mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-27 22:41:56 +08:00
refactor(武器系统): 调整武器数值显示格式和数据结构
统一武器数值显示格式,将浮点数显示为整数或保留两位小数。修改storeType从数组改为字典结构以提高可读性。调整部分武器参数平衡性,包括BigLaser的时间系数和LGBTWeapon的power增量。移除VectorStarWeapon的mincount升级逻辑。为所有武器组件添加debugRebuild标志和默认500点costBeachball值。在FieldShow.gd中新增INTEGER数据类型处理。更新武器描述模板中的数值格式化逻辑。
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@@ -28,7 +28,6 @@ offset_right = 350.0
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offset_bottom = 304.0
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theme_override_styles/panel = SubResource("StyleBoxFlat_n2ewr")
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script = ExtResource("1_g802t")
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costBeachball = 100
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metadata/_edit_lock_ = true
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[node name="sounds" type="Node2D" parent="."]
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@@ -112,7 +111,7 @@ displayName = "未命名饲料"
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unique_name_in_owner = true
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layout_mode = 2
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bbcode_enabled = true
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text = "[center]造成[color=cyan]10.0[/color]点伤害。[/center]"
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text = "[center]造成[color=cyan]10.00[/color]点伤害。[/center]"
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fit_content = true
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[node name="costs" type="GridContainer" parent="container"]
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@@ -11,19 +11,20 @@ avatarTexture = ExtResource("2_qe8gb")
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displayName = "湮灭激光"
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quality = 2
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typeTopic = 1
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costs = Array[int]([0, 1])
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costCounts = Array[int]([100, 50])
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store = {
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"atk": 40,
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"time": 0.1
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}
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storeType = Array[int]([0, 0])
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storeType = {
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"atk": 1,
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"time": 0.0
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}
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descriptionTemplate = "每$time秒造成$atk点伤害。"
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needEnergy = 100.0
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cooldown = 6000.0
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debugRebuild = true
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[node name="attack" parent="sounds" index="0"]
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process_mode = 3
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stream = ExtResource("4_cb5nh")
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[node name="avatar" parent="container/info" index="0"]
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@@ -32,10 +33,13 @@ texture = ExtResource("2_qe8gb")
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[node name="energy" parent="container/info/infos/energyInfo" index="1"]
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text = "100.0"
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[node name="beachball" parent="container/info/infos/beachballInfo" index="1"]
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text = "500"
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[node name="name" parent="container/info" index="2"]
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displayName = "湮灭激光"
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quality = 2
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typeTopic = 1
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[node name="description" parent="container" index="2"]
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text = "[center]每[color=cyan]0.1[/color]秒造成[color=cyan]40.0[/color]点伤害。[/center]"
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text = "[center]每[color=cyan]0.10[/color]秒造成[color=cyan]40[/color]点伤害。[/center]"
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@@ -18,10 +18,17 @@ store = {
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"power": 0.15,
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"trace": 2.0
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}
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storeType = Array[int]([2, 0, 0, 1, 0])
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storeType = {
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"angle": 3.0,
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"atk": 1,
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"count": 1.0,
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"power": 2.0,
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"trace": 0.0
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}
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descriptionTemplate = "发射$count条,每条间分隔$angle,可追踪$trace秒,效率为$power的带状彩虹,每条造成$atk点伤害。"
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needEnergy = 50.0
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cooldown = 500.0
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debugRebuild = true
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[node name="attack" parent="sounds" index="0"]
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stream = ExtResource("4_c5xse")
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@@ -32,6 +39,9 @@ texture = ExtResource("2_ou6jo")
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[node name="energy" parent="container/info/infos/energyInfo" index="1"]
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text = "50.0"
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[node name="beachball" parent="container/info/infos/beachballInfo" index="1"]
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text = "500"
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[node name="name" parent="container/info" index="2"]
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displayName = "彩虹旗"
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quality = 4
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@@ -43,5 +53,5 @@ typeTopicNameMap = {
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[node name="description" parent="container" index="2"]
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size_flags_vertical = 3
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text = "[center]发射[color=cyan]7.0[/color]条,每条间分隔[color=cyan]30.0°[/color],可追踪[color=cyan]2.0[/color]秒,效率为[color=cyan]15.0%[/color]的带状彩虹,每条造成[color=cyan]20.0[/color]点伤害。[/center]"
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text = "[center]发射[color=cyan]7[/color]条,每条间分隔[color=cyan]30.0°[/color],可追踪[color=cyan]2.00[/color]秒,效率为[color=cyan]15%[/color]的带状彩虹,每条造成[color=cyan]20[/color]点伤害。[/center]"
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autowrap_mode = 2
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@@ -10,8 +10,12 @@ offset_bottom = 302.0
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script = ExtResource("2_0xgcv")
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avatarTexture = ExtResource("2_wgtcw")
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displayName = "紫水晶簇"
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storeType = {
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"atk": 1
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}
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descriptionTemplate = "撞击造成$atk点伤害。"
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cooldown = 200.0
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debugRebuild = true
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[node name="attack" parent="sounds" index="0"]
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stream = ExtResource("4_16daa")
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@@ -19,8 +23,11 @@ stream = ExtResource("4_16daa")
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("2_wgtcw")
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[node name="beachball" parent="container/info/infos/beachballInfo" index="1"]
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text = "500"
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[node name="name" parent="container/info" index="2"]
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displayName = "紫水晶簇"
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[node name="description" parent="container" index="2"]
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text = "[center]撞击造成[color=cyan]10.0[/color]点伤害。[/center]"
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text = "[center]撞击造成[color=cyan]10[/color]点伤害。[/center]"
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@@ -15,9 +15,15 @@ store = {
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"maxcount": 6,
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"mincount": 3
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}
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storeType = Array[int]([0, 0, 0, 0])
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descriptionTemplate = "发射$mincount~$maxcount个[b]无主的矢量星[/b],在$forwardtime秒后向目标冲刺并造成$atk点伤害。"
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storeType = {
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"atk": 1,
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"forwardtime": 0.0,
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"maxcount": 1.0,
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"mincount": 1.0
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}
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descriptionTemplate = "发射$mincount~$maxcount个[b]无主[/b]的矢量星,在$forwardtime秒后向目标冲刺并造成$atk点伤害。"
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needEnergy = 20.0
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debugRebuild = true
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("3_wfty8")
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@@ -25,9 +31,12 @@ texture = ExtResource("3_wfty8")
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[node name="energy" parent="container/info/infos/energyInfo" index="1"]
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text = "20.0"
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[node name="beachball" parent="container/info/infos/beachballInfo" index="1"]
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text = "500"
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[node name="name" parent="container/info" index="2"]
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displayName = "星辰核心"
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quality = 2
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[node name="description" parent="container" index="2"]
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text = "[center]发射[color=cyan]3.0[/color]~[color=cyan]6.0[/color]个[b]无主的矢量星[/b],在[color=cyan]1.0[/color]秒后向目标冲刺并造成[color=cyan]5.0[/color]点伤害。[/center]"
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text = "[center]发射[color=cyan]3[/color]~[color=cyan]6[/color]个[b]无主[/b]的矢量星,在[color=cyan]1.00[/color]秒后向目标冲刺并造成[color=cyan]5[/color]点伤害。[/center]"
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@@ -4,7 +4,7 @@ class_name BigLaserWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 5 * to
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origin["time"] /= 1.1
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origin["time"] /= 1.05
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return origin
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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@@ -5,7 +5,7 @@ class_name LGBTWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 2 * to
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origin["count"] += to
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origin["power"] += 0.01 * level
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origin["power"] += 0.05 * level
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origin["trace"] += 0.25 * level
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origin["angle"] /= 1.05 * level
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return origin
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@@ -5,7 +5,6 @@ class_name VectorStarWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 2 * to
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origin["forwardtime"] /= 1.05 * to
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origin["mincount"] += 1 * level
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origin["maxcount"] += 1 * level
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return origin
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func attack(entity: EntityBase):
