mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
feat: 添加角色选择系统及相关功能
新增角色卡片组件和角色选择逻辑 实现角色卡片动画效果和交互功能 添加初始角色数据配置 修改启动面板以支持角色选择 更新主题样式和UI布局
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@@ -11,6 +11,8 @@ class_name StarterPanel
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@onready var crystalShow: ItemShow = $%crystal
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@onready var diamondShow: ItemShow = $%diamond
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@onready var charactersBox: Control = $%characters
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@onready var startSingleplayerBtn: Button = $%startSingleplayerBtn
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@onready var startMultiplayerBtn: Button = $%startMultiplayerBtn
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@onready var levelShow: Label = $%levelShow
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@@ -27,9 +29,11 @@ class_name StarterPanel
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var historyStack
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static var GAMEMODE_MAP_WAVE = [Wave.WAVE_NORMAL, Wave.WAVE_BOSSRUSH, Wave.WAVE_MOWING]
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static var START_CHARACTERS = ["MuyangDog", "Lynx", "HCN"]
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static var buildingShader: bool = true
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static var selectingFeed: bool = true
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static var GAMEMODE_MAP_WAVE = [Wave.WAVE_NORMAL, Wave.WAVE_BOSSRUSH, Wave.WAVE_MOWING]
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static var selectedCharacter: String = START_CHARACTERS[1]
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@rpc("any_peer")
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func mutexPlayer(player: String):
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@@ -159,6 +163,9 @@ func getPlayerNames() -> Array[String]:
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result.append(i.text)
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return result
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func getCurrentSelectedCharacter() -> CharacterCard:
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return charactersBox.get_node(selectedCharacter as NodePath)
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func beforeOpen(_args: Array = []):
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diffEdit.min_value = GameRule.difficultyRange.x
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diffEdit.max_value = GameRule.difficultyRange.y
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@@ -191,3 +198,15 @@ func rebuildInfo():
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rebuildInfo()
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)
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upgradeFieldsBox.add_child(fieldShow)
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for child in charactersBox.get_children():
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charactersBox.remove_child(child)
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for character in START_CHARACTERS:
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var card = ComponentManager.getCharacterCard(character).instantiate() as CharacterCard
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card.select.connect(
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func():
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if card.name == selectedCharacter: return
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getCurrentSelectedCharacter().animator.play("hide")
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selectedCharacter = card.name
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getCurrentSelectedCharacter().animator.play("show")
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)
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charactersBox.add_child(card)
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@@ -0,0 +1,13 @@
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class_name Watcher
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signal changed()
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var currentState = null
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func _init(initialState):
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currentState = initialState
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func setState(newState):
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if newState != currentState:
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currentState = newState
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changed.emit()
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@@ -0,0 +1 @@
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uid://7uhyhrta5ld1
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@@ -0,0 +1,54 @@
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@tool
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extends Control
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class_name CharacterCard
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signal select()
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@export var displayName: String = "Unknown Character"
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@export var avatar: Texture2D = null
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@export_multiline var description: String = ""
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@export var fields: Array[FieldStore.Entity] = []
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@export var fieldValues: Array[float] = []
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@export var clickToRebuild: bool = false
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@export var borderOpacity: float = 0
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@onready var panel: PanelContainer = $%panel
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@onready var avatarTexture: TextureRect = $%avatarTexture
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@onready var nameLebel: Label = $%nameLabel
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@onready var descriptionLabel: Label = $%descriptionLabel
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@onready var fieldsBox: Control = $%fields
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@onready var animator: AnimationPlayer = $%animator
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var watcher: Watcher = Watcher.new(false)
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@onready var panelStyleBox: StyleBoxFlat = panel.get_theme_stylebox("panel").duplicate()
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func _ready():
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panel.add_theme_stylebox_override("panel", panelStyleBox)
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watcher.changed.connect(rebuildInfo)
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gui_input.connect(
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func(event):
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if event is InputEventMouseButton:
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if !(event.pressed && event.button_index == MouseButton.MOUSE_BUTTON_LEFT): return
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if animator.is_playing(): return
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select.emit()
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)
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rebuildInfo()
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func _process(_delta):
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watcher.setState(clickToRebuild)
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panelStyleBox.border_width_top = int(10 * borderOpacity)
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panelStyleBox.border_width_bottom = int(10 * borderOpacity)
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func rebuildInfo():
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avatarTexture.texture = avatar
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nameLebel.text = displayName
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descriptionLabel.text = description
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for child in fieldsBox.get_children():
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fieldsBox.remove_child(child)
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for index in len(fields):
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var field = fields[index]
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var value = fieldValues[index]
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var fieldShow = ComponentManager.getUIComponent("FieldShow").instantiate() as FieldShow
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fieldShow.field = field
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fieldShow.showAdvantage = true
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fieldShow.value = value
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fieldsBox.add_child(fieldShow)
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@@ -0,0 +1 @@
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uid://cd1xb8m6rvoph
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@@ -4,6 +4,7 @@ class_name ComponentManager
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static var abstracts = {}
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static var bullets = {}
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static var characterCards = {}
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static var characters = {}
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static var weapons = {}
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static var summons = {}
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@@ -21,6 +22,8 @@ static func init():
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abstracts[DirTool.getBasenameWithoutExtension(i)] = load(i)
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for i in DirTool.listdir("res://components/Bullets"):
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bullets[DirTool.getBasenameWithoutExtension(i)] = load(i)
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for i in DirTool.listdir("res://components/CharacterCards"):
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characterCards[DirTool.getBasenameWithoutExtension(i)] = load(i)
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for i in DirTool.listdir("res://components/Characters"):
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characters[DirTool.getBasenameWithoutExtension(i)] = load(i)
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for i in DirTool.listdir("res://components/Weapons"):
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@@ -48,6 +51,8 @@ static func getAbstract(t: String) -> PackedScene:
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return MathTool.priority(abstracts.get(t, false), load("res://components/Abstracts/%s.tscn" % t))
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static func getBullet(t: String) -> PackedScene:
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return MathTool.priority(bullets.get(t, false), load("res://components/Bullets/%s.tscn" % t))
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static func getCharacterCard(t: String) -> PackedScene:
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return MathTool.priority(characterCards.get(t, false), load("res://components/CharacterCards/%s.tscn" % t))
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static func getCharacter(t: String) -> PackedScene:
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return MathTool.priority(characters.get(t, false), load("res://components/Characters/%s.tscn" % t))
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static func getWeapon(t: String) -> PackedScene:
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