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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-13 07:07:12 +08:00
Refactor and update various components and assets
- Updated WaterBottle scene to change field values and costs, and modified avatar texture and display name. - Removed unused pencil SVG and its import files. - Updated Chomp sound effect with a new binary file. - Modified Diamond bullet behavior to improve tracing logic. - Increased rotation speed for Laser bullet. - Adjusted Chick and Hen character attack methods to generate bullets without returning prematurely. - Updated Rooster character to use PurpleCrystal bullet instead of Pencil. - Enhanced BulletBase with new properties for energy consumption and animation control. - Adjusted blend position interpolation in EntityBase for smoother movement. - Added new Star bullet with its scene and script, including animation setup. - Updated SVG and import files for new Star bullet graphics.
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@@ -10,7 +10,9 @@ class_name BulletBase
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@export var lifeTime: float = -1 # -1表示无限时间
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@export var indisDamage: bool = false # 是否无差别伤害(不区分敌我)
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@export var canDamageSelf: bool = false # 是否可以伤害发射者
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@export var needEnergy: float = 4.0 # 发射时需要消耗的能量
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@export var needEnergy: float = 0.0 # 发射时需要消耗的能量
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@export var autoSpawnAnimation: bool = false
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@export var autoLoopAnimation: bool = false
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@onready var animator: AnimationPlayer = $"%animator"
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@onready var hitbox: CollisionShape2D = $"%hitbox"
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@@ -24,8 +26,12 @@ func _ready():
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area_entered.connect(hit)
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spawnInWhen = Time.get_ticks_msec()
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spawnInWhere = position
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animator.play("spawn")
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spawn()
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if autoSpawnAnimation:
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animator.play("spawn")
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await animator.animation_finished
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if autoLoopAnimation:
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animator.play("loop")
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func _process(_delta: float) -> void:
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if lifeTime > 0:
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if Time.get_ticks_msec() - spawnInWhen >= lifeTime:
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@@ -71,7 +71,7 @@ func _process(_delta):
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for i in inventory:
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inventory[i] = clamp(inventory[i], 0, inventoryMax[i])
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func _physics_process(_delta: float) -> void:
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animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.1))
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animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.2))
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if sprinting:
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velocity *= 0.9
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if velocity.length() <= 100:
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