mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat: 添加深海角色和木制子弹相关功能
添加深海角色及其攻击逻辑,包括两种攻击方式: 1. 随机发射水泥子弹 2. 向目标发射三发追踪木制子弹 新增木制子弹资源及脚本,实现追踪效果 调整武器树和波次配置,将深海加入测试波次 优化水泥子弹和筷子子弹的动画效果
This commit is contained in:
@@ -1,6 +1,7 @@
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[gd_scene format=3 uid="uid://dlrpoaw7tvk4f"]
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[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_aqfa8"]
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[ext_resource type="Script" uid="uid://c1yuakupcia1u" path="res://scripts/Contents/Bullets/Cement.gd" id="2_4j0u0"]
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[ext_resource type="Texture2D" uid="uid://u2x7yggx8ga2" path="res://resources/bullets/cement/cement.png" id="2_rsq0g"]
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[sub_resource type="SpriteFrames" id="SpriteFrames_4j0u0"]
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@@ -14,11 +15,106 @@ animations = [{
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"speed": 5.0
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}]
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[sub_resource type="Animation" id="Animation_rsq0g"]
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length = 0.001
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tracks/0/type = "bezier"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:rotation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"handle_modes": PackedInt32Array(0),
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"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0)
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("%texture/..:speed")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [10.0]
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}
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[sub_resource type="Animation" id="Animation_4j0u0"]
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resource_name = "destroy"
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length = 0.5
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step = 0.1
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[sub_resource type="Animation" id="Animation_rxm0l"]
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resource_name = "loop"
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loop_mode = 1
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step = 0.1
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:rotation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [0.0, 6.28319]
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}
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[sub_resource type="Animation" id="Animation_7mqyx"]
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resource_name = "spawn"
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length = 10.0
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step = 0.1
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tracks/0/type = "bezier"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:rotation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"handle_modes": PackedInt32Array(0, 2),
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"points": PackedFloat32Array(0, -0.25, 0, 0, 0, 12.56, -1, 0, 0, 0),
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"times": PackedFloat32Array(0, 1)
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("%texture/..:speed")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [10.0, 0.0]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_g12wc"]
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_data = {
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&"RESET": SubResource("Animation_rsq0g"),
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&"destroy": SubResource("Animation_4j0u0"),
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&"loop": SubResource("Animation_rxm0l"),
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&"spawn": SubResource("Animation_7mqyx")
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}
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[sub_resource type="CircleShape2D" id="CircleShape2D_b8r1x"]
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radius = 76.105194
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[node name="Cement" unique_id=5571707 instance=ExtResource("1_aqfa8")]
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script = ExtResource("2_4j0u0")
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baseDamage = 0.0
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penerate = 1.0
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autoSpawnAnimation = true
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freeAfterSpawn = true
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[node name="texture" parent="." index="0" unique_id=162977358]
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scale = Vector2(0.3, 0.3)
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scale = Vector2(0.7, 0.7)
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sprite_frames = SubResource("SpriteFrames_4j0u0")
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[node name="animator" parent="texture" index="0" unique_id=1114087117]
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libraries/ = SubResource("AnimationLibrary_g12wc")
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[node name="hitbox" parent="." index="1" unique_id=175349408]
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disabled = true
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shape = SubResource("CircleShape2D_b8r1x")
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