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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat: 添加技能图标基础组件和冷却进度着色器
添加紫色水晶技能图标资源 创建冷却进度着色器用于显示技能冷却效果 实现基础技能图标组件,包含样式和着色器效果
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[gd_scene load_steps=5 format=3 uid="uid://ufl4kek8hrmt"]
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[ext_resource type="Shader" path="res://shaders/CooldownProgress.gdshader" id="1_jaivk"]
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[ext_resource type="Texture2D" uid="uid://cp4ypuarjoshp" path="res://resources/skillIcons/purple-crystal.png" id="2_hh1bl"]
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_a60wd"]
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content_margin_left = 5.0
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content_margin_top = 5.0
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content_margin_right = 5.0
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content_margin_bottom = 5.0
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bg_color = Color(0, 0, 0, 0.5)
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corner_radius_top_left = 15
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corner_radius_top_right = 15
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corner_radius_bottom_right = 15
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corner_radius_bottom_left = 15
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_ew32n"]
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shader = ExtResource("1_jaivk")
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shader_parameter/progress = 0.58
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[node name="SkillIconBase" type="PanelContainer"]
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custom_minimum_size = Vector2(30, 30)
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offset_right = 30.0
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offset_bottom = 30.0
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theme_override_styles/panel = SubResource("StyleBoxFlat_a60wd")
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[node name="icon" type="TextureRect" parent="."]
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material = SubResource("ShaderMaterial_ew32n")
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layout_mode = 2
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texture = ExtResource("2_hh1bl")
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expand_mode = 1
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stretch_mode = 5
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After Width: | Height: | Size: 4.1 KiB |
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://cp4ypuarjoshp"
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path="res://.godot/imported/purple-crystal.png-f9e8d81cb38093f7cc1a3de123d1cd24.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://resources/skillIcons/purple-crystal.png"
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dest_files=["res://.godot/imported/purple-crystal.png-f9e8d81cb38093f7cc1a3de123d1cd24.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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shader_type canvas_item;
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uniform float progress:hint_range(0.0, 1.0, 0.01)=0.5;
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void fragment() {
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COLOR=texture(TEXTURE,UV);
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if(UV.y>=progress){
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COLOR.a*=0.5;
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}
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}
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