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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-29 23:12:28 +08:00

feat(ChainGun): 为链式机枪添加子弹数量属性并调整子弹生成逻辑

修改链式机枪的武器脚本、场景配置和子弹脚本,新增count属性控制子弹数量
子弹生成时根据count值调整位置分布,同时更新UI描述文本
This commit is contained in:
2025-09-21 22:36:45 +08:00
parent 502ef15198
commit 12b815a6f3
3 changed files with 18 additions and 5 deletions
+8 -2
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@@ -10,8 +10,14 @@ avatarTexture = ExtResource("2_ghn43")
displayName = "链式机枪" displayName = "链式机枪"
costBeachball = 400 costBeachball = 400
store = { store = {
"atk": 5 "atk": 5,
"count": 1
} }
storeType = {
"atk": 1,
"count": 1
}
descriptionTemplate = "发射$count个[b]微型水晶[/b],可造成$atk点伤害。"
needEnergy = 1.0 needEnergy = 1.0
cooldown = 66.0 cooldown = 66.0
@@ -28,4 +34,4 @@ text = "400"
displayName = "链式机枪" displayName = "链式机枪"
[node name="description" parent="container" index="2"] [node name="description" parent="container" index="2"]
text = "[center]造成[color=cyan]4[/color]→[color=yellow]6[/color]点伤害。[/center]" text = "[center]发射[color=cyan]2[/color]→[color=yellow]2[/color]个[b]微型水晶[/b],可造成[color=cyan]5[/color]→[color=yellow]7[/color]点伤害。[/center]"
+7 -2
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@@ -1,9 +1,14 @@
extends BulletBase extends BulletBase
var count: int = 1
@onready var anchor: Node2D = $"%anchor" @onready var anchor: Node2D = $"%anchor"
func spawn(): func spawn():
for i in BulletBase.generate(ComponentManager.getBullet("PurpleCrystalSmall"), launcher, anchor.global_position, rotation): for j in count:
i.damage = damage for i in BulletBase.generate(ComponentManager.getBullet("PurpleCrystalSmall"), launcher, anchor.global_position, rotation):
i.damage = damage
var dir = Vector2.from_angle(i.rotation).rotated(deg_to_rad(-90))
i.global_position += dir * (count - j * 2) * 20 / 2
func ai(): func ai():
PresetBulletAI.lockLauncher(self, launcher, true) PresetBulletAI.lockLauncher(self, launcher, true)
+2
View File
@@ -3,7 +3,9 @@ extends Weapon
func update(to, origin, _entity): func update(to, origin, _entity):
origin["atk"] += 2 * to * soulLevel origin["atk"] += 2 * to * soulLevel
origin["count"] += 0.25 * to * soulLevel
return origin return origin
func attack(entity: EntityBase): func attack(entity: EntityBase):
for i in BulletBase.generate(ComponentManager.getBullet("ChainGun"), entity, entity.texture.global_position, (get_global_mouse_position() - entity.texture.global_position).angle()): for i in BulletBase.generate(ComponentManager.getBullet("ChainGun"), entity, entity.texture.global_position, (get_global_mouse_position() - entity.texture.global_position).angle()):
i.damage = readStore("atk") i.damage = readStore("atk")
i.count = floor(readStore("count"))