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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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
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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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