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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

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
This commit is contained in:
2025-09-21 12:53:15 +08:00
parent 9f82b7f9fa
commit 4c5842fb9e
30 changed files with 64 additions and 60 deletions
+2 -2
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@@ -1,10 +1,10 @@
[gd_scene load_steps=10 format=3 uid="uid://dmxi1ikn6avig"] [gd_scene load_steps=10 format=3 uid="uid://dmxi1ikn6avig"]
[ext_resource type="Script" path="res://scripts/Tools/WorldManager.gd" id="1_lxsxj"] [ext_resource type="Script" path="res://scripts/Tools/Managers/WorldManager.gd" id="1_lxsxj"]
[ext_resource type="PackedScene" uid="uid://dfwg750a47ggx" path="res://components/Scenes/UI.tscn" id="2_04cdd"] [ext_resource type="PackedScene" uid="uid://dfwg750a47ggx" path="res://components/Scenes/UI.tscn" id="2_04cdd"]
[ext_resource type="PackedScene" uid="uid://bm7ymrri6pykb" path="res://components/Characters/Rooster.tscn" id="3_5ui6q"] [ext_resource type="PackedScene" uid="uid://bm7ymrri6pykb" path="res://components/Characters/Rooster.tscn" id="3_5ui6q"]
[ext_resource type="Texture2D" uid="uid://c33c8mtm4x3e3" path="res://resources/maps/Galaxy.png" id="4_oy4jj"] [ext_resource type="Texture2D" uid="uid://c33c8mtm4x3e3" path="res://resources/maps/Galaxy.png" id="4_oy4jj"]
[ext_resource type="Script" path="res://scripts/Tools/CameraManager.gd" id="5_mk7bv"] [ext_resource type="Script" path="res://scripts/Tools/Managers/CameraManager.gd" id="5_mk7bv"]
[sub_resource type="Animation" id="Animation_ykpvi"] [sub_resource type="Animation" id="Animation_ykpvi"]
length = 0.001 length = 0.001
+1 -1
View File
@@ -14,4 +14,4 @@ func ai():
PresetBulletAI.trace(self, tracer.getTrackingAnchor(), clamp(speed / 50 * tracePower, 0, 1)) PresetBulletAI.trace(self, tracer.getTrackingAnchor(), clamp(speed / 50 * tracePower, 0, 1))
PresetBulletAI.forward(self, rotation) PresetBulletAI.forward(self, rotation)
func destroy(_b): func destroy(_b):
EffectController.create(preload("res://components/Effects/LGBTBoom.tscn"), position).shot() EffectController.create(load("res://components/Effects/LGBTBoom.tscn"), position).shot()
+1 -1
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@@ -21,7 +21,7 @@ func ai():
warn.size = Vector2.ONE * 2 * radius * (timeLived() / countdown) warn.size = Vector2.ONE * 2 * radius * (timeLived() / countdown)
label.text = "NUCLEAR WARNING %.1f" % ((countdown - timeLived()) / 1000) label.text = "NUCLEAR WARNING %.1f" % ((countdown - timeLived()) / 1000)
func destroy(_b): func destroy(_b):
EffectController.create(preload("res://components/Effects/NuclearExplosion.tscn"), global_position).shot() EffectController.create(load("res://components/Effects/NuclearExplosion.tscn"), global_position).shot()
hitbox.disabled = false hitbox.disabled = false
CameraManager.shake(5000, 500, func(_c, t, r): return t * r) # 震屏强度随进度递减 CameraManager.shake(5000, 500, func(_c, t, r): return t * r) # 震屏强度随进度递减
await TickTool.frame(5) await TickTool.frame(5)
+3 -3
View File
@@ -3,12 +3,12 @@ extends BulletBase
func ai(): func ai():
PresetBulletAI.forward(self, rotation) PresetBulletAI.forward(self, rotation)
func destroy(_beacuseMap: bool): func destroy(_beacuseMap: bool):
var eff = EffectController.create(preload("res://components/Effects/PurpleCrystalExplosion.tscn"), global_position) var eff = EffectController.create(load("res://components/Effects/PurpleCrystalExplosion.tscn"), global_position)
eff.rotation = rotation eff.rotation = rotation
eff.shot() eff.shot()
func split(index, total, _last): func split(index, total, _last):
BulletBase.generate( BulletBase.generate(
preload("res://components/Bullets/PurpleCrystal.tscn"), load("res://components/Bullets/PurpleCrystal.tscn"),
launcher, launcher,
position, position,
rotation + deg_to_rad(360 / total * index), rotation + deg_to_rad(360 / total * index),
@@ -17,7 +17,7 @@ func split(index, total, _last):
