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@ -34,6 +34,13 @@ void Building::RecalcSelfCollider()
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obj.y() + obj.height()/2.0 - meta->i->tileheight()/2.0);
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obj.y() + obj.height()/2.0 - meta->i->tileheight()/2.0);
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colliders.push_back(collider);
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colliders.push_back(collider);
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}
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}
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for (auto& obj : meta->doors) {
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#if 0
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MetaData::MapThing* thing = MetaMgr::Instance()->GetMapThing(obj.id());
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if (thing) {
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}
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#endif
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}
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for (auto& obj : meta->i->lootobj()) {
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for (auto& obj : meta->i->lootobj()) {
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MetaData::MapThing* thing = MetaMgr::Instance()->GetMapThing(obj.id());
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MetaData::MapThing* thing = MetaMgr::Instance()->GetMapThing(obj.id());
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if (thing) {
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if (thing) {
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@ -42,7 +42,17 @@ namespace MetaData
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struct Building
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struct Building
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{
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{
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struct Door
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{
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int door_id = 0;
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const metatable::DoorObjJson* state0 = nullptr;
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const metatable::DoorObjJson* state1 = nullptr;
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const metatable::DoorObjJson* state2 = nullptr;
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};
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const metatable::BuildingJson* i = nullptr;
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const metatable::BuildingJson* i = nullptr;
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std::vector<Door> doors;
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};
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};
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struct Drop
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struct Drop
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@ -170,9 +170,13 @@ message MFObstacleFull
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optional bool dead_at_thisframe = 9; //是否当前帧死亡(播放死亡特效)
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optional bool dead_at_thisframe = 9; //是否当前帧死亡(播放死亡特效)
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optional bool is_door = 20; //是否门
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optional bool is_door = 20; //是否门
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optional int32 door_relative_ori = 21; //
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//只有当is_door==ture时以下字段才有意义
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optional bool door_can_use = 22; //
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//门状态定义: 0:关 1:开 当door_old_state != door_new_state时播动画(开/关门)
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optional int32 door_seq = 23;
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optional int32 door_id = 22; //门id
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optional int32 door_old_state = 23; //门前一个状态
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optional int32 door_new_state = 24; //门当前状态
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optional int32 door_house_uniid = 25; //门所属房间唯一id
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}
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}
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//建筑物-部分
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//建筑物-部分
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@ -496,7 +500,7 @@ message CMMove
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//use_scope视野
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//use_scope视野
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optional bool interaction = 9; //是否有交互
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optional bool interaction = 9; //是否有交互
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optional int32 interaction_objid = 23; //交互的对象id
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repeated int32 interaction_objids = 23; //交互的对象id列表
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}
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}
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//丢弃道具
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//丢弃道具
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