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Dog-Lynx-And-HCN/scripts/Structs/Weapon.gd
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GDScript
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@tool
extends PanelContainer
class_name Weapon
@export var avatarTexture: Texture2D = preload("res://icon.svg")
@export var displayName: String = "未命名饲料"
@export var quality: WeaponName.Quality = WeaponName.Quality.COMMON
@export var typeTopic: WeaponName.TypeTopic = WeaponName.TypeTopic.IMPACT
@export var soulLevel: int = 1
@export var costBeachball: int = 500
@export var store: Dictionary = {
"atk": 10
}
@export var storeType: Dictionary = {
"atk": FieldStore.DataType.INTEGER
}
@export var descriptionTemplate: String = "造成$atk点伤害。"
@export var needEnergy: float = 0
@export var cooldown: float = 100
@export var debugRebuild: bool = false
@export var level: int = 0
@onready var avatarRect: TextureRect = $"%avatar"
@onready var nameLabel: WeaponName = $"%name"
@onready var energyLabel: Label = $"%energy"
@onready var beachballLabel: Label = $"%beachball"
@onready var soulLabel: Label = $"%soul"
@onready var descriptionLabel: RichTextLabel = $"%description"
@onready var updateBtn: Button = $"%updateBtn"
@onready var extractBtn: Button = $"%extractBtn"
@onready var inlayBtn: Button = $"%inlayBtn"
@onready var sounds: Node2D = $"%sounds"
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var cooldownTimer: CooldownTimer = null
var originalStore: Dictionary = {}
func _ready():
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cooldownTimer = CooldownTimer.new()
cooldownTimer.cooldown = cooldown
originalStore = store
updateBtn.pressed.connect(
func():
apply(UIState.player)
)
extractBtn.pressed.connect(
func():
if soulLevel > WeaponName.SoulLevel.NORMALIZE:
UIState.player.getItem({
ItemStore.ItemType.SOUL: soulLevel
})
soulLevel -= 1
updateStore(level, UIState.player)
rebuildInfo()
)
inlayBtn.pressed.connect(
func():
if soulLevel < WeaponName.SoulLevel.INFINITY:
if UIState.player.useItem({
ItemStore.ItemType.SOUL: soulLevel
}):
soulLevel += 1
updateStore(level, UIState.player)
rebuildInfo()
)
for i in sounds.get_children():
i.process_mode = ProcessMode.PROCESS_MODE_ALWAYS
rebuildInfo()
debugRebuild = false # 只能在编辑器里打开
func _physics_process(_delta):
if debugRebuild:
rebuildInfo()
func allHad(entity: EntityBase) -> bool:
return entity.inventory[ItemStore.ItemType.BEACHBALL] >= costBeachball
func apply(entity: EntityBase):
var allHave = allHad(entity)
if allHave:
level += 1
entity.inventory[ItemStore.ItemType.BEACHBALL] -= costBeachball
updateStore(level, entity)
costBeachball = floor(GameRule.weaponUpdateCost * costBeachball)
needEnergy = GameRule.weaponUpdateEnergy * needEnergy
rebuildInfo()
return allHave
func updateStore(to: int, entity: EntityBase):
store = update(to, originalStore.duplicate(), entity)
func multipiler() -> float:
if is_instance_valid(UIState.player):
return 1 - UIState.player.fields.get(FieldStore.Entity.PRICE_REDUCTION)
else:
return 1
func rebuildInfo():
avatarRect.texture = avatarTexture
nameLabel.displayName = displayName
nameLabel.quality = quality
nameLabel.typeTopic = typeTopic
nameLabel.soulLevel = soulLevel
nameLabel.level = level
energyLabel.text = "%.1f" % needEnergy
beachballLabel.text = str(costBeachball)
soulLabel.text = str(soulLevel)
descriptionLabel.text = buildDescription()
func buildDescription() -> String:
var result = descriptionTemplate
for key in store.keys():
var data = store[key]
var type = storeType.get(key, FieldStore.DataType.VALUE)
if type == FieldStore.DataType.VALUE:
data = "%.2f" % data
elif type == FieldStore.DataType.INTEGER:
data = "%d" % data
elif type == FieldStore.DataType.PERCENT:
data = ("%d" % (data * 100)) + "%"
elif type == FieldStore.DataType.ANGLE:
data = "%.1f°" % data
result = result.replace("$" + key, "[color=cyan]%s[/color]" % data)
return "[center]%s[/center]" % result
func readStore(key: String, default: Variant = null):
return store.get(key, default)
func playSound(sound: String):
var body = sounds.get_node_or_null(sound)
if body is AudioStreamPlayer2D:
var cloned = body.duplicate() as AudioStreamPlayer2D
add_child(cloned)
cloned.play()
await cloned.finished
cloned.queue_free()
func tryAttack(entity: EntityBase):
if cooldownTimer.start():
if entity.useEnergy(needEnergy):
return await attack(entity)
# 抽象
func update(_to: int, origin: Dictionary, _entity: EntityBase):
return origin
func attack(_entity: EntityBase):
pass