) )
func refract(entity, _index, _total, _last): func refract(entity, _index, _total, _last):
BulletBase.generate( BulletBase.generate(
preload("res://components/Bullets/PurpleCrystal.tscn"), load("res://components/Bullets/PurpleCrystal.tscn"),
launcher, launcher,
position, position,
position.angle_to_point(entity.position) if is_instance_valid(entity) else randf_range(0, deg_to_rad(360)), position.angle_to_point(entity.position) if is_instance_valid(entity) else randf_range(0, deg_to_rad(360)),
+8 -8
View File
@@ -39,7 +39,7 @@ func attack(type):
playSound("attack0") playSound("attack0")
for i in randi_range(20, 30): for i in randi_range(20, 30):
if !is_instance_valid(currentFocusedBoss): return false if !is_instance_valid(currentFocusedBoss): return false
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))): for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
bullet.tracer = currentFocusedBoss bullet.tracer = currentFocusedBoss
bullet.position += MathTool.randv2_range(50) bullet.position += MathTool.randv2_range(50)
await TickTool.millseconds(50) await TickTool.millseconds(50)
@@ -48,10 +48,10 @@ func attack(type):
await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([-300, 300]), 300), 0.25) await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([-300, 300]), 300), 0.25)
var count = randi_range(6, 8) var count = randi_range(6, 8)
for i in range(count): for i in range(count):
BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/SunDance.tscn"), self, weaponPos, deg_to_rad(360.0 / count * i)) BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/SunDance.tscn"), self, weaponPos, deg_to_rad(360.0 / count * i))
elif type == 2: elif type == 2:
for i in range(13): for i in range(13):
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ForeverRainbow.tscn"), self, weaponPos, 0): for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/ForeverRainbow.tscn"), self, weaponPos, 0):
bullet.rotation = 360 / 13.0 * i bullet.rotation = 360 / 13.0 * i
elif type == 3: elif type == 3:
if !is_instance_valid(currentFocusedBoss): return false if !is_instance_valid(currentFocusedBoss): return false
@@ -61,7 +61,7 @@ func attack(type):
currentInvinsible = true currentInvinsible = true
playSound("attack3") playSound("attack3")
await TickTool.millseconds(500) await TickTool.millseconds(500)
BulletBase.generate(preload("res://components/Bullets/BearSprint.tscn"), self, weaponPos, 0) BulletBase.generate(load("res://components/Bullets/BearSprint.tscn"), self, weaponPos, 0)
await trySprint() await trySprint()
sprintParticle.emitting = false sprintParticle.emitting = false
canRunAi = true canRunAi = true
@@ -73,7 +73,7 @@ func attack(type):
var count = randi_range(8, 12) var count = randi_range(8, 12)
for i in range(count): for i in range(count):
if !is_instance_valid(currentFocusedBoss): return false if !is_instance_valid(currentFocusedBoss): return false
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i)): for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i)):
bullet.tracer = currentFocusedBoss bullet.tracer = currentFocusedBoss
await TickTool.millseconds(830.0 / count) await TickTool.millseconds(830.0 / count)
return false return false
@@ -82,7 +82,7 @@ func attack(type):
var count = randi_range(20, 30) var count = randi_range(20, 30)
for i in range(count): for i in range(count):
if !is_instance_valid(currentFocusedBoss): return false if !is_instance_valid(currentFocusedBoss): return false
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0): for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0):
bullet.rotation = deg_to_rad(360.0 / count * i) bullet.rotation = deg_to_rad(360.0 / count * i)
await TickTool.millseconds(1670.0 / count) await TickTool.millseconds(1670.0 / count)
return false return false
@@ -90,7 +90,7 @@ func attack(type):
playSound("attack6") playSound("attack6")
for i in 16: for i in 16:
if !is_instance_valid(currentFocusedBoss): return false if !is_instance_valid(currentFocusedBoss): return false
