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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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fix: 修正能量变化事件发射参数并调整动画时间
修改EntityBase.gd中的energyChanged事件发射,增加false参数表示非自然恢复 调整World.tscn中动画的关键帧时间和数值,使动画更流畅
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@@ -43,8 +43,8 @@ tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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tracks/0/keys = {
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"handle_modes": PackedInt32Array(0, 0, 0),
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"handle_modes": PackedInt32Array(0, 0, 0),
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"points": PackedFloat32Array(1, -0.25, 0, 0.25, 0, 1.25, -0.25, 0, 0.25, 0, 1, -0.25, 0, 0.25, 0),
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"points": PackedFloat32Array(1, -0.25, 0, 0.25, 0, 2, -0.25, 0, 0.25, 0, 1, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0, 0.5, 3)
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"times": PackedFloat32Array(0, 0.5, 2)
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}
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}
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tracks/1/type = "bezier"
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tracks/1/type = "bezier"
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tracks/1/imported = false
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tracks/1/imported = false
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@@ -54,8 +54,8 @@ tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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tracks/1/keys = {
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"handle_modes": PackedInt32Array(0, 0, 0),
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"handle_modes": PackedInt32Array(0, 0, 0),
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"points": PackedFloat32Array(1, -0.25, 0, 0.25, 0, 1.25, -0.25, 0, 0.25, 0, 1, -0.25, 0, 0.25, 0),
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"points": PackedFloat32Array(1, -0.25, 0, 0.25, 0, 2, -0.25, 0, 0.25, 0, 1, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0, 0.5, 3)
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"times": PackedFloat32Array(0, 0.5, 2)
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}
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_44ixa"]
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_44ixa"]
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@@ -123,7 +123,7 @@ func _ready():
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statebar.healthBar.setCurrent(newHealth)
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statebar.healthBar.setCurrent(newHealth)
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)
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)
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healthChanged.emit(health)
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healthChanged.emit(health)
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energyChanged.emit(energy)
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energyChanged.emit(energy, false)
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spawn()
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spawn()
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func _process(_delta):
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func _process(_delta):
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health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
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health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
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@@ -197,7 +197,7 @@ func useEnergy(value: float):
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var state = energy >= value
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var state = energy >= value
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if state:
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if state:
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energy -= value
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energy -= value
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energyChanged.emit(energy)
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energyChanged.emit(energy, false)
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return state
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return state
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func tryAttack(type: int, needChargeUp: bool = false):
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func tryAttack(type: int, needChargeUp: bool = false):
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var weapon: Weapon
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var weapon: Weapon
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