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feat(效果系统): 为氧气火焰添加击退效果并优化效果控制器
- 在氧气火焰子弹配置中添加击退属性 - 将EffectController的parent参数类型从Node2D改为更通用的Node - 在编译提示面板中预加载所有效果并设置透明度和音量
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@@ -146,6 +146,7 @@ penerate = 1.0
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lifeTime = 1000.0
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lifeTime = 1000.0
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autoSpawnAnimation = true
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autoSpawnAnimation = true
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freeAfterSpawn = true
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freeAfterSpawn = true
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knockback = 10.0
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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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libraries = {
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libraries = {
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@@ -2,4 +2,10 @@
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extends FullscreenPanelBase
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extends FullscreenPanelBase
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func afterOpen(_args: Array = []):
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func afterOpen(_args: Array = []):
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for key in ComponentManager.effects:
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var effect = EffectController.create(ComponentManager.getEffect(key), Vector2.ZERO, self)
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effect.modulate.a = 0.01
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(effect.sounds.get_node("spawn") as AudioStreamPlayer2D).volume_db = - INF
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effect.shot()
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await TickTool.millseconds(3000)
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UIState.closeCurrentPanel()
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UIState.closeCurrentPanel()
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@@ -30,7 +30,7 @@ func shot():
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await sound.finished
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await sound.finished
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queue_free()
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queue_free()
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static func create(scene: PackedScene, spawnPosition: Vector2, parent: Node2D = null) -> EffectController:
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static func create(scene: PackedScene, spawnPosition: Vector2, parent: Node = null) -> EffectController:
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var cloned = scene.instantiate() as EffectController
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var cloned = scene.instantiate() as EffectController
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cloned.global_position = spawnPosition
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cloned.global_position = spawnPosition
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if parent:
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if parent:
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