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0): for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0):
bullet.position += MathTool.randv2_range(600) bullet.position += MathTool.randv2_range(600)
bullet.look_at(currentFocusedBoss.position + MathTool.randv2_range(50)) bullet.look_at(currentFocusedBoss.position + MathTool.randv2_range(50))
await TickTool.millseconds(100) await TickTool.millseconds(100)
@@ -102,7 +102,7 @@ func attack(type):
if !is_instance_valid(currentFocusedBoss): return false if !is_instance_valid(currentFocusedBoss): return false
playSound("attack7") playSound("attack7")
for i in 16: for i in 16:
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0): for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0):
bullet.rotation_degrees += initAngle bullet.rotation_degrees += initAngle
bullet.rotation -= angle / 2 bullet.rotation -= angle / 2
bullet.rotation += angle / 16 * i bullet.rotation += angle / 16 * i
+4 -4
View File
@@ -26,19 +26,19 @@ func attack(type):
if type == 0: if type == 0:
var weaponPos = findWeaponAnchor("normal") var weaponPos = findWeaponAnchor("normal")
for i in randi_range(10, 20): for i in randi_range(10, 20):
BulletBase.generate(preload("res://components/Bullets/Diamond.tscn"), self, weaponPos + MathTool.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90))) BulletBase.generate(load("res://components/Bullets/Diamond.tscn"), self, weaponPos + MathTool.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90)))
elif type == 1: elif type == 1:
var laserCount = randi_range(2, 4) var laserCount = randi_range(2, 4)
for i in laserCount: for i in laserCount:
BulletBase.generate(preload("res://components/Bullets/ChickLaser.tscn"), self, texture.global_position, deg_to_rad(360.0 / laserCount * i)) BulletBase.generate(load("res://components/Bullets/ChickLaser.tscn"), self, texture.global_position, deg_to_rad(360.0 / laserCount * i))
elif type == 2: elif type == 2:
var weaponPos = findWeaponAnchor("normal") var weaponPos = findWeaponAnchor("normal")
var target = weaponPos.angle_to_point(currentFocusedBoss.position) var target = weaponPos.angle_to_point(currentFocusedBoss.position)
firepot.global_rotation = target firepot.global_rotation = target
firepot.shot() firepot.shot()
BulletBase.generate(preload("res://components/Bullets/FireScan.tscn"), self, weaponPos, target) BulletBase.generate(load("res://components/Bullets/FireScan.tscn"), self, weaponPos, target)
elif type == 3: elif type == 3:
BulletBase.generate(preload("res://components/Bullets/ChickSprint.tscn"), self, position, 0) BulletBase.generate(load("res://components/Bullets/ChickSprint.tscn"), self, position, 0)
trySprint() trySprint()
return true return true
func sprint(): func sprint():
+1 -1
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@@ -14,5 +14,5 @@ func attack(type):
if type == 0: if type == 0:
var weaponPos = findWeaponAnchor("normal") var weaponPos = findWeaponAnchor("normal")
for i in randi_range(1, 4): for i in randi_range(1, 4):
BulletBase.generate(preload("res://components/Bullets/Star.tscn"), self, weaponPos, (currentFocusedBoss.position - position).angle()) BulletBase.generate(load("res://components/Bullets/Star.tscn"), self, weaponPos, (currentFocusedBoss.position - position).angle())
return true return true
+2 -2
View File
@@ -16,9 +16,9 @@ func ai():
tryKill() tryKill()
func attack(type): func attack(type):
if type == 0: if type == 0:
BulletBase.generate(preload("res://components/Bullets/PurpleCrystalSmall.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position)) BulletBase.generate(load("res://components/Bullets/PurpleCrystalSmall.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
await TickTool.millseconds(randi_range(5, 25)) await TickTool.millseconds(randi_range(5, 25))
elif type == 1: elif type == 1:
