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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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refactor(资源加载): 将preload替换为load以优化内存使用
统一使用load方法动态加载资源,减少启动时的内存占用 移动Manager类到Tools/Managers目录下 修复DirTool处理remap文件的问题
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@@ -39,7 +39,7 @@ func attack(type):
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playSound("attack0")
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for i in randi_range(20, 30):
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
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for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
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bullet.tracer = currentFocusedBoss
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bullet.position += MathTool.randv2_range(50)
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await TickTool.millseconds(50)
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@@ -48,10 +48,10 @@ func attack(type):
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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([-300, 300]), 300), 0.25)
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var count = randi_range(6, 8)
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for i in range(count):
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BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/SunDance.tscn"), self, weaponPos, deg_to_rad(360.0 / count * i))
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BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/SunDance.tscn"), self, weaponPos, deg_to_rad(360.0 / count * i))
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elif type == 2:
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for i in range(13):
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for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ForeverRainbow.tscn"), self, weaponPos, 0):
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for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/ForeverRainbow.tscn"), self, weaponPos, 0):
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bullet.rotation = 360 / 13.0 * i
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elif type == 3:
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if !is_instance_valid(currentFocusedBoss): return false
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@@ -61,7 +61,7 @@ func attack(type):
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currentInvinsible = true
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playSound("attack3")
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await TickTool.millseconds(500)
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BulletBase.generate(preload("res://components/Bullets/BearSprint.tscn"), self, weaponPos, 0)
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BulletBase.generate(load("res://components/Bullets/BearSprint.tscn"), self, weaponPos, 0)
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await trySprint()
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sprintParticle.emitting = false
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canRunAi = true
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@@ -73,7 +73,7 @@ func attack(type):
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var count = randi_range(8, 12)
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for i in range(count):
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i)):
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for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i)):
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bullet.tracer = currentFocusedBoss
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await TickTool.millseconds(830.0 / count)
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return false
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@@ -82,7 +82,7 @@ func attack(type):
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var count = randi_range(20, 30)
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for i in range(count):
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0):
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for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0):
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bullet.rotation = deg_to_rad(360.0 / count * i)
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await TickTool.millseconds(1670.0 / count)
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return false
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@@ -90,7 +90,7 @@ func attack(type):
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playSound("attack6")
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for i in 16:
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0):
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for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0):
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bullet.position += MathTool.randv2_range(600)
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bullet.look_at(currentFocusedBoss.position + MathTool.randv2_range(50))
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await TickTool.millseconds(100)
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@@ -102,7 +102,7 @@ func attack(type):
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if !is_instance_valid(currentFocusedBoss): return false
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playSound("attack7")
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for i in 16:
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for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0):
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for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0):
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bullet.rotation_degrees += initAngle
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bullet.rotation -= angle / 2
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bullet.rotation += angle / 16 * i
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