mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-07-10 03:52:53 +08:00
feat(Meowmere): 调整武器和子弹属性并优化动画
- 为Meowmere子弹添加穿透属性 - 调整武器伤害计算和子子弹伤害 - 更新武器描述模板和数值显示 - 修改子弹碰撞体大小和位置 - 优化武器动画和旋转效果 - 调整角色武器库中的武器顺序
This commit is contained in:
@@ -6,6 +6,21 @@
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[sub_resource type="SpriteFrames" id="SpriteFrames_432r6"]
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[sub_resource type="SpriteFrames" id="SpriteFrames_432r6"]
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[sub_resource type="Animation" id="Animation_q4hki"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("sword:rotation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [-0.436332]
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}
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[sub_resource type="Animation" id="Animation_jdotg"]
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[sub_resource type="Animation" id="Animation_jdotg"]
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resource_name = "spwan"
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resource_name = "spwan"
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length = 0.2
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length = 0.2
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@@ -22,21 +37,6 @@ tracks/0/keys = {
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"values": [-0.436332, 2.00713]
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"values": [-0.436332, 2.00713]
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}
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}
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[sub_resource type="Animation" id="Animation_q4hki"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("sword:rotation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [-0.436332]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_47iyl"]
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_47iyl"]
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_data = {
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_data = {
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"RESET": SubResource("Animation_q4hki"),
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"RESET": SubResource("Animation_q4hki"),
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@@ -44,7 +44,7 @@ _data = {
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}
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}
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_ja03c"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_ja03c"]
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size = Vector2(56, 107)
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size = Vector2(56, 250)
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[node name="Meowmere" instance=ExtResource("1_newpt")]
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[node name="Meowmere" instance=ExtResource("1_newpt")]
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script = ExtResource("2_eoimw")
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script = ExtResource("2_eoimw")
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@@ -52,6 +52,8 @@ autoSpawnAnimation = true
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freeAfterSpawn = true
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freeAfterSpawn = true
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[node name="texture" parent="." index="0"]
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[node name="texture" parent="." index="0"]
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position = Vector2(100, 0)
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scale = Vector2(2, 2)
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sprite_frames = SubResource("SpriteFrames_432r6")
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sprite_frames = SubResource("SpriteFrames_432r6")
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[node name="animator" parent="texture" index="0"]
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[node name="animator" parent="texture" index="0"]
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@@ -67,5 +69,5 @@ position = Vector2(25, -29)
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texture = ExtResource("2_ahi5w")
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texture = ExtResource("2_ahi5w")
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[node name="hitbox" parent="." index="1"]
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[node name="hitbox" parent="." index="1"]
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position = Vector2(30, -4.5)
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position = Vector2(140, 0)
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shape = SubResource("RectangleShape2D_ja03c")
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shape = SubResource("RectangleShape2D_ja03c")
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@@ -57,19 +57,20 @@ debugRebuild = false
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[node name="Meowmere" parent="weaponStore" index="1" instance=ExtResource("3_e2rag")]
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[node name="Meowmere" parent="weaponStore" index="1" instance=ExtResource("3_e2rag")]
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offset_bottom = 315.0
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offset_bottom = 315.0
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[node name="PurpleCrystal" parent="weaponStore" index="2" instance=ExtResource("3_ms5sq")]
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[node name="MushroomPickaxe" parent="weaponStore" index="2" instance=ExtResource("9_85j0d")]
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offset_bottom = 315.0
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debugRebuild = false
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debugRebuild = false
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[node name="VectorStar" parent="weaponStore" index="3" instance=ExtResource("6_fvy5n")]
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[node name="PurpleCrystal" parent="weaponStore" index="3" instance=ExtResource("3_ms5sq")]
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debugRebuild = false
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debugRebuild = false
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[node name="LGBT" parent="weaponStore" index="4" instance=ExtResource("4_pb8qn")]
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[node name="VectorStar" parent="weaponStore" index="4" instance=ExtResource("6_fvy5n")]
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[node name="BigLaser" parent="weaponStore" index="5" instance=ExtResource("4_plqwu")]
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[node name="MushroomPickaxe" parent="weaponStore" index="6" instance=ExtResource("9_85j0d")]
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debugRebuild = false
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debugRebuild = false
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[node name="LGBT" parent="weaponStore" index="5" instance=ExtResource("4_pb8qn")]
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[node name="BigLaser" parent="weaponStore" index="6" instance=ExtResource("4_plqwu")]
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[node name="NuclearBomb" parent="weaponStore" index="7" instance=ExtResource("10_ncj2v")]
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[node name="NuclearBomb" parent="weaponStore" index="7" instance=ExtResource("10_ncj2v")]
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[node name="sprint" parent="sounds" index="0"]
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[node name="sprint" parent="sounds" index="0"]
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@@ -13,13 +13,15 @@ typeTopic = 3
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costBeachball = 600
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costBeachball = 600
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store = {
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store = {
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"atk": 10,
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"atk": 10,
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"childatk": 5,
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"count": 1.0
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"count": 1.0
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}
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}
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storeType = {
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storeType = {
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"atk": 1,
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"atk": 1,
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"childatk": 1,
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"count": 1.0
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"count": 1.0
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}
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}
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descriptionTemplate = "发射$count只彩虹猫的同时挥舞造成$atk点伤害。"
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descriptionTemplate = "发射$count只造成$childatk点伤害的[b]彩虹猫[/b]的同时挥舞造成$atk点伤害。"
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cooldown = 200.0
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cooldown = 200.0
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[node name="avatar" parent="container/info" index="0"]
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[node name="avatar" parent="container/info" index="0"]
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@@ -34,4 +36,4 @@ quality = 2
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typeTopic = 3
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typeTopic = 3
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[node name="description" parent="container" index="2"]
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[node name="description" parent="container" index="2"]
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text = "[center]发射[color=cyan]1[/color]→[color=yellow]1[/color]只彩虹猫的同时挥舞造成[color=cyan]10[/color]→[color=yellow]17[/color]点伤害。[/center]"
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text = "[center]发射[color=cyan]1[/color]→[color=yellow]1[/color]只造成[color=cyan]5[/color]→[color=yellow]3[/color]点伤害的[b]彩虹猫[/b]的同时挥舞造成[color=cyan]15[/color]→[color=yellow]22[/color]点伤害。[/center]"
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@@ -1,4 +1,6 @@
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extends BulletBase
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extends BulletBase
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func register():
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penerate = 1
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func ai():
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func ai():
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PresetBulletAI.lockLauncher(self, launcher, true)
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PresetBulletAI.lockLauncher(self, launcher, true)
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@@ -2,12 +2,14 @@
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extends Weapon
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extends Weapon
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func update(to, origin, _entity):
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func update(to, origin, _entity):
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origin["atk"] += 7 * to * soulLevel
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origin["atk"] += 3 * to * soulLevel
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origin["count"] = 1 * soulLevel
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origin["count"] = 1 * soulLevel
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origin["childatk"] = 2 * to * soulLevel
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return origin
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return origin
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func attack(entity: EntityBase):
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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var weaponPos = entity.findWeaponAnchor("normal")
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for i in BulletBase.generate(ComponentManager.getBullet("Meowmere"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position())):
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for i in BulletBase.generate(ComponentManager.getBullet("Meowmere"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position())):
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i.damage = readStore("atk")
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i.damage = readStore("atk")
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for i in readStore("count"):
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for i in readStore("count"):
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BulletBase.generate(ComponentManager.getBullet("RainbowCat"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position()))
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for j in BulletBase.generate(ComponentManager.getBullet("RainbowCat"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position())):
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j.damage = readStore("childatk")
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