BulletBase.generate(preload("res://components/Bullets/BossAttack/KukeMC/HeavyCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position)) BulletBase.generate(load("res://components/Bullets/BossAttack/KukeMC/HeavyCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
func kill(): func kill():
masterMine.tryHeal(100) masterMine.tryHeal(100)
+4 -4
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@@ -34,11 +34,11 @@ func attack(type):
if type == 0: if type == 0:
for i in randi_range(8, 16): for i in randi_range(8, 16):
fields[FieldStore.Entity.OFFSET_SHOOT] = 25 fields[FieldStore.Entity.OFFSET_SHOOT] = 25
BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position)) BulletBase.generate(load("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
await TickTool.millseconds(randi_range(10, 50)) await TickTool.millseconds(randi_range(10, 50))
elif type == 1 and health < fields[FieldStore.Entity.MAX_HEALTH] * 0.5 and canSummon: elif type == 1 and health < fields[FieldStore.Entity.MAX_HEALTH] * 0.5 and canSummon:
for i in randi_range(1, 2): for i in randi_range(1, 2):
var child = EntityBase.generate(preload("res://components/Characters/KukeChild.tscn"), position + MathTool.randv2_range(500)) var child = EntityBase.generate(load("res://components/Characters/KukeChild.tscn"), position + MathTool.randv2_range(500))
child.currentFocusedBoss = currentFocusedBoss child.currentFocusedBoss = currentFocusedBoss
child.masterMine = self child.masterMine = self
elif type == 2: elif type == 2:
@@ -47,7 +47,7 @@ func attack(type):
for bulletIndex in countOfBullet: for bulletIndex in countOfBullet:
for branchIndex in countOfBranch: for branchIndex in countOfBranch:
fields[FieldStore.Entity.OFFSET_SHOOT] = 0 fields[FieldStore.Entity.OFFSET_SHOOT] = 0
BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / countOfBullet * bulletIndex + 360.0 / countOfBranch * branchIndex)) BulletBase.generate(load("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / countOfBullet * bulletIndex + 360.0 / countOfBranch * branchIndex))
await TickTool.millseconds(100) await TickTool.millseconds(100)
elif type == 3: elif type == 3:
BulletBase.generate(preload("res://components/Bullets/BossAttack/KukeMC/HeavyCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position)) BulletBase.generate(load("res://components/Bullets/BossAttack/KukeMC/HeavyCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
+1 -3
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@@ -24,9 +24,7 @@ func _ready():
refreshNeedBaseballCount *= 1 + randf_range(GameRule.refreshCountIncreasePercent.x, GameRule.refreshCountIncreasePercent.y) refreshNeedBaseballCount *= 1 + randf_range(GameRule.refreshCountIncreasePercent.x, GameRule.refreshCountIncreasePercent.y)
regenerateCards() regenerateCards()
) )
for feedScene in DirTool.listdir("res://components/Feeds/"): for feedScene in DirTool.listdir("res://components/Feeds"):
if feedScene.get_extension() == "remap":
feedScene = feedScene.substr(0, len(feedScene) - 6)
print("正在从 %s 加载饲料卡" % feedScene) print("正在从 %s 加载饲料卡" % feedScene)
var feed = load(feedScene).instantiate() as Feed var feed = load(feedScene).instantiate() as Feed
feed.selected.connect( feed.selected.connect(
+10 -10
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@@ -10,26 +10,26 @@ var per: int = 0
static var current: int = 0 static var current: int = 0
static var WAVE_NORMAL = [ static var WAVE_NORMAL = [
Wave.create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1), Wave.create(load("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 9, INF, 15), Wave.create(load("res://components/Characters/Chick.tscn"), 0, 0, true, 9, INF, 15),
Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 19, INF, 10), Wave.create(load("res://components/Characters/Bear.tscn"), 0, 0, true, 19, INF, 10),
Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, true, 14, INF, 20), Wave.create(load("res://components/Characters/KukeMC.tscn"), 0, 0, true, 14, INF, 20),
] ]
static var WAVE_TESTBOSS_ALL = [ static var WAVE_TESTBOSS_ALL = [
Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 10), Wave.create(load("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 10),
Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, true, 1, INF, 10), Wave.create(load("res://components/Characters/KukeMC.tscn"), 0, 0, true, 1, INF, 10),
Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 2, INF, 10), Wave.create(load("res://components/Characters/Bear.tscn"), 0, 0, true, 2, INF, 10),
] ]
static var WAVE_TESTBOSS_KUKE = [ static var WAVE_TESTBOSS_KUKE = [
Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, true, 0, INF, 10), Wave.create(load("res://components/Characters/KukeMC.tscn"), 0, 0, true, 0, INF, 10),
] ]
static var WAVE_EMPTY = [] static var WAVE_EMPTY = []
static var data = WAVE_NORMAL static var data = WAVE_NORMAL
static func customStart(): static func customStart():
if false: if false:
var furryr = EntityBase.generate(preload("res://components/Characters/Bear.tscn"), MathTool.randv2_range(500), true, false) var furryr = EntityBase.generate(load("res://components/Characters/Bear.tscn"), MathTool.randv2_range(500), true, false)
var kukemc = EntityBase.generate(preload("res://components/Characters/KukeMC.tscn"), MathTool.randv2_range(500), true, false) var kukemc = EntityBase.generate(load("res://components/Characters/KukeMC.tscn"), MathTool.randv2_range(500), true, false)
furryr.currentFocusedBoss = kukemc furryr.currentFocusedBoss = kukemc
kukemc.currentFocusedBoss = furryr kukemc.currentFocusedBoss = furryr
static func create( static func create(
+1 -1
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@@ -8,7 +8,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
return origin return origin
func attack(entity: EntityBase): func attack(entity: EntityBase):
var weaponPos = entity.findWeaponAnchor("normal") var weaponPos = entity.findWeaponAnchor("normal")
for bullet in BulletBase.generate(preload("res://components/Bullets/BigLaser.tscn"), entity, weaponPos, (get_global_mouse_position() - weaponPos).angle()): for bullet in BulletBase.generate(load("res://components/Bullets/BigLaser.tscn"), entity, weaponPos, (get_global_mouse_position() - weaponPos).angle()):
var bigLaser: BigLaser = bullet var bigLaser: BigLaser = bullet
bigLaser.dotTime = readStore("time") * 1000 bigLaser.dotTime = readStore("time") * 1000
bigLaser.damage = readStore("atk") bigLaser.damage = readStore("atk")
+1 -1
View File
@@ -14,7 +14,7 @@ func attack(entity: EntityBase):
var facingAngle = (get_global_mouse_position() - weaponPos).angle() var facingAngle = (get_global_mouse_position() - weaponPos).angle()
var startAngle = facingAngle - deg_to_rad(readStore("angle") * (readStore("count") / 2)) var startAngle = facingAngle - deg_to_rad(readStore("angle") * (readStore("count") / 2))
for i in range(int(readStore("count"))): for i in range(int(readStore("count"))):
for j in BulletBase.generate(preload("res://components/Bullets/LGBTBullet.tscn"), entity, weaponPos, startAngle + deg_to_rad(readStore("angle") * i)): for j in BulletBase.generate(load("res://components/Bullets/LGBTBullet.tscn"), entity, weaponPos, startAngle + deg_to_rad(readStore("angle") * i)):
var bullet: LGBTBullet = j var bullet: LGBTBullet = j
bullet.damage = readStore("atk") bullet.damage = readStore("atk")
bullet.tracer = EntityTool.findClosetEntity(get_global_mouse_position(), get_tree(), !entity.isPlayer(), entity.isPlayer()) bullet.tracer = EntityTool.findClosetEntity(get_global_mouse_position(), get_tree(), !entity.isPlayer(), entity.isPlayer())
+2 -2
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@@ -7,7 +7,7 @@ func update(to, origin, _entity):
return origin return origin
func attack(entity: EntityBase): func attack(entity: EntityBase):
var weaponPos = entity.findWeaponAnchor("normal") var weaponPos = entity.findWeaponAnchor("normal")
for i in BulletBase.generate(preload("res://components/Bullets/Meowmere.tscn"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position())): for i in BulletBase.generate(load("res://components/Bullets/Meowmere.tscn"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position())):
