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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(技能图标): 修改粒子发射条件为武器可攻击状态
将技能图标粒子发射条件从进度满改为武器可攻击状态,并添加酸风武器和HXD武器到角色武器库
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@@ -6,7 +6,9 @@
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[ext_resource type="PackedScene" uid="uid://cx7nogfnv7s8t" path="res://components/Weapons/Tree.tscn" id="4_0omr3"]
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[ext_resource type="AudioStream" uid="uid://cdrevrq7n6yqa" path="res://resources/sounds/effect/Boing.mp3" id="4_66s6c"]
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[ext_resource type="AudioStream" uid="uid://benyec5bqni0b" path="res://resources/sounds/effect/Chomp.wav" id="4_k0yme"]
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[ext_resource type="PackedScene" uid="uid://yq7vmijwvgx1" path="res://components/Weapons/AcidWind.tscn" id="5_jluqw"]
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[ext_resource type="AudioStream" uid="uid://dmxh3bpk8vyy5" path="res://resources/sounds/effect/Coin.mp3" id="5_xnbhq"]
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[ext_resource type="PackedScene" uid="uid://bm5sw6mr71acq" path="res://components/Weapons/HXD.tscn" id="6_fkh3f"]
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[ext_resource type="AudioStream" uid="uid://4wuuf1osk0yv" path="res://resources/sounds/effect/Low Boing.wav" id="6_m5px1"]
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[ext_resource type="Texture2D" uid="uid://fn8qx72clh38" path="res://resources/characters/cock/rooster-a.svg" id="8_da2ca"]
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[ext_resource type="Texture2D" uid="uid://ci2ik43ce82uy" path="res://resources/characters/cock/rooster-b.svg" id="9_0omr3"]
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@@ -108,6 +110,12 @@ debugRebuild = false
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[node name="Tree" parent="weaponStore" index="1" unique_id=185228402 instance=ExtResource("4_0omr3")]
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debugRebuild = false
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[node name="AcidWind" parent="weaponStore" index="2" unique_id=1072098623 instance=ExtResource("5_jluqw")]
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debugRebuild = false
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[node name="HXD" parent="weaponStore" index="3" unique_id=1383383596 instance=ExtResource("6_fkh3f")]
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debugRebuild = false
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[node name="sprint" parent="sounds" index="0"]
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stream = ExtResource("4_66s6c")
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@@ -15,7 +15,7 @@ func _physics_process(_delta):
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textureRect.texture = weapon.avatarTexture
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var progress = min(weapon.cooldownTimer.percent(), UIState.player.fillingProgress(weapon.needEnergy))
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material.set_shader_parameter("progress", progress)
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particle.emitting = progress >= 1
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particle.emitting = weapon.canAttackBy(UIState.player)
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if progress >= 1:
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if !showed:
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showed = true
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