mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-03 01:41:53 +08:00
refactor(武器系统): 重构Gobo武器行为并移除治疗导弹
删除HealingMissle相关文件,修改Gobo武器行为 Gobo现在会在受到伤害时生成苹果而非发射治疗导弹 更新武器描述和属性以匹配新行为 调整Rooster角色的武器配置
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@@ -1,27 +0,0 @@
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[gd_scene load_steps=5 format=3 uid="uid://ds6yxgj6r8f4v"]
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[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_1wl5l"]
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[ext_resource type="Texture2D" uid="uid://dpvk6pja35rdb" path="res://resources/items/apple-white.png" id="2_0jb7f"]
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[ext_resource type="Script" uid="uid://d2ubbdwexom6t" path="res://scripts/Contents/Bullets/HealingMissle.gd" id="2_nxr84"]
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[sub_resource type="SpriteFrames" id="SpriteFrames_nxr84"]
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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": ExtResource("2_0jb7f")
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}],
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"loop": true,
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"name": &"default",
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"speed": 5.0
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}]
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[node name="HealingMissle" instance=ExtResource("1_1wl5l")]
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script = ExtResource("2_nxr84")
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speed = 1.0
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lifeTime = 5000.0
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allowFriendlyDamage = true
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[node name="texture" parent="." index="0"]
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modulate = Color(0.0068707466, 1, 0, 1)
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scale = Vector2(0.44360867, 0.44360867)
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sprite_frames = SubResource("SpriteFrames_nxr84")
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@@ -4,7 +4,7 @@
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[ext_resource type="Script" uid="uid://cthtupc6dtbav" path="res://scripts/Contents/Characters/Rooster.gd" id="2_oqdqd"]
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[ext_resource type="PackedScene" uid="uid://dldnbpubu2jgm" path="res://components/Weapons/GrassWall.tscn" id="3_0omr3"]
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[ext_resource type="PackedScene" uid="uid://blwoev5sencdh" path="res://components/Weapons/Gobo.tscn" id="3_jluqw"]
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[ext_resource type="PackedScene" uid="uid://c0n3igy4hucrg" path="res://components/Weapons/PurpleCrystal.tscn" id="3_joj4g"]
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[ext_resource type="PackedScene" uid="uid://dlaks67h2osms" path="res://components/Weapons/ChainGun.tscn" id="3_joj4g"]
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[ext_resource type="AudioStream" uid="uid://cdrevrq7n6yqa" path="res://resources/sounds/effect/Boing.mp3" id="4_66s6c"]
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[ext_resource type="AudioStream" uid="uid://benyec5bqni0b" path="res://resources/sounds/effect/Chomp.wav" id="4_k0yme"]
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[ext_resource type="AudioStream" uid="uid://dmxh3bpk8vyy5" path="res://resources/sounds/effect/Coin.mp3" id="5_xnbhq"]
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@@ -60,11 +60,12 @@ metadata/_edit_vertical_guides_ = [71.0]
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[node name="weaponStore" parent="." index="1"]
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process_mode = 4
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[node name="Gobo" parent="weaponStore" index="0" instance=ExtResource("3_jluqw")]
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offset_bottom = 446.0
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[node name="ChainGun" parent="weaponStore" index="0" instance=ExtResource("3_joj4g")]
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offset_bottom = 374.0
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[node name="PurpleCrystal" parent="weaponStore" index="1" instance=ExtResource("3_joj4g")]
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offset_bottom = 350.0
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[node name="Gobo" parent="weaponStore" index="1" instance=ExtResource("3_jluqw")]
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offset_bottom = 446.0
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debugRebuild = false
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[node name="GrassWall" parent="weaponStore" index="2" instance=ExtResource("3_0omr3")]
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@@ -11,19 +11,20 @@ displayName = "Gobo"
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quality = 4
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typeTopic = 4
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store = {
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"atk": 50,
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"atk": 100,
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"count": 1,
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"health": 200,
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"percent": 0.1
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}
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storeType = {
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"atk": 1,
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"count": 1,
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"health": 1,
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"percent": 2
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}
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descriptionTemplate = "召唤[b]Gobo[/b],Gobo会自主行动,每受到$atk点伤害后会发射一枚[b]疗愈导弹[/b]。
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[b]疗愈导弹[/b]命中障碍物或友军时对其产生Gobo剩余生命值×$percent点的治疗。
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Gobo初始拥有$health点生命值。"
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descriptionTemplate = "召唤[b]Gobo[/b],Gobo会自主行动,每受到$atk点伤害后会生产$count颗[b]苹果[/b]。Gobo初始拥有$health点生命值。"
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cooldown = 1000.0
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debugRebuild = true
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("2_tw58e")
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@@ -34,6 +35,4 @@ quality = 4
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typeTopic = 4
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[node name="description" parent="container" index="2"]
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text = "[center]召唤[b]Gobo[/b],Gobo会自主行动,每受到[color=cyan]50[/color]点伤害后会发射一枚[b]疗愈导弹[/b]。
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[b]疗愈导弹[/b]命中障碍物或友军时对其产生Gobo剩余生命值×[color=cyan]10.0%[/color]点的治疗。
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Gobo初始拥有[color=cyan]200[/color]点生命值。[/center]"
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text = "[center]召唤[b]Gobo[/b],Gobo会自主行动,每受到[color=cyan]100[/color]点伤害后会生产[color=cyan]1[/color]颗[b]苹果[/b]。Gobo初始拥有[color=cyan]200[/color]点生命值。[/center]"
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@@ -1,5 +0,0 @@
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extends BulletBase
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class_name HealingMissleBullet
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func ai():
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PresetBulletAI.forward(self, rotation)
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@@ -1 +0,0 @@
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uid://d2ubbdwexom6t
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@@ -3,6 +3,8 @@ class_name GoboSummon
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var percent: float = 0.0
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var healthSinceLastLaunch: float = 0
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var targetDamage: float = 0.0
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var count: int = 0
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func initHealth(maxHealth: float):
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super.initHealth(maxHealth)
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@@ -12,7 +14,7 @@ func register():
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 1.5
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healthChanged.connect(
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func(newHealth):
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if healthSinceLastLaunch - newHealth >= 1:
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if healthSinceLastLaunch - newHealth >= targetDamage:
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launch()
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healthSinceLastLaunch = newHealth
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)
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@@ -22,11 +24,4 @@ func ai():
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move(target.position - position)
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func launch():
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("HealingMissle"),
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self,
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position,
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position.angle_to_point(EntityTool.findClosetEntity(myMaster.position, get_tree(), isPlayer(), !isPlayer(), [self]).position)
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):
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if bullet is HealingMissleBullet:
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bullet.baseDamage = health * percent * -1
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ItemDropped.generate(ItemStore.ItemType.APPLE, count, position)
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@@ -4,10 +4,13 @@ extends Weapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["health"] += 5 * to * soulLevel
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origin["percent"] += 0.02 * to * soulLevel
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origin["count"] *= to * soulLevel
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return origin
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func attack(entity: EntityBase):
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var gobo = entity.summon(ComponentManager.getSummon("Gobo"))
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if gobo is GoboSummon:
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gobo.targetDamage = readStore("atk")
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gobo.percent = readStore("percent")
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gobo.count = readStore("count")
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gobo.initHealth(readStore("health"))
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return true
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