i.damage = readStore("atk") i.damage = readStore("atk")
for i in readStore("count"): for i in readStore("count"):
BulletBase.generate(preload("res://components/Bullets/RainbowCat.tscn"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position())) BulletBase.generate(load("res://components/Bullets/RainbowCat.tscn"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position()))
+1 -1
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@@ -8,7 +8,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
return origin return origin
func attack(entity: EntityBase): func attack(entity: EntityBase):
var weaponPos = entity.findWeaponAnchor("normal") var weaponPos = entity.findWeaponAnchor("normal")
for j in BulletBase.generate(preload("res://components/Bullets/MushroomPickaxe.tscn"), entity, entity.texture.global_position, weaponPos.angle_to_point(get_global_mouse_position())): for j in BulletBase.generate(load("res://components/Bullets/MushroomPickaxe.tscn"), entity, entity.texture.global_position, weaponPos.angle_to_point(get_global_mouse_position())):
var bullet: MushroomPickaxe = j var bullet: MushroomPickaxe = j
bullet.damage = readStore("atk") bullet.damage = readStore("atk")
bullet.rate = readStore("rate") bullet.rate = readStore("rate")
+1 -1
View File
@@ -7,7 +7,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
return origin return origin
func attack(entity: EntityBase): func attack(entity: EntityBase):
var weaponPos = entity.findWeaponAnchor("normal") var weaponPos = entity.findWeaponAnchor("normal")
for j in BulletBase.generate(preload("res://components/Bullets/NuclearBomb.tscn"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position())): for j in BulletBase.generate(load("res://components/Bullets/NuclearBomb.tscn"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position())):
var bullet: NuclearBomb = j var bullet: NuclearBomb = j
bullet.damage = readStore("atk") bullet.damage = readStore("atk")
bullet.radius = readStore("radius") bullet.radius = readStore("radius")
+1 -1
View File
@@ -7,6 +7,6 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
return origin return origin
func attack(entity: EntityBase): func attack(entity: EntityBase):
var weaponPos = entity.findWeaponAnchor("normal") var weaponPos = entity.findWeaponAnchor("normal")
for bullet in BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), entity, weaponPos, (get_global_mouse_position() - weaponPos).angle()): for bullet in BulletBase.generate(load("res://components/Bullets/PurpleCrystal.tscn"), entity, weaponPos, (get_global_mouse_position() - weaponPos).angle()):
bullet.damage = readStore("atk") bullet.damage = readStore("atk")
return true return true
+1 -1
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@@ -11,7 +11,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
func attack(entity: EntityBase): func attack(entity: EntityBase):
var weaponPos = entity.findWeaponAnchor("normal") var weaponPos = entity.findWeaponAnchor("normal")
for i in range(int(randi_range(readStore("mincount"), readStore("maxcount")))): for i in range(int(randi_range(readStore("mincount"), readStore("maxcount")))):
for j in BulletBase.generate(preload("res://components/Bullets/VectorStar.tscn"), entity, weaponPos, deg_to_rad(randf_range(0, 360))): for j in BulletBase.generate(load("res://components/Bullets/VectorStar.tscn"), entity, weaponPos, deg_to_rad(randf_range(0, 360))):
var bullet: VectorStar = j var bullet: VectorStar = j
bullet.damage = readStore("atk") bullet.damage = readStore("atk")
bullet.tracer = EntityTool.findClosetEntity(get_global_mouse_position(), get_tree(), !entity.isPlayer(), entity.isPlayer()) bullet.tracer = EntityTool.findClosetEntity(get_global_mouse_position(), get_tree(), !entity.isPlayer(), entity.isPlayer())
+1 -1
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@@ -33,7 +33,7 @@ func _ready():
queue_free() queue_free()