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@@ -21,6 +21,8 @@ func _ready():
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var dataType = FieldStore.entityMapType[field]
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if dataType == FieldStore.DataType.VALUE:
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formattedValue = "%s" % (MathTool.signBeforeStr(value) if showSign else str(value))
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elif dataType == FieldStore.DataType.INTEGER:
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formattedValue = "%s" % (MathTool.signBeforeStr(int(value)) if showSign else str(int(value)))
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elif dataType == FieldStore.DataType.ANGLE:
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formattedValue = "%s°" % (MathTool.signBeforeStr(value) if showSign else str(value))
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elif dataType == FieldStore.DataType.PERCENT:
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@@ -6,13 +6,13 @@ class_name Weapon
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@export var displayName: String = "未命名饲料"
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@export var quality: WeaponName.Quality = WeaponName.Quality.COMMON
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@export var typeTopic: WeaponName.TypeTopic = WeaponName.TypeTopic.IMPACT
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@export var costBeachball: int = 0
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@export var costBeachball: int = 500
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@export var store: Dictionary = {
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"atk": 10
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}
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@export var storeType: Array[FieldStore.DataType] = [
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FieldStore.DataType.VALUE
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]
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@export var storeType: Dictionary = {
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"atk": FieldStore.DataType.VALUE
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}
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@export var descriptionTemplate: String = "造成$atk点伤害。"
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@export var needEnergy: float = 0
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@export var cooldown: float = 100
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@@ -73,18 +73,18 @@ func rebuildInfo():
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descriptionLabel.text = buildDescription()
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func buildDescription() -> String:
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var result = descriptionTemplate
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var i = 0
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for key in store.keys():
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var data = store[key]
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var type = storeType[i]
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var type = storeType.get(key, FieldStore.DataType.VALUE)
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if type == FieldStore.DataType.VALUE:
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data = "%.1f" % data
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data = "%.2f" % data
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elif type == FieldStore.DataType.INTEGER:
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data = "%d" % data
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elif type == FieldStore.DataType.PERCENT:
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data = ("%.1f" % (data * 100)) + "%"
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data = ("%d" % (data * 100)) + "%"
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elif type == FieldStore.DataType.ANGLE:
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data = "%.1f°" % data
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result = result.replace("$" + key, "[color=cyan]%s[/color]" % data)
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i += 1
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return "[center]%s[/center]" % 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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@@ -3,6 +3,7 @@ class_name FieldStore
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enum DataType {
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VALUE,
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INTEGER,
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PERCENT,
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ANGLE
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}
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@@ -70,14 +71,14 @@ static var entityMapType = {
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Entity.PENERATE: DataType.PERCENT,
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Entity.OFFSET_SHOOT: DataType.ANGLE,
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Entity.HEAL_ABILITY: DataType.PERCENT,
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Entity.EXTRA_APPLE_MAX: DataType.VALUE,
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Entity.EXTRA_APPLE_MAX: DataType.INTEGER,
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Entity.ENERGY_MULTIPILER: DataType.PERCENT,
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Entity.PENARATION_RESISTANCE: DataType.PERCENT,
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Entity.PRICE_REDUCTION: DataType.PERCENT,
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Entity.EXTRA_BULLET_COUNT: DataType.VALUE,
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Entity.DROP_APPLE_RATE: DataType.PERCENT,
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Entity.FEED_COUNT_SHOW: DataType.VALUE,
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Entity.FEED_COUNT_CAN_MADE: DataType.VALUE,
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Entity.FEED_COUNT_SHOW: DataType.INTEGER,
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Entity.FEED_COUNT_CAN_MADE: DataType.INTEGER,
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Entity.MAX_ENERGY: DataType.VALUE,
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Entity.LUCK_VALUE: DataType.VALUE,
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Entity.SAVE_ENERGY: DataType.PERCENT,
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