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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器系统): 添加武器升华选项功能
实现武器升华选项系统,允许为武器添加可选的强化效果。主要修改包括: 1. 新增 SublimateOption 类用于定义升华选项 2. 在 Weapon 类中添加 storeExtra 字典和相关方法用于存储额外属性 3. 为 Tree 武器实现具体的升华选项 4. 添加调试标记 debugRebuild
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@@ -70,6 +70,7 @@ descriptionTemplate = "进行[b]格挡[/b],化解敌人的攻击。
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sources = Array[String](["Nine Sols", "Terraria"])
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tease = "卸劲反伤"
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cooldown = 250.0
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debugRebuild = true
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[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
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texture = ExtResource("3_nwamk")
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@@ -1,6 +1,21 @@
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@tool
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extends Weapon
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func sublimateOptions() -> Array[SublimateOption]:
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return [
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SublimateOption.new("健体·阳", "格挡次数+1", func(w: Weapon, _e): w.addStoreExtra("count", 1)),
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SublimateOption.new("健体·阴", "气力上限+1", func(w: Weapon, _e): w.addStoreExtra("max", 1)),
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SublimateOption.new("引气入体", "乾坤剑伤害+6", func(w: Weapon, _e): w.addStoreExtra("atk", 6)),
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SublimateOption.new("献祭", "乾坤剑伤害-8,但弹反概率+4%",
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func(w: Weapon, _e):
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w.addStoreExtra("atk", -10)
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w.addStoreExtra("rate", 0.05),
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),
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SublimateOption.new("亏心", "扣除你的所有幸运,每点幸运增加1%弹反概率",
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func(w: Weapon, e: EntityBase):
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w.addStoreExtra("rate", e.fields[FieldStore.Entity.LUCK_VALUE]),
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),
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]
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 2 * to * soulLevel
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origin["count"] += 1 * (soulLevel - 1)
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@@ -0,0 +1,15 @@
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class_name SublimateOption
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var displayName: String = "升华"
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var description: String = "描述"
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var executor: Callable = func(_weapon: Weapon, _entity: EntityBase): return
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func _init(displayNames: String, descriptions: String, executors: Callable):
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displayName = displayNames
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description = descriptions
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executor = executors
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func apply(entity: EntityBase, index: int):
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var weapon = entity.weapons[index]
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if weapon is Weapon:
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executor.call(weapon, entity)
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@@ -0,0 +1 @@
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uid://8e7whqgtnl5w
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@@ -54,6 +54,7 @@ var chargedTime: float = 0
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var attackSpeed: float = 1
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var looping: bool = false
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var autoUpdate: bool = false
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var storeExtra: Dictionary = {}
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func _ready():
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cooldownTimer = CooldownTimer.new()
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@@ -201,8 +202,8 @@ func buildDescription(showNext: bool = false) -> String:
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text = "[color=cyan]%s[/color]" % data
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result = result.replace("$" + key, text)
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return result
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func readStore(key: String, default: Variant = null):
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return store.get(key, default)
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func readStore(key: String):
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return store.get(key, 0) + readStoreExtra(key)
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func playSound(sound: String):
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var body = sounds.get_node_or_null(sound)
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if body is AudioStreamPlayer2D:
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@@ -241,8 +242,16 @@ func exitLoop(entity: EntityBase):
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if !looping: return
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looping = false
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loopExit(entity)
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func addStoreExtra(key: String, value: float):
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if !storeExtra.has(key):
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storeExtra[key] = 0
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storeExtra[key] += value
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func readStoreExtra(key: String):
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return storeExtra.get(key, 0)
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# 抽象
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func sublimateOptions() -> Array[SublimateOption]:
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return [] as Array[SublimateOption]
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func update(_to: int, origin: Dictionary, _entity: EntityBase):
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return origin
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func loopStart(_entity: EntityBase):
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