static func create(spawnDamage: float, spawnCrit: bool, spawnPosition: Vector2, addToWorld: bool = true) -> DamageLabel: static func create(spawnDamage: float, spawnCrit: bool, spawnPosition: Vector2, addToWorld: bool = true) -> DamageLabel:
var instance = preload("res://components/UI/DamageLabel.tscn").instantiate() var instance = load("res://components/UI/DamageLabel.tscn").instantiate()
instance.damage = spawnDamage instance.damage = spawnDamage
instance.crit = spawnCrit instance.crit = spawnCrit
instance.position = spawnPosition instance.position = spawnPosition
+3 -3
View File
@@ -126,7 +126,7 @@ func _ready():
UIState.energyPercent.setCurrent(newEnergy) UIState.energyPercent.setCurrent(newEnergy)
) )
for i in weapons: for i in weapons:
var icon: SkillIcon = preload("res://components/Abstracts/SkillIconBase.tscn").instantiate() var icon: SkillIcon = load("res://components/Abstracts/SkillIconBase.tscn").instantiate()
icon.weapon = i icon.weapon = i
UIState.skillIconContainer.add_child(icon) UIState.skillIconContainer.add_child(icon)
else: else:
@@ -266,7 +266,7 @@ func tryAttack(type: int, needChargeUp: bool = false):
if state: if state:
if needChargeUp: if needChargeUp:
charginup = true charginup = true
await EffectController.create(preload("res://components/Effects/AttackStar.tscn"), damageAnchor.global_position).shot() await EffectController.create(load("res://components/Effects/AttackStar.tscn"), damageAnchor.global_position).shot()
charginup = false charginup = false
if isPlayer(): if isPlayer():
if await weapon.tryAttack(self): if await weapon.tryAttack(self):
@@ -317,7 +317,7 @@ func tryDie(by: BulletBase = null):
if isPlayer(): if isPlayer():
if UIState.player == self: if UIState.player == self:
UIState.setPanel("GameOver", [displayName, by.launcher.displayName, by.displayName]) UIState.setPanel("GameOver", [displayName, by.launcher.displayName, by.displayName])
EffectController.create(preload("res://components/Effects/DeadBlood.tscn"), texture.global_position).shot() EffectController.create(load("res://components/Effects/DeadBlood.tscn"), texture.global_position).shot()
await die() await die()
died.emit() died.emit()
queue_free() queue_free()
+1 -1
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@@ -37,7 +37,7 @@ func _ready():
valueLabel.label_settings.font_color = Color(1, 1, 1) valueLabel.label_settings.font_color = Color(1, 1, 1)
static func create(newField: FieldStore.Entity, newValue: float, newShowSign: bool, newEntity: EntityBase, newUseViewCast: bool) -> FieldShow: static func create(newField: FieldStore.Entity, newValue: float, newShowSign: bool, newEntity: EntityBase, newUseViewCast: bool) -> FieldShow:
var fieldShow = preload("res://components/UI/FieldShow.tscn").instantiate() var fieldShow = load("res://components/UI/FieldShow.tscn").instantiate()
fieldShow.field = newField fieldShow.field = newField
fieldShow.value = newValue fieldShow.value = newValue
fieldShow.showSign = newShowSign fieldShow.showSign = newShowSign
+1 -1
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@@ -50,7 +50,7 @@ static func generate(
spawnPosition: Vector2, spawnPosition: Vector2,
addToWorld: bool = true addToWorld: bool = true
): ):
var instance: ItemDropped = preload("res://components/UI/ItemDropped.tscn").instantiate() var instance: ItemDropped = load("res://components/UI/ItemDropped.tscn").instantiate()
instance.item = itemType instance.item = itemType
instance.stackCount = count instance.stackCount = count
instance.position = spawnPosition instance.position = spawnPosition
+1 -1
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@@ -23,7 +23,7 @@ func _physics_process(_delta):
countLabel.text = str(count) countLabel.text = str(count)
static func generate(itemType: ItemStore.ItemType, itemCount: int = 1, isAutoFree: bool = false): static func generate(itemType: ItemStore.ItemType, itemCount: int = 1, isAutoFree: bool = false):
var item = preload("res://components/UI/ItemShow.tscn").instantiate() var item = load("res://components/UI/ItemShow.tscn").instantiate()
