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Dog-Lynx-And-HCN/scripts/Statemachine/FeedName.gd
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GDScript
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@tool
extends HBoxContainer
class_name FeedName
@export var displayName: String = "未命名饲料"
@export var quality: CategoryStore.Quality = CategoryStore.Quality.COMMON
@export var topic: CategoryStore.Topic = CategoryStore.Topic.SURVIVAL
@export var qualityColorMap = {
CategoryStore.Quality.WASTE: Color(),
CategoryStore.Quality.COMMON: Color(),
CategoryStore.Quality.RARE: Color(),
CategoryStore.Quality.EPIC: Color(),
CategoryStore.Quality.LEGENDARY: Color()
}
@export var qualityNameMap = {
CategoryStore.Quality.WASTE: "常见",
CategoryStore.Quality.COMMON: "普通",
CategoryStore.Quality.RARE: "稀有",
CategoryStore.Quality.EPIC: "史诗",
CategoryStore.Quality.LEGENDARY: "传说"
}
@export var qualityRandomWeight = {
CategoryStore.Quality.WASTE: 20,
CategoryStore.Quality.COMMON: 100,
CategoryStore.Quality.RARE: 30,
CategoryStore.Quality.EPIC: 10,
CategoryStore.Quality.LEGENDARY: 5
}
@export var luckInfluence = {
CategoryStore.Quality.WASTE: - 0.5,
CategoryStore.Quality.COMMON: - 1,
CategoryStore.Quality.RARE: 0,
CategoryStore.Quality.EPIC: 1,
CategoryStore.Quality.LEGENDARY: 2,
}
@export var topicNameMap = {
CategoryStore.Topic.SURVIVAL: "生存",
CategoryStore.Topic.ENERGY: "能量",
CategoryStore.Topic.BULLET: "子弹",
CategoryStore.Topic.SPEED: "速度",
CategoryStore.Topic.DAMAGE: "伤害",
CategoryStore.Topic.PROBABILITY: "幸运",
CategoryStore.Topic.FEED: "饲料",
CategoryStore.Topic.DROP: "掉落物",
CategoryStore.Topic.WEAPON: "武器",
CategoryStore.Topic.SUMMON: "召唤",
}
@export var topicColorMap = {
CategoryStore.Topic.SURVIVAL: Color(),
CategoryStore.Topic.ENERGY: Color(),
CategoryStore.Topic.BULLET: Color(),
CategoryStore.Topic.SPEED: Color(),
CategoryStore.Topic.DAMAGE: Color(),
CategoryStore.Topic.PROBABILITY: Color(),
CategoryStore.Topic.FEED: Color(),
CategoryStore.Topic.DROP: Color(),
CategoryStore.Topic.WEAPON: Color(),
CategoryStore.Topic.SUMMON: Color(),
}
@onready var qualityLabel: Label = $"%quality"
@onready var topicLabel: Label = $"%topic"
@onready var nameLabel: RichTextLabel = $"%label"
func _ready():
qualityLabel.label_settings = qualityLabel.label_settings.duplicate()
topicLabel.label_settings = topicLabel.label_settings.duplicate()
func _physics_process(_delta):
qualityLabel.text = "[%s]" % qualityNameMap[quality]
qualityLabel.label_settings.font_color = qualityColor()
topicLabel.text = "[%s]" % topicNameMap[topic]
topicLabel.label_settings.font_color = topicColor()
nameLabel.text = "[b]%s[/b]" % displayName
func qualityColor():
return qualityColorMap[quality] as Color
func topicColor():
return topicColorMap[topic] as Color
func weight(player: EntityBase) -> int:
return floor(clamp(qualityRandomWeight[quality] + luckInfluence[quality] * player.fields[FieldStore.Entity.LUCK_VALUE], 1, INF))