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:
@@ -1,8 +1,10 @@
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[gd_scene load_steps=13 format=3 uid="uid://2odeyqgojcge"]
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[gd_scene load_steps=16 format=3 uid="uid://2odeyqgojcge"]
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[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_sltl7"]
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[ext_resource type="Texture2D" uid="uid://bkiaaucejquik" path="res://resources/bullets/light-express/Everlasting_Rainbow.png" id="2_3w4yo"]
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[ext_resource type="Script" path="res://scripts/Contents/Bullets/BossAttack/Bear/ForeverRainbow.gd" id="2_wwmq8"]
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[ext_resource type="Shader" path="res://shaders/Light.gdshader" id="4_tms7p"]
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[ext_resource type="Script" path="res://scripts/Statemachine/ShaderStage.gd" id="5_ulipy"]
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[sub_resource type="Gradient" id="Gradient_wd04q"]
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offsets = PackedFloat32Array(0, 0.16, 0.32, 0.48, 0.64, 0.8, 1)
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@@ -82,6 +84,11 @@ _data = {
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"spawn": SubResource("Animation_kmogx")
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}
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_rigqa"]
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shader = ExtResource("4_tms7p")
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shader_parameter/color = Color(1, 1, 1, 1)
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shader_parameter/mixProgress = 1.0
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_4fgwj"]
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radius = 15.0
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height = 224.0
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@@ -104,7 +111,15 @@ libraries = {
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"": SubResource("AnimationLibrary_edsep")
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}
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[node name="light" type="Node2D" parent="texture" index="1"]
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material = SubResource("ShaderMaterial_rigqa")
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position = Vector2(75, 0)
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script = ExtResource("5_ulipy")
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size = Vector2(50, 50)
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color = Color(1, 1, 1, 0)
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[node name="hitbox" parent="." index="1"]
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visible = false
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position = Vector2(-13, 0)
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rotation = 1.5708
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shape = SubResource("CapsuleShape2D_4fgwj")
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@@ -3,7 +3,7 @@
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[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_kwotu"]
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[ext_resource type="Script" path="res://scripts/Contents/Bullets/BossAttack/Bear/LightGun.gd" id="2_jid6s"]
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[ext_resource type="Script" path="res://scripts/Statemachine/ShaderStage.gd" id="3_or7kk"]
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[ext_resource type="Shader" path="res://shaders/LightTrack.gdshader" id="3_spbey"]
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[ext_resource type="Shader" path="res://shaders/BigLaser.gdshader" id="3_y3jot"]
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[ext_resource type="Texture2D" uid="uid://cf065c7jjufq" path="res://resources/bullets/light-express/Ethereal_Lance.webp" id="5_bepne"]
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[sub_resource type="Gradient" id="Gradient_ep4dl"]
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@@ -18,7 +18,7 @@ length = 0.001
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tracks/0/type = "bezier"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("track:material:shader_parameter/color:a")
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tracks/0/path = NodePath("track:material:shader_parameter/alpha")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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@@ -101,7 +101,7 @@ step = 0.05
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tracks/0/type = "bezier"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("track:material:shader_parameter/color:a")
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tracks/0/path = NodePath("track:material:shader_parameter/alpha")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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@@ -164,8 +164,16 @@ _data = {
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}
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_sjtia"]
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shader = ExtResource("3_spbey")
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shader_parameter/color = Color(1, 1, 1, 0)
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shader = ExtResource("3_y3jot")
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shader_parameter/laser_color = Color(1, 1, 1, 0)
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shader_parameter/width = 1.0
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shader_parameter/softness = 0.25
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shader_parameter/wave_speed = 2.0
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shader_parameter/wave_frequency = 1.0
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shader_parameter/wave_amplitude = 0.5
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shader_parameter/wave_width = 0.01
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shader_parameter/edge_nonalpha = 0.25
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shader_parameter/alpha = 0.0
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[sub_resource type="Curve" id="Curve_h144l"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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@@ -213,8 +221,9 @@ libraries = {
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[node name="track" type="Node2D" parent="texture" index="1"]
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unique_name_in_owner = true
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material = SubResource("ShaderMaterial_sjtia")
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rotation = 1.5708
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script = ExtResource("3_or7kk")
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size = Vector2(2000, 10)
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size = Vector2(10, 2000)