item.type = itemType item.type = itemType
item.count = itemCount item.count = itemCount
item.autoFree = isAutoFree item.autoFree = isAutoFree
+3 -3
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@@ -4,7 +4,7 @@ class_name Feed
signal selected(applied: bool) signal selected(applied: bool)
@export var avatarTexture: Texture2D = preload("res://icon.svg") @export var avatarTexture: Texture2D = load("res://icon.svg")
@export var displayName: String = "未命名饲料" @export var displayName: String = "未命名饲料"
@export var quality: FeedName.Quality = FeedName.Quality.COMMON @export var quality: FeedName.Quality = FeedName.Quality.COMMON
@export var topic: FeedName.Topic = FeedName.Topic.SURVIVAL @export var topic: FeedName.Topic = FeedName.Topic.SURVIVAL
@@ -69,7 +69,7 @@ func rebuildInfo():
noField = false noField = false
var field = fields[i] var field = fields[i]
var value = fieldValues[i] var value = fieldValues[i]
var fieldShow: FieldShow = preload("res://components/UI/FieldShow.tscn").instantiate() var fieldShow: FieldShow = load("res://components/UI/FieldShow.tscn").instantiate()
fieldShow.field = field fieldShow.field = field
fieldShow.value = value fieldShow.value = value
if is_instance_valid(UIState.player): if is_instance_valid(UIState.player):
@@ -82,7 +82,7 @@ func rebuildInfo():
for i in range(min(costs.size(), costCounts.size())): for i in range(min(costs.size(), costCounts.size())):
var cost = costs[i] var cost = costs[i]
var count = costCounts[i] var count = costCounts[i]
var costShow: ItemShow = preload("res://components/UI/ItemShow.tscn").instantiate() var costShow: ItemShow = load("res://components/UI/ItemShow.tscn").instantiate()
costShow.type = cost costShow.type = cost
costShow.count = int(count * multipiler()) costShow.count = int(count * multipiler())
costsBox.add_child(costShow) costsBox.add_child(costShow)
+1 -1
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@@ -2,7 +2,7 @@
extends PanelContainer extends PanelContainer
class_name Weapon class_name Weapon
@export var avatarTexture: Texture2D = preload("res://icon.svg") @export var avatarTexture: Texture2D = load("res://icon.svg")
@export var displayName: String = "未命名饲料" @export var displayName: String = "未命名饲料"
@export var quality: WeaponName.Quality = WeaponName.Quality.COMMON @export var quality: WeaponName.Quality = WeaponName.Quality.COMMON
@export var typeTopic: WeaponName.TypeTopic = WeaponName.TypeTopic.IMPACT @export var typeTopic: WeaponName.TypeTopic = WeaponName.TypeTopic.IMPACT
+4 -1
View File
@@ -3,15 +3,18 @@ class_name DirTool
static func listdir(path: String) -> Array[String]: static func listdir(path: String) -> Array[String]:
var files: Array[String] = [] var files: Array[String] = []
var dir = DirAccess.open(path) var dir = DirAccess.open(path)
if !path.ends_with("/"):
path += "/"
if dir: if dir:
dir.list_dir_begin() dir.list_dir_begin()
var file_name = dir.get_next() var file_name = dir.get_next()
while file_name != "": while file_name != "":
if file_name != "." and file_name != "..": if file_name != "." and file_name != "..":
if file_name.get_extension() == "remap":
file_name = file_name.substr(0, len(file_name) - 6)
files.append(path + file_name) files.append(path + file_name)
file_name = dir.get_next() file_name = dir.get_next()
dir.list_dir_end() dir.list_dir_end()
return files return files
else: else:
print("无法打开目录: ", path)
return [] return []
@@ -0,0 +1,3 @@
class_name ComponentManager
var store = {}
+1 -1
View File
@@ -3,7 +3,7 @@ class_name QuickUI
static func smallText(text: String, center: bool = true): static func smallText(text: String, center: bool = true):
var label = Label.new() var label = Label.new()
label.text = text label.text = text
label.theme = preload("res://themes/smallText.tres") label.theme = load("res://themes/smallText.tres")
if center: if center:
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
return label return label