From 24051ce9e22f3bd74072c01f737f1e187d77d729 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E9=99=A8=E8=90=BD=E5=9F=BA=E5=9B=B4=E8=99=BE?= <3161880837@qq.com> Date: Sat, 18 Apr 2026 08:35:48 +0800 Subject: [PATCH] =?UTF-8?q?fix(=E6=AD=A6=E5=99=A8):=20=E4=BF=AE=E6=AD=A3?= =?UTF-8?q?=E9=AD=94=E6=B3=95=E5=AF=BC=E5=BC=B9=E6=B3=95=E6=9D=96=E7=9A=84?= =?UTF-8?q?=E7=94=9F=E6=88=90=E6=95=B0=E9=87=8F=E9=97=AE=E9=A2=98?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 将魔法导弹法杖的生成数量从随机1~3枚固定为1枚,并更新相关描述文本。同时调整了测试用的波次配置,将调试模式下的波次改为测试BOSS波次。 --- components/Weapons/MagicMissle.tscn | 8 +++++-- scripts/Contents/Wave.gd | 2 +- scripts/Contents/Weapons/MagicMissle.gd | 29 ++++++++++++------------- 3 files changed, 21 insertions(+), 18 deletions(-) diff --git a/components/Weapons/MagicMissle.tscn b/components/Weapons/MagicMissle.tscn index 356c687..6eb5649 100644 --- a/components/Weapons/MagicMissle.tscn +++ b/components/Weapons/MagicMissle.tscn @@ -8,6 +8,8 @@ script = ExtResource("2_r857c") avatarTexture = ExtResource("2_3sdrm") displayName = "导弹法杖" +quality = 2 +typeTopic = 3 emitType = 3 store = { "G": 197392.0, @@ -25,7 +27,7 @@ storeType = { "missle-m": 0, "track": 0 } -descriptionTemplate = "召唤1~$count枚[b]魔法导弹[/b],围绕鼠标指针做由鼠标指针提供向心力的圆周运动。 +descriptionTemplate = "召唤[color=yellow]1[/color]枚[b]魔法导弹[/b],围绕鼠标指针做由鼠标指针提供向心力的圆周运动。 鼠标指针质量:$cursor-mkg, 魔法导弹质量:$missle-mkg, 初始轨道半径:$trackm, @@ -42,12 +44,14 @@ texture = ExtResource("2_3sdrm") [node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972] displayName = "导弹法杖" +quality = 2 +typeTopic = 3 [node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794] text = "万有引力 × 宇宙航行" [node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682] -text = "[center]召唤1~[color=cyan]3[/color]枚[b]魔法导弹[/b],围绕鼠标指针做由鼠标指针提供向心力的圆周运动。 +text = "[center]召唤[color=yellow]1[/color]枚[b]魔法导弹[/b],围绕鼠标指针做由鼠标指针提供向心力的圆周运动。 鼠标指针质量:[color=cyan]100.00[/color]kg, 魔法导弹质量:[color=cyan]10.00[/color]kg, 初始轨道半径:[color=cyan]200.00[/color]m, diff --git a/scripts/Contents/Wave.gd b/scripts/Contents/Wave.gd index 757d639..c17d4b7 100644 --- a/scripts/Contents/Wave.gd +++ b/scripts/Contents/Wave.gd @@ -61,7 +61,7 @@ static var WAVE_MOWING = [ ] static var WAVE_EMPTY = [] static var waveReleaseConfig = [WAVE_TESTBOSS_ALL, 1] -static var waveDebugConfig = [WAVE_NORMAL, 1] +static var waveDebugConfig = [WAVE_TESTBOSS_ALL, 1] static var current: int = startWith(waveReleaseConfig[1]) if WorldManager.isRelease() else startWith(waveDebugConfig[1]) static var data = waveReleaseConfig[0] if WorldManager.isRelease() else waveDebugConfig[0] diff --git a/scripts/Contents/Weapons/MagicMissle.gd b/scripts/Contents/Weapons/MagicMissle.gd index 24153ea..6066f31 100644 --- a/scripts/Contents/Weapons/MagicMissle.gd +++ b/scripts/Contents/Weapons/MagicMissle.gd @@ -13,21 +13,20 @@ func update(to: int, origin: Dictionary, _entity: EntityBase): return origin func loopStart(entity: EntityBase): - for i in randi_range(1, readStore("count")): - for bullet in BulletBase.generate( - ComponentManager.getBullet("MagicMissle"), - entity, - get_global_mouse_position() + Vector2.from_angle(randf_range(0, 2 * PI)) * readStore("track"), - 0 - ): - if bullet is MagicMissleBullet: - bullet.look_at(get_global_mouse_position()) - bullet.rotation += PI / 2 - bullet.speedV2 += Vector2.from_angle(bullet.rotation) * sqrt((readStore("G") * readStore("cursor-m") / readStore("track") ** 2) * readStore("track")) / 120 - bullet.roundBullets = roundBullets - bullet.baseDamage = readStore("atk") - bullet.powerScale = readStore("count") - roundBullets.append(bullet) + for bullet in BulletBase.generate( + ComponentManager.getBullet("MagicMissle"), + entity, + get_global_mouse_position() + Vector2.from_angle(randf_range(0, 2 * PI)) * readStore("track"), + 0 + ): + if bullet is MagicMissleBullet: + bullet.look_at(get_global_mouse_position()) + bullet.rotation += PI / 2 + bullet.speedV2 += Vector2.from_angle(bullet.rotation) * sqrt((readStore("G") * readStore("cursor-m") / readStore("track") ** 2) * readStore("track")) / 120 + bullet.roundBullets = roundBullets + bullet.baseDamage = readStore("atk") + bullet.powerScale = readStore("count") + roundBullets.append(bullet) return true func loopExit(_entity: EntityBase): for bullet in roundBullets: