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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

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
This commit is contained in:
2026-04-05 08:29:29 +08:00
parent 8d8f25976c
commit 2bb4658968
2 changed files with 9 additions and 1 deletions
+8
View File
@@ -6,7 +6,9 @@
[ext_resource type="PackedScene" uid="uid://cx7nogfnv7s8t" path="res://components/Weapons/Tree.tscn" id="4_0omr3"]
[ext_resource type="AudioStream" uid="uid://cdrevrq7n6yqa" path="res://resources/sounds/effect/Boing.mp3" id="4_66s6c"]
[ext_resource type="AudioStream" uid="uid://benyec5bqni0b" path="res://resources/sounds/effect/Chomp.wav" id="4_k0yme"]
[ext_resource type="PackedScene" uid="uid://yq7vmijwvgx1" path="res://components/Weapons/AcidWind.tscn" id="5_jluqw"]
[ext_resource type="AudioStream" uid="uid://dmxh3bpk8vyy5" path="res://resources/sounds/effect/Coin.mp3" id="5_xnbhq"]
[ext_resource type="PackedScene" uid="uid://bm5sw6mr71acq" path="res://components/Weapons/HXD.tscn" id="6_fkh3f"]
[ext_resource type="AudioStream" uid="uid://4wuuf1osk0yv" path="res://resources/sounds/effect/Low Boing.wav" id="6_m5px1"]
[ext_resource type="Texture2D" uid="uid://fn8qx72clh38" path="res://resources/characters/cock/rooster-a.svg" id="8_da2ca"]
[ext_resource type="Texture2D" uid="uid://ci2ik43ce82uy" path="res://resources/characters/cock/rooster-b.svg" id="9_0omr3"]
@@ -108,6 +110,12 @@ debugRebuild = false
[node name="Tree" parent="weaponStore" index="1" unique_id=185228402 instance=ExtResource("4_0omr3")]
debugRebuild = false
[node name="AcidWind" parent="weaponStore" index="2" unique_id=1072098623 instance=ExtResource("5_jluqw")]
debugRebuild = false
[node name="HXD" parent="weaponStore" index="3" unique_id=1383383596 instance=ExtResource("6_fkh3f")]
debugRebuild = false
[node name="sprint" parent="sounds" index="0"]
stream = ExtResource("4_66s6c")
+1 -1
View File
@@ -15,7 +15,7 @@ func _physics_process(_delta):
textureRect.texture = weapon.avatarTexture
var progress = min(weapon.cooldownTimer.percent(), UIState.player.fillingProgress(weapon.needEnergy))
material.set_shader_parameter("progress", progress)
particle.emitting = progress >= 1
particle.emitting = weapon.canAttackBy(UIState.player)
if progress >= 1:
if !showed:
showed = true