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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00

feat(武器): 将猞猁的默认武器替换为紫水晶簇

修改紫水晶簇的伤害显示为10点,并添加debugRebuild标志
调整相机震动效果,使强度叠加而非覆盖
This commit is contained in:
2026-05-08 18:44:57 +08:00
parent b9208189fe
commit 1eb05ca758
3 changed files with 5 additions and 7 deletions
+2 -2
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@@ -2,10 +2,10 @@
[ext_resource type="PackedScene" uid="uid://bs863g2s8r770" path="res://components/Abstracts/PlayerBase.tscn" id="1_ns0m5"]
[ext_resource type="Script" uid="uid://b8g0hkqvyeptg" path="res://scripts/Contents/Characters/Lynx.gd" id="2_d6nve"]
[ext_resource type="PackedScene" uid="uid://frwt0fgrpskb" path="res://components/Weapons/Meowmere.tscn" id="3_nitbu"]
[ext_resource type="PackedScene" uid="uid://c0n3igy4hucrg" path="res://components/Weapons/PurpleCrystal.tscn" id="3_nitbu"]
[node name="Lynx" unique_id=1711205167 instance=ExtResource("1_ns0m5")]
script = ExtResource("2_d6nve")
displayName = "猞猁"
[node name="Meowmere" parent="weaponStore" index="0" unique_id=1965287972 instance=ExtResource("3_nitbu")]
[node name="PurpleCrystal" parent="weaponStore" index="0" unique_id=1991730660 instance=ExtResource("3_nitbu")]
+2 -4
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@@ -13,6 +13,7 @@ displayName = "紫水晶簇"
costBeachball = 200
descriptionTemplate = "发射[b]紫水晶[/b],撞击时造成$atk点伤害。"
cooldown = 200.0
debugRebuild = true
[node name="attack" parent="sounds" parent_id_path=PackedInt32Array(1775425991) index="0" unique_id=853583292]
stream = ExtResource("4_16daa")
@@ -27,7 +28,4 @@ count = 200
displayName = "紫水晶簇"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
text = "[center]发射[b]紫水晶[/b],撞击时造成[color=cyan]0[/color]点伤害。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = false
text = "[center]发射[b]紫水晶[/b],撞击时造成[color=cyan]10[/color]点伤害。[/center]"
+1 -1
View File
@@ -22,7 +22,7 @@ func _physics_process(_delta):
static func shake(millseconds: float, intensity: float = 10, steper: Callable = func(currentValue, _totalValue, _restPercent): return currentValue):
if StarterPanel.buildingShader: return
var startTime = WorldManager.getTime()
instance.shakeIntensity = intensity
instance.shakeIntensity += intensity
instance.shaking = true
await TickTool.until(
func():