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[node name="sword" type="Sprite2D" parent="texture" index="2"]
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unique_name_in_owner = true
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@@ -86,64 +86,64 @@ _data = {
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"right": SubResource("Animation_nuh11")
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}
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[sub_resource type="Curve" id="Curve_u430e"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_6h05p"]
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shader = ExtResource("12_j8sas")
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[sub_resource type="Curve" id="Curve_bm78d"]
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_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]
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point_count = 3
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[sub_resource type="CurveTexture" id="CurveTexture_4vlq0"]
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curve = SubResource("Curve_u430e")
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[sub_resource type="CurveTexture" id="CurveTexture_8q862"]
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curve = SubResource("Curve_bm78d")
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[sub_resource type="Curve" id="Curve_hrxfa"]
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[sub_resource type="Curve" id="Curve_ixlo1"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_f4sgy"]
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curve = SubResource("Curve_hrxfa")
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[sub_resource type="CurveTexture" id="CurveTexture_u5n7f"]
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curve = SubResource("Curve_ixlo1")
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[sub_resource type="Gradient" id="Gradient_ep4dl"]
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[sub_resource type="Gradient" id="Gradient_vg70m"]
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offsets = PackedFloat32Array(0, 0.16, 0.32, 0.48, 0.64, 0.8, 1)
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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)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_53df5"]
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gradient = SubResource("Gradient_ep4dl")
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_psgmo"]
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gradient = SubResource("Gradient_vg70m")
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[sub_resource type="Gradient" id="Gradient_c54lm"]
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[sub_resource type="Gradient" id="Gradient_6x70l"]
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colors = PackedColorArray(0.1, 0.1, 0.1, 1, 1, 1, 1, 1)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_o57pq"]
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gradient = SubResource("Gradient_c54lm")
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_vxwls"]
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gradient = SubResource("Gradient_6x70l")
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[sub_resource type="Curve" id="Curve_wldwu"]
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[sub_resource type="Curve" id="Curve_glsl5"]
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_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]
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point_count = 3
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[sub_resource type="CurveTexture" id="CurveTexture_hk4ss"]
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curve = SubResource("Curve_wldwu")
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[sub_resource type="CurveTexture" id="CurveTexture_g2o7h"]
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curve = SubResource("Curve_glsl5")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_5v3nj"]
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_nv4nf"]
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particle_flag_disable_z = true
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emission_shape = 3
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emission_box_extents = Vector3(200, 200, 1)
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emission_box_extents = Vector3(50, 50, 1)
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angle_min = 1.07288e-05
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angle_max = 360.0
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angle_curve = SubResource("CurveTexture_f4sgy")
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angle_curve = SubResource("CurveTexture_u5n7f")
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spread = 180.0
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initial_velocity_min = 200.0
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initial_velocity_max = 400.0
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initial_velocity_min = 100.0
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initial_velocity_max = 200.0
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gravity = Vector3(0, 0, 0)
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scale_curve = SubResource("CurveTexture_hk4ss")
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scale_curve = SubResource("CurveTexture_g2o7h")
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color = Color(10, 10, 10, 1)
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color_ramp = SubResource("GradientTexture1D_o57pq")
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color_initial_ramp = SubResource("GradientTexture1D_53df5")
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alpha_curve = SubResource("CurveTexture_4vlq0")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_6h05p"]
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shader = ExtResource("12_j8sas")
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color_ramp = SubResource("GradientTexture1D_vxwls")
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color_initial_ramp = SubResource("GradientTexture1D_psgmo")
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alpha_curve = SubResource("CurveTexture_8q862")
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[node name="Bear" instance=ExtResource("1_3ves7")]
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script = ExtResource("2_kh2af")
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displayName = "熊谷凌"
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metadata/_edit_vertical_guides_ = [-175.0, 177.0]
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metadata/_edit_vertical_guides_ = [-50.0]
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[node name="attack0" parent="sounds" index="5"]
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stream = ExtResource("3_n5dji")
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@@ -179,19 +179,19 @@ libraries = {
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[node name="normal" type="Node2D" parent="texture/weapons" index="0"]
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[node name="sprintParticle" type="GPUParticles2D" parent="texture" index="6"]
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unique_name_in_owner = true
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z_index = -1
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emitting = false
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amount = 20
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process_material = SubResource("ParticleProcessMaterial_5v3nj")
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texture = ExtResource("13_v2sdb")
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[node name="mask" type="Sprite2D" parent="texture" index="7"]
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unique_name_in_owner = true
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material = SubResource("ShaderMaterial_6h05p")
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texture = ExtResource("13_v2sdb")
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[node name="sprintParticle" type="GPUParticles2D" parent="texture" index="8"]
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unique_name_in_owner = true
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z_index = -1
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emitting = false
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amount = 50
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process_material = SubResource("ParticleProcessMaterial_nv4nf")
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texture = ExtResource("13_v2sdb")
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[node name="statebar" parent="." index="3"]
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position = Vector2(0, -114)
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@@ -17,4 +17,5 @@ func ai():
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PresetBulletAI.forward(self, rotation)
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func setColor(color: Color):
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texture.modulate = color
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texture.self_modulate = color
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texture.modulate.v *= 10
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@@ -17,7 +17,7 @@ func spawn():
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track.material = track.material.duplicate()
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points.process_material = points.process_material.duplicate()
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setColor(myColor)
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track.size.x = length
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track.size.y = length
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TickTool.modifyAnimationKey(animator, "spawn", "sword:position:x", Animation.TrackType.TYPE_BEZIER, 2.5, length / -2)
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TickTool.modifyAnimationKey(animator, "spawn", "sword:position:x", Animation.TrackType.TYPE_BEZIER, 3, length / 2)
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TickTool.modifyAnimationKey(animator, "spawn", "%hitbox:position:x", Animation.TrackType.TYPE_BEZIER, 2.5, length / -2)
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@@ -25,8 +25,9 @@ func spawn():
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await TickTool.millseconds(2500)
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points.emitting = true
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func setColor(color: Color):
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color.v *= 2
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var result = Color(color)
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result.a = 0
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track.material.set_shader_parameter("color", result)
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track.material.set_shader_parameter("laser_color", result)
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sword.modulate = color
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points.process_material.color = color
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@@ -78,7 +78,7 @@ func attack(type):
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return false
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elif type == 5:
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playSound("attack5")
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var count = randi_range(10, 15)
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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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@@ -8,6 +8,7 @@ uniform float wave_frequency : hint_range(1.0, 20.0) = 8.0; // 波频率
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uniform float wave_amplitude : hint_range(0.1, 2.0) = 0.5; // 波幅度
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uniform float wave_width : hint_range(0.01, 0.5) = 0.1; // 波宽度
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uniform float edge_nonalpha:hint_range(0.0, 1.0, 0.01)=0.25;
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uniform float alpha:hint_range(0.0, 1.0, 0.01)=1.0;
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void fragment() {
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vec2 uv = UV - vec2(0.5, 0.0);
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float dist = abs(uv.x) / width;
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@@ -21,4 +22,5 @@ void fragment() {
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vec3 base_color = mix(vec3(1.0), laser_color.rgb, 1.0 - laser_intensity);
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vec3 color = base_color + vec3(wave_intensity);
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COLOR = vec4(color,smoothstep(0,1.0-edge_nonalpha,(0.5-x_dist)/0.5));
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COLOR.a*=alpha;
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}
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@@ -1,8 +1,9 @@
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shader_type canvas_item;
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uniform vec4 color:source_color;
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uniform float mixProgress:hint_range(0.0, 1.0, 0.01)=0.5;
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void fragment() {
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float maxDistance=0.5;
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float dist=distance(UV,vec2(0.5));
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vec4 mixed=vec4(color.rgb,smoothstep(0,1,(maxDistance-dist)/maxDistance));
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COLOR=mix(COLOR,mixed,0.5);
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COLOR=mix(COLOR,mixed,mixProgress);
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}
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