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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(角色): 为KukeMC添加重型紫水晶攻击技能
- 新增HeavyCrystal.gd脚本实现重型紫水晶子弹逻辑 - 在KukeMC角色中添加type=3的攻击类型 - 调整子弹场景配置,增加粒子特效和碰撞检测 - 移除旧的生成子角色和随机水晶攻击逻辑
This commit is contained in:
@@ -1,9 +1,10 @@
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[gd_scene load_steps=10 format=3 uid="uid://dxd6ikymj0fge"]
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[gd_scene load_steps=14 format=3 uid="uid://dxd6ikymj0fge"]
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[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_mf7ha"]
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[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_mf7ha"]
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[ext_resource type="Script" path="res://scripts/Statemachine/ShaderStage.gd" id="2_75div"]
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[ext_resource type="Script" path="res://scripts/Statemachine/ShaderStage.gd" id="2_75div"]
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[ext_resource type="Texture2D" uid="uid://c7hyatbuieaj" path="res://resources/bullets/purple-crystal/frames/0.svg" id="2_ghoc2"]
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[ext_resource type="Texture2D" uid="uid://c7hyatbuieaj" path="res://resources/bullets/purple-crystal/frames/0.svg" id="2_ghoc2"]
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[ext_resource type="Shader" path="res://shaders/Ring.gdshader" id="2_utujj"]
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[ext_resource type="Shader" path="res://shaders/Ring.gdshader" id="2_utujj"]
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[ext_resource type="Script" path="res://scripts/Contents/Bullets/BossAttack/KukeMC/HeavyCrystal.gd" id="2_ygemv"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_1i43q"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_1i43q"]
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shader = ExtResource("2_utujj")
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shader = ExtResource("2_utujj")
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@@ -101,19 +102,53 @@ _data = {
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"spawn": SubResource("Animation_qobcv")
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"spawn": SubResource("Animation_qobcv")
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}
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}
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[sub_resource type="Curve" id="Curve_g11yl"]
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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_inkfe"]
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curve = SubResource("Curve_g11yl")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_hgwnm"]
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particle_flag_disable_z = true
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direction = Vector3(-1, 0, 0)
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spread = 0.0
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initial_velocity_min = 300.0
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initial_velocity_max = 300.0
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gravity = Vector3(0, 0, 0)
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alpha_curve = SubResource("CurveTexture_inkfe")
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[node name="HeavyCrystal" instance=ExtResource("1_mf7ha")]
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[node name="HeavyCrystal" instance=ExtResource("1_mf7ha")]
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script = ExtResource("2_ygemv")
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displayName = "重型紫水晶"
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speed = 0.0
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damage = 20.0
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lifeTime = 2000.0
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[node name="track" type="Node2D" parent="." index="0"]
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[node name="track" type="Node2D" parent="." index="0"]
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unique_name_in_owner = true
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material = SubResource("ShaderMaterial_1i43q")
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material = SubResource("ShaderMaterial_1i43q")
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script = ExtResource("2_75div")
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script = ExtResource("2_75div")
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size = Vector2(150, 150)
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size = Vector2(150, 150)
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color = Color(0.451438, 0.278306, 1.44392e-07, 1)
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color = Color(0.451438, 0.278306, 1.44392e-07, 1)
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[node name="texture" parent="." index="1"]
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[node name="texture" parent="." index="1"]
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position = Vector2(73, 0)
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position = Vector2(95, 0)
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scale = Vector2(1.5, 1.5)
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sprite_frames = SubResource("SpriteFrames_e150r")
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sprite_frames = SubResource("SpriteFrames_e150r")
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[node name="animator" parent="texture" index="0"]
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[node name="animator" parent="texture" index="0"]
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libraries = {
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libraries = {
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"": SubResource("AnimationLibrary_mdce7")
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"": SubResource("AnimationLibrary_mdce7")
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}
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}
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[node name="trail" type="GPUParticles2D" parent="texture" index="1"]
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unique_name_in_owner = true
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z_index = -1
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amount = 10
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process_material = SubResource("ParticleProcessMaterial_hgwnm")
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texture = ExtResource("2_ghoc2")
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local_coords = true
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[node name="hitbox" parent="." index="2"]
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position = Vector2(60, 0)
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@@ -0,0 +1,17 @@
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extends BulletBase
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@onready var trail: GPUParticles2D = $"%trail"
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@onready var track: Node2D = $"%track"
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var readyTime: float = 1000
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func spawn():
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trail.emitting = false
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func ai():
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if timeLived() < readyTime:
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rotation = launcher.position.angle_to_point(launcher.currentFocusedBoss.position)
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else:
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PresetBulletAI.forward(self, rotation)
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speed += 1
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trail.emitting = true
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track.visible = false
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@@ -7,15 +7,8 @@ func register():
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attackCooldownMap[0] = 2000
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attackCooldownMap[0] = 2000
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attackCooldownMap[1] = 5000
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attackCooldownMap[1] = 5000
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attackCooldownMap[2] = 6000
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attackCooldownMap[2] = 6000
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attackCooldownMap[3] = 2000
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inventory[ItemStore.ItemType.APPLE] = INF
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inventory[ItemStore.ItemType.APPLE] = INF
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func spawn():
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for i in 3:
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var child = EntityBase.generate(load("res://components/Characters/KukeChild.tscn"), position + MathTool.randv2