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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-30 07:51:54 +08:00

feat(子弹效果): 增强彩虹子弹和光枪的视觉效果

- 修改彩虹子弹的着色器参数和颜色处理
- 更新光枪的着色器和材质参数
- 调整熊角色攻击时的子弹数量
- 优化粒子效果和材质设置
This commit is contained in:
2025-09-14 17:10:17 +08:00
parent 0454616c39
commit 5300144d96
8 changed files with 77 additions and 48 deletions
@@ -1,8 +1,10 @@
[gd_scene load_steps=13 format=3 uid="uid://2odeyqgojcge"]
[gd_scene load_steps=16 format=3 uid="uid://2odeyqgojcge"]
[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_sltl7"]
[ext_resource type="Texture2D" uid="uid://bkiaaucejquik" path="res://resources/bullets/light-express/Everlasting_Rainbow.png" id="2_3w4yo"]
[ext_resource type="Script" path="res://scripts/Contents/Bullets/BossAttack/Bear/ForeverRainbow.gd" id="2_wwmq8"]
[ext_resource type="Shader" path="res://shaders/Light.gdshader" id="4_tms7p"]
[ext_resource type="Script" path="res://scripts/Statemachine/ShaderStage.gd" id="5_ulipy"]
[sub_resource type="Gradient" id="Gradient_wd04q"]
offsets = PackedFloat32Array(0, 0.16, 0.32, 0.48, 0.64, 0.8, 1)
@@ -82,6 +84,11 @@ _data = {
"spawn": SubResource("Animation_kmogx")
}
[sub_resource type="ShaderMaterial" id="ShaderMaterial_rigqa"]
shader = ExtResource("4_tms7p")
shader_parameter/color = Color(1, 1, 1, 1)
shader_parameter/mixProgress = 1.0
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_4fgwj"]
radius = 15.0
height = 224.0
@@ -104,7 +111,15 @@ libraries = {
"": SubResource("AnimationLibrary_edsep")
}
[node name="light" type="Node2D" parent="texture" index="1"]
material = SubResource("ShaderMaterial_rigqa")
position = Vector2(75, 0)
script = ExtResource("5_ulipy")
size = Vector2(50, 50)
color = Color(1, 1, 1, 0)
[node name="hitbox" parent="." index="1"]
visible = false
position = Vector2(-13, 0)
rotation = 1.5708
shape = SubResource("CapsuleShape2D_4fgwj")
@@ -3,7 +3,7 @@
[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_kwotu"]
[ext_resource type="Script" path="res://scripts/Contents/Bullets/BossAttack/Bear/LightGun.gd" id="2_jid6s"]
[ext_resource type="Script" path="res://scripts/Statemachine/ShaderStage.gd" id="3_or7kk"]
[ext_resource type="Shader" path="res://shaders/LightTrack.gdshader" id="3_spbey"]
[ext_resource type="Shader" path="res://shaders/BigLaser.gdshader" id="3_y3jot"]
[ext_resource type="Texture2D" uid="uid://cf065c7jjufq" path="res://resources/bullets/light-express/Ethereal_Lance.webp" id="5_bepne"]
[sub_resource type="Gradient" id="Gradient_ep4dl"]
@@ -18,7 +18,7 @@ length = 0.001
tracks/0/type = "bezier"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("track:material:shader_parameter/color:a")
tracks/0/path = NodePath("track:material:shader_parameter/alpha")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
@@ -101,7 +101,7 @@ step = 0.05
tracks/0/type = "bezier"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("track:material:shader_parameter/color:a")
tracks/0/path = NodePath("track:material:shader_parameter/alpha")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
@@ -164,8 +164,16 @@ _data = {
}
[sub_resource type="ShaderMaterial" id="ShaderMaterial_sjtia"]
shader = ExtResource("3_spbey")
shader_parameter/color = Color(1, 1, 1, 0)
shader = ExtResource("3_y3jot")
shader_parameter/laser_color = Color(1, 1, 1, 0)
shader_parameter/width = 1.0
shader_parameter/softness = 0.25
shader_parameter/wave_speed = 2.0
shader_parameter/wave_frequency = 1.0
shader_parameter/wave_amplitude = 0.5
shader_parameter/wave_width = 0.01
shader_parameter/edge_nonalpha = 0.25
shader_parameter/alpha = 0.0
[sub_resource type="Curve" id="Curve_h144l"]
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
@@ -213,8 +221,9 @@ libraries = {
[node name="track" type="Node2D" parent="texture" index="1"]
unique_name_in_owner = true
material = SubResource("ShaderMaterial_sjtia")
rotation = 1.5708
script = ExtResource("3_or7kk")
size = Vector2(2000, 10)
size = Vector2(10, 2000)
[node name="sword" type="Sprite2D" parent="texture" index="2"]
unique_name_in_owner = true
+36 -36
View File
@@ -86,64 +86,64 @@ _data = {
"right": SubResource("Animation_nuh11")
}
[sub_resource type="Curve" id="Curve_u430e"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_6h05p"]
shader = ExtResource("12_j8sas")
[sub_resource type="Curve" id="Curve_bm78d"]
_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.2, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 3
[sub_resource type="CurveTexture" id="CurveTexture_4vlq0"]
curve = SubResource("Curve_u430e")
[sub_resource type="CurveTexture" id="CurveTexture_8q862"]
curve = SubResource("Curve_bm78d")
[sub_resource type="Curve" id="Curve_hrxfa"]
[sub_resource type="Curve" id="Curve_ixlo1"]
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_f4sgy"]
curve = SubResource("Curve_hrxfa")
[sub_resource type="CurveTexture" id="CurveTexture_u5n7f"]
curve = SubResource("Curve_ixlo1")
[sub_resource type="Gradient" id="Gradient_ep4dl"]
[sub_resource type="Gradient" id="Gradient_vg70m"]
offsets = PackedFloat32Array(0, 0.16, 0.32, 0.48, 0.64, 0.8, 1)
colors = PackedColorArray(1, 0, 0, 1, 1, 0.447059, 0, 1, 1, 0.890625, 0, 1, 0, 0.820313, 0.128174, 1, 0, 1, 0.859375, 1, 0, 0.53125, 1, 1, 0.429688, 0, 1, 1)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_53df5"]
gradient = SubResource("Gradient_ep4dl")
[sub_resource type="GradientTexture1D" id="GradientTexture1D_psgmo"]
gradient = SubResource("Gradient_vg70m")
[sub_resource type="Gradient" id="Gradient_c54lm"]
[sub_resource type="Gradient" id="Gradient_6x70l"]
colors = PackedColorArray(0.1, 0.1, 0.1, 1, 1, 1, 1, 1)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_o57pq"]
gradient = SubResource("Gradient_c54lm")
[sub_resource type="GradientTexture1D" id="GradientTexture1D_vxwls"]
gradient = SubResource("Gradient_6x70l")
[sub_resource type="Curve" id="Curve_wldwu"]
[sub_resource type="Curve" id="Curve_glsl5"]
_data = [Vector2(0, 0.5), 0.0, 0.0, 0, 0, Vector2(0.2, 0.75), 0.0, 0.0, 0, 0, Vector2(1, 0.3), 0.0, 0.0, 0, 0]
point_count = 3
[sub_resource type="CurveTexture" id="CurveTexture_hk4ss"]
curve = SubResource("Curve_wldwu")
[sub_resource type="CurveTexture" id="CurveTexture_g2o7h"]
curve = SubResource("Curve_glsl5")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_5v3nj"]
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_nv4nf"]
particle_flag_disable_z = true
emission_shape = 3
emission_box_extents = Vector3(200, 200, 1)
emission_box_extents = Vector3(50, 50, 1)
angle_min = 1.07288e-05
angle_max = 360.0
angle_curve = SubResource("CurveTexture_f4sgy")
angle_curve = SubResource("CurveTexture_u5n7f")
spread = 180.0
initial_velocity_min = 200.0
initial_velocity_max = 400.0
initial_velocity_min = 100.0
initial_velocity_max = 200.0
gravity = Vector3(0, 0, 0)
scale_curve = SubResource("CurveTexture_hk4ss")
scale_curve = SubResource("CurveTexture_g2o7h")
color = Color(10, 10, 10, 1)
color_ramp = SubResource("GradientTexture1D_o57pq")
color_initial_ramp = SubResource("GradientTexture1D_53df5")
alpha_curve = SubResource("CurveTexture_4vlq0")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_6h05p"]
shader = ExtResource("12_j8sas")
color_ramp = SubResource("GradientTexture1D_vxwls")
color_initial_ramp = SubResource("GradientTexture1D_psgmo")
alpha_curve = SubResource("CurveTexture_8q862")
[node name="Bear" instance=ExtResource("1_3ves7")]
script = ExtResource("2_kh2af")
displayName = "熊谷凌"
metadata/_edit_vertical_guides_ = [-175.0, 177.0]
metadata/_edit_vertical_guides_ = [-50.0]
[node name="attack0" parent="sounds" index="5"]
stream = ExtResource("3_n5dji")
@@ -179,19 +179,19 @@ libraries = {
[node name="normal" type="Node2D" parent="texture/weapons" index="0"]
[node name="sprintParticle" type="GPUParticles2D" parent="texture" index="6"]
unique_name_in_owner = true
z_index = -1
emitting = false
amount = 20
process_material = SubResource("ParticleProcessMaterial_5v3nj")
texture = ExtResource("13_v2sdb")
[node name="mask" type="Sprite2D" parent="texture" index="7"]
unique_name_in_owner = true
material = SubResource("ShaderMaterial_6h05p")
texture = ExtResource("13_v2sdb")
[node name="sprintParticle" type="GPUParticles2D" parent="texture" index="8"]
unique_name_in_owner = true
z_index = -1
emitting = false
amount = 50
process_material = SubResource("ParticleProcessMaterial_nv4nf")
texture = ExtResource("13_v2sdb")
[node name="statebar" parent="." index="3"]
position = Vector2(0, -114)
@@ -17,4 +17,5 @@ func ai():
PresetBulletAI.forward(self, rotation)
func setColor(color: Color):
texture.modulate = color
texture.self_modulate = color
texture.modulate.v *= 10
@@ -17,7 +17,7 @@ func spawn():
track.material = track.material.duplicate()
points.process_material = points.process_material.duplicate()
setColor(myColor)
track.size.x = length
track.size.y = length
TickTool.modifyAnimationKey(animator, "spawn", "sword:position:x", Animation.TrackType.TYPE_BEZIER, 2.5, length / -2)
TickTool.modifyAnimationKey(animator, "spawn", "sword:position:x", Animation.TrackType.TYPE_BEZIER, 3, length / 2)
TickTool.modifyAnimationKey(animator, "spawn", "%hitbox:position:x", Animation.TrackType.TYPE_BEZIER, 2.5, length / -2)
@@ -25,8 +25,9 @@ func spawn():
await TickTool.millseconds(2500)
points.emitting = true
func setColor(color: Color):
color.v *= 2
var result = Color(color)
result.a = 0
track.material.set_shader_parameter("color", result)
track.material.set_shader_parameter("laser_color", result)
sword.modulate = color
points.process_material.color = color
+1 -1
View File
@@ -78,7 +78,7 @@ func attack(type):
return false
elif type == 5:
playSound("attack5")
var count = randi_range(10, 15)
var count = randi_range(20, 30)
for i in range(count):
if !is_instance_valid(currentFocusedBoss): return false
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0):
+2
View File
@@ -8,6 +8,7 @@ uniform float wave_frequency : hint_range(1.0, 20.0) = 8.0; // 波频率
uniform float wave_amplitude : hint_range(0.1, 2.0) = 0.5; // 波幅度
uniform float wave_width : hint_range(0.01, 0.5) = 0.1; // 波宽度
uniform float edge_nonalpha:hint_range(0.0, 1.0, 0.01)=0.25;
uniform float alpha:hint_range(0.0, 1.0, 0.01)=1.0;
void fragment() {
vec2 uv = UV - vec2(0.5, 0.0);
float dist = abs(uv.x) / width;
@@ -21,4 +22,5 @@ void fragment() {
vec3 base_color = mix(vec3(1.0), laser_color.rgb, 1.0 - laser_intensity);
vec3 color = base_color + vec3(wave_intensity);
COLOR = vec4(color,smoothstep(0,1.0-edge_nonalpha,(0.5-x_dist)/0.5));
COLOR.a*=alpha;
}
+2 -1
View File
@@ -1,8 +1,9 @@
shader_type canvas_item;
uniform vec4 color:source_color;
uniform float mixProgress:hint_range(0.0, 1.0, 0.01)=0.5;
void fragment() {
float maxDistance=0.5;
float dist=distance(UV,vec2(0.5));
vec4 mixed=vec4(color.rgb,smoothstep(0,1,(maxDistance-dist)/maxDistance));
COLOR=mix(COLOR,mixed,0.5);
COLOR=mix(COLOR,mixed,mixProgress);
}