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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(角色): 调整能量恢复速率并添加新武器

将EntityBase中的能量恢复速率从0.01提高到0.05
为Rooster角色添加LGBT武器到武器库中
This commit is contained in:
2025-09-06 12:04:15 +08:00
parent a563eabab3
commit 49a96ce818
2 changed files with 6 additions and 3 deletions
+5 -2
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=15 format=3 uid="uid://bm7ymrri6pykb"]
[gd_scene load_steps=16 format=3 uid="uid://bm7ymrri6pykb"]
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_e5pl8"]
[ext_resource type="Script" path="res://scripts/Contents/Characters/Rooster.gd" id="2_oqdqd"]
@@ -8,6 +8,7 @@
[ext_resource type="PackedScene" uid="uid://c0n3igy4hucrg" path="res://components/Weapons/PurpleCrystal.tscn" id="3_ms5sq"]
[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://wl8u5m52708w" path="res://components/Weapons/LGBT.tscn" id="4_pb8qn"]
[ext_resource type="PackedScene" uid="uid://cxabqjo7skxev" path="res://components/Weapons/BigLaser.tscn" id="4_plqwu"]
[ext_resource type="AudioStream" uid="uid://dmxh3bpk8vyy5" path="res://resources/sounds/effect/Coin.mp3" id="5_xnbhq"]
[ext_resource type="AudioStream" uid="uid://4wuuf1osk0yv" path="res://resources/sounds/effect/Low Boing.wav" id="6_m5px1"]
@@ -46,7 +47,9 @@ process_mode = 4
[node name="PurpleCrystal" parent="weaponStore" index="0" instance=ExtResource("3_ms5sq")]
[node name="BigLaser" parent="weaponStore" index="1" instance=ExtResource("4_plqwu")]
[node name="LGBT" parent="weaponStore" index="1" instance=ExtResource("4_pb8qn")]
[node name="BigLaser" parent="weaponStore" index="2" instance=ExtResource("4_plqwu")]
[node name="sprint" parent="sounds" index="0"]
stream = ExtResource("4_66s6c")
+1 -1
View File
@@ -145,7 +145,7 @@ func _physics_process(_delta: float) -> void:
if (isPlayer() or is_instance_valid(currentFocusedBoss)) and not charginup:
ai()
move_and_slide()
storeEnergy(0.01 * fields.get(FieldStore.Entity.ENERGY_REGENERATION))
storeEnergy(0.05 * fields.get(FieldStore.Entity.ENERGY_REGENERATION))
trailParticle.emitting = trailing
# 通用方法