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fix(UI): 修正ColorBar默认值和DamageLabel文本显示
refactor(Bullets): 调整BigLaser和Diamond的旋转插值系数 feat(EntityBase): 添加掉落物提示概率控制 style(BossBar): 添加currentValue默认值和label对齐方式 docs(GameRule): 新增掉落物提示概率配置项
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@@ -32,6 +32,7 @@ offset_right = 0.0
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offset_bottom = -40.0
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grow_horizontal = 2
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grow_vertical = 0
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currentValue = 0.0
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[node name="panel" type="PanelContainer" parent="health"]
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layout_mode = 1
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@@ -44,6 +45,7 @@ theme_override_styles/panel = SubResource("StyleBoxEmpty_ar00p")
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[node name="label" type="HBoxContainer" parent="health/panel"]
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layout_mode = 2
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alignment = 1
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[node name="name" type="Label" parent="health/panel/label"]
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unique_name_in_owner = true
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@@ -36,7 +36,7 @@ anchors_preset = 0
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offset_right = 100.0
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offset_bottom = 10.0
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script = ExtResource("1_a106p")
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currentValue = 0.0
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currentValue = 100.0
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backBox = SubResource("StyleBoxFlat_kf2fc")
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middleBox1 = SubResource("StyleBoxFlat_sh754")
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middleBox2 = SubResource("StyleBoxFlat_8n8i8")
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@@ -111,6 +111,7 @@ _data = {
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}
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[node name="DamageLabel" type="Node2D"]
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z_index = 1
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script = ExtResource("1_0q15u")
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color1 = Color(1, 1, 1, 1)
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@@ -122,7 +123,7 @@ offset_left = -100.0
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offset_top = -100.0
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offset_right = 100.0
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offset_bottom = 100.0
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text = "114514"
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text = "%dmg%"
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label_settings = SubResource("LabelSettings_valp2")
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horizontal_alignment = 1
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vertical_alignment = 1
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@@ -2,7 +2,7 @@ extends BulletBase
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class_name BigLaser
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func ai():
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rotation = lerp_angle(rotation, ((get_global_mouse_position() - position).angle()), 0.05)
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rotation = lerp_angle(rotation, ((get_global_mouse_position() - position).angle()), 0.15)
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position = launcher.texture.global_position
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func applyDot():
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hitbox.disabled = true
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@@ -4,6 +4,6 @@ class_name Diamond
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const traceTime = 2000
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func ai():
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rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.2 * clamp((traceTime - timeLived()) / traceTime, 0, INF))
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rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.15 * clamp((traceTime - timeLived()) / traceTime, 0, INF))
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canDamageSelf = !(timeLived() >= traceTime)
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forward(Vector2.from_angle(rotation))
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@@ -90,7 +90,8 @@ func _ready():
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)
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itemCollected.connect(
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func(itemType, amount):
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UIState.itemCollect.add_child(ItemShow.generate(itemType, amount, true))
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if MathTool.rate(GameRule.tipSpawnRateWhenGetDroppedItem):
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UIState.itemCollect.add_child(ItemShow.generate(itemType, amount, true))
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)
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else:
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currentFocusedBoss = get_tree().get_nodes_in_group("players")[0]
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@@ -8,4 +8,5 @@ static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机
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static var appleDropRate: float = 0.1 # 苹果掉落概率
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static var refreshCountIncreasePercent: Vector2 = Vector2(0.4, 1.1) # 刷新所需的棒球数量的增加的百分比,随机,默认为40%~110%
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static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级
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static var itemShowStayTime: int = 1500 # 物品展示组件如果设置了自动隐藏,那么隐藏前可以存活的时间
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static var itemShowStayTime: int = 1500 # 物品展示组件如果设置了自动隐藏,那么隐藏前可以存活的时间
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static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率
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