 @@ function LevelFoxRole:OnMoveDirectionChanged(InDirection)
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cur_animation = "Move/Back"
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end
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end
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-- if cur_animation ~= self.last_animation then
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print("changed", cur_animation)
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self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true)
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self.last_animation = cur_animation
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-- end
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if cur_animation ~= self.last_animation then
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self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true)
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self.last_animation = cur_animation
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end
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end
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@ -5,8 +5,8 @@ function LevelRabbitRole:ctor()
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end
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function LevelRabbitRole:ReceiveBeginPlay()
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-- self["SpineAnimationComponent"]:SetSkin("back/move");
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-- self["SpineAnimationComponent"]:SetAnimation(0, "animation", true);
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self["SpineAnimationComponent"]:SetSkin("back/move")
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self["SpineAnimationComponent"]:SetAnimation(0, "animation", true)
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end
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@ -16,7 +16,7 @@ function LevelRabbitRole:OnMove(location)
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end
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function LevelRabbitRole:UpdateMoveDirection(InDirection)
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function LevelRabbitRole:OnMoveDirectionChanged(InDirection)
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-- 运动组件更新方向响应函数
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local cur_animation
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if(InDirection.Y >= 0) then
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@ -24,6 +24,7 @@ function LevelRabbitRole:UpdateMoveDirection(InDirection)
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else
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cur_animation = "back/move"
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end
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print("LevelRabbitRole:OnMoveDirectionChanged", cur_animation)
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if cur_animation ~= self.last_animation then
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self["SpineAnimationComponent"]:SetSkin(cur_animation)
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self["SpineAnimationComponent"]:SetSlotsToSetupPose()
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@ -31,28 +32,5 @@ function LevelRabbitRole:UpdateMoveDirection(InDirection)
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end
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end
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-- function LevelRabbitRole:OnDetachCamera()
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-- print(self, "LevelRabbitRole.OnDetachCamera")
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-- -- 禁用弹簧臂的附着
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-- self["SpringArmComponent"].bEnableCameraRotationLag = true
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-- self["SpringArmComponent"].CameraRotationLagSpeed = 0
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-- -- 保持当前位置,停止跟随
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-- self["SpringArmComponent"].bInheritPitch = true
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-- self["SpringArmComponent"].bInheritYaw = true
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-- self["SpringArmComponent"].bInheritRoll = true
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-- -- (Pitch=0.000000,Yaw=-90.000000,Roll=0.000000)
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-- end
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-- function LevelRabbitRole:OnReattachCamera()
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-- print(self, "LevelRabbitRole.OnReattachCamera")
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-- end
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-- function LevelRabbitRole:OnMoveCamera(direction)
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-- print(self, "LevelRabbitRole.OnMoveCamera", direction.X, direction.Y)
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-- end
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return Class(nil, nil, LevelRabbitRole)
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@ -93,11 +93,10 @@ void UBusyGameInstance::LuaStateInitCallback(NS_SLUA::lua_State* L) {
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lua_pushcfunction(L, PrintLog);
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lua_setglobal(L, "PrintLog");
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// <20><><EFBFBD><EFBFBD>EndFrame
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LuaGameInstance = state->doFile("GameInstance");
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LuaGameInstance.getFromTable("OnEndFrame", OnLuaEndFrame);
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// ע<EFBFBD><EFBFBD>extension
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// 注册拓展
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RegisterDataTableExtension();
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}
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