1
1
mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

feat(武器系统): 添加灵魂等级机制并重构武器升级逻辑

- 在UI中添加灵魂资源显示和操作按钮
- 修改武器升级公式加入灵魂等级系数
- 实现灵魂的提取和镶嵌功能
- 为武器卡牌添加灵魂等级颜色映射
- 初始化玩家灵魂资源为10个
This commit is contained in:
2025-09-20 07:01:17 +08:00
parent ac7183e78b
commit 06fdfd1586
10 changed files with 91 additions and 25 deletions
+23 -3
View File
@@ -6,7 +6,7 @@ class_name Weapon
@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: WeaponName.SoulLevel = WeaponName.SoulLevel.NORMALIZE
@export var soulLevel: int = 1
@export var costBeachball: int = 500
@export var store: Dictionary = {
"atk": 10
@@ -24,8 +24,11 @@ class_name Weapon
@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 updateButton: Button = $"%updateBtn"
@onready var updateBtn: Button = $"%updateBtn"
@onready var extractBtn: Button = $"%extractBtn"
@onready var inlayBtn: Button = $"%inlayBtn"
@onready var sounds: Node2D = $"%sounds"
var cooldownTimer: CooldownTimer = null
@@ -35,10 +38,26 @@ func _ready():
cooldownTimer = CooldownTimer.new()
cooldownTimer.cooldown = cooldown
originalStore = store
updateButton.pressed.connect(
updateBtn.pressed.connect(
func():
apply(UIState.player)
)
extractBtn.pressed.connect(
func():
UIState.player.getItem({
ItemStore.ItemType.SOUL: ceil((1 + soulLevel) * soulLevel / 2.0)
})
soulLevel = 1
)
inlayBtn.pressed.connect(
func():
if soulLevel < WeaponName.SoulLevel.INFINITY - 1:
if UIState.player.useItem({
ItemStore.ItemType.SOUL: soulLevel
}):
soulLevel += 1
rebuildInfo()
)
for i in sounds.get_children():
i.process_mode = ProcessMode.PROCESS_MODE_ALWAYS
rebuildInfo()
@@ -73,6 +92,7 @@ func rebuildInfo():
nameLabel.level = level
energyLabel.text = "%.1f" % needEnergy
beachballLabel.text = str(costBeachball)
soulLabel.text = str(soulLevel)
descriptionLabel.text = buildDescription()
func buildDescription() -> String:
var result = descriptionTemplate