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:
2025-10-08 15:22:38 +08:00
parent 3f8c38b000
commit 8c612d19e2
8 changed files with 12 additions and 36 deletions

View File

@ -20,8 +20,10 @@ GameDefaultMap=/Game/Level/HomeLand.HomeLand
[/Script/Engine.RendererSettings]
r.Mobile.AntiAliasing=0
r.AntiAliasingMethod=4
r.AntiAliasingMethod=0
r.DefaultFeature.MotionBlur=False
r.MSAACount=1
r.DefaultFeature.AutoExposure=False
[CoreRedirects]
+PropertyRedirects=(OldName="/Script/BusyRabbit.TerrainTileSetConfig.TerrainTileMapping",NewName="/Script/BusyRabbit.TerrainTileSetConfig.n")

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@ -14,7 +14,6 @@ end
function LevelFoxRole:OnMoveDirectionChanged(InDirection)
-- 运动组件更新方向响应函数
local cur_animation
if Vector2D.Equals(InDirection, Vector2D.Zero) then -- Idle的情况
local forward_direction = self["MovementComponent"]:GetForwardDirection()
if(forward_direction.Y >= 0) then
@ -29,12 +28,10 @@ function LevelFoxRole:OnMoveDirectionChanged(InDirection)
cur_animation = "Move/Back"
end
end
-- if cur_animation ~= self.last_animation then
print("changed", cur_animation)
self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true)
self.last_animation = cur_animation
-- end
if cur_animation ~= self.last_animation then
self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true)
self.last_animation = cur_animation
end
end

View File

@ -5,8 +5,8 @@ function LevelRabbitRole:ctor()
end
function LevelRabbitRole:ReceiveBeginPlay()
-- self["SpineAnimationComponent"]:SetSkin("back/move");
-- self["SpineAnimationComponent"]:SetAnimation(0, "animation", true);
self["SpineAnimationComponent"]:SetSkin("back/move")
self["SpineAnimationComponent"]:SetAnimation(0, "animation", true)
end
@ -16,7 +16,7 @@ function LevelRabbitRole:OnMove(location)
end
function LevelRabbitRole:UpdateMoveDirection(InDirection)
function LevelRabbitRole:OnMoveDirectionChanged(InDirection)
-- 运动组件更新方向响应函数
local cur_animation
if(InDirection.Y >= 0) then
@ -24,6 +24,7 @@ function LevelRabbitRole:UpdateMoveDirection(InDirection)
else
cur_animation = "back/move"
end
print("LevelRabbitRole:OnMoveDirectionChanged", cur_animation)
if cur_animation ~= self.last_animation then
self["SpineAnimationComponent"]:SetSkin(cur_animation)
self["SpineAnimationComponent"]:SetSlotsToSetupPose()
@ -31,28 +32,5 @@ function LevelRabbitRole:UpdateMoveDirection(InDirection)
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)

View File

@ -93,11 +93,10 @@ void UBusyGameInstance::LuaStateInitCallback(NS_SLUA::lua_State* L) {
lua_pushcfunction(L, PrintLog);
lua_setglobal(L, "PrintLog");
// <20><><EFBFBD><EFBFBD>EndFrame
LuaGameInstance = state->doFile("GameInstance");
LuaGameInstance.getFromTable("OnEndFrame", OnLuaEndFrame);
// ע<EFBFBD><EFBFBD>extension
// 注册拓展
RegisterDataTableExtension();
}