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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00

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
This commit is contained in:
2026-05-10 10:01:03 +08:00
parent 1f409d8c60
commit 1071e87da6
5 changed files with 43 additions and 2 deletions
+1
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@@ -70,6 +70,7 @@ descriptionTemplate = "进行[b]格挡[/b],化解敌人的攻击。
sources = Array[String](["Nine Sols", "Terraria"]) sources = Array[String](["Nine Sols", "Terraria"])
tease = "卸劲反伤" tease = "卸劲反伤"
cooldown = 250.0 cooldown = 250.0
debugRebuild = true
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889] [node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("3_nwamk") texture = ExtResource("3_nwamk")
+15
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@@ -1,6 +1,21 @@
@tool @tool
extends Weapon extends Weapon
func sublimateOptions() -> Array[SublimateOption]:
return [
SublimateOption.new("健体·阳", "格挡次数+1", func(w: Weapon, _e): w.addStoreExtra("count", 1)),
SublimateOption.new("健体·阴", "气力上限+1", func(w: Weapon, _e): w.addStoreExtra("max", 1)),
SublimateOption.new("引气入体", "乾坤剑伤害+6", func(w: Weapon, _e): w.addStoreExtra("atk", 6)),
SublimateOption.new("献祭", "乾坤剑伤害-8,但弹反概率+4%",
func(w: Weapon, _e):
w.addStoreExtra("atk", -10)
w.addStoreExtra("rate", 0.05),
),
SublimateOption.new("亏心", "扣除你的所有幸运,每点幸运增加1%弹反概率",
func(w: Weapon, e: EntityBase):
w.addStoreExtra("rate", e.fields[FieldStore.Entity.LUCK_VALUE]),
),
]
func update(to: int, origin: Dictionary, _entity: EntityBase): func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 2 * to * soulLevel origin["atk"] += 2 * to * soulLevel
origin["count"] += 1 * (soulLevel - 1) origin["count"] += 1 * (soulLevel - 1)
+15
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@@ -0,0 +1,15 @@
class_name SublimateOption
var displayName: String = "升华"
var description: String = "描述"
var executor: Callable = func(_weapon: Weapon, _entity: EntityBase): return
func _init(displayNames: String, descriptions: String, executors: Callable):
displayName = displayNames
description = descriptions
executor = executors
func apply(entity: EntityBase, index: int):
var weapon = entity.weapons[index]
if weapon is Weapon:
executor.call(weapon, entity)
+1
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@@ -0,0 +1 @@
uid://8e7whqgtnl5w
+11 -2
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@@ -54,6 +54,7 @@ var chargedTime: float = 0
var attackSpeed: float = 1 var attackSpeed: float = 1
var looping: bool = false var looping: bool = false
var autoUpdate: bool = false var autoUpdate: bool = false
var storeExtra: Dictionary = {}
func _ready(): func _ready():
cooldownTimer = CooldownTimer.new() cooldownTimer = CooldownTimer.new()
@@ -201,8 +202,8 @@ func buildDescription(showNext: bool = false) -> String:
text = "[color=cyan]%s[/color]" % data text = "[color=cyan]%s[/color]" % data
result = result.replace("$" + key, text) result = result.replace("$" + key, text)
return result return result
func readStore(key: String, default: Variant = null): func readStore(key: String):
return store.get(key, default) return store.get(key, 0) + readStoreExtra(key)
func playSound(sound: String): func playSound(sound: String):
var body = sounds.get_node_or_null(sound) var body = sounds.get_node_or_null(sound)
if body is AudioStreamPlayer2D: if body is AudioStreamPlayer2D:
@@ -241,8 +242,16 @@ func exitLoop(entity: EntityBase):
if !looping: return if !looping: return
looping = false looping = false
loopExit(entity) loopExit(entity)
func addStoreExtra(key: String, value: float):
if !storeExtra.has(key):
storeExtra[key] = 0
storeExtra[key] += value
func readStoreExtra(key: String):
return storeExtra.get(key, 0)
# 抽象 # 抽象
func sublimateOptions() -> Array[SublimateOption]:
return [] as Array[SublimateOption]
func update(_to: int, origin: Dictionary, _entity: EntityBase): func update(_to: int, origin: Dictionary, _entity: EntityBase):
return origin return origin
func loopStart(_entity: EntityBase): func loopStart(_entity: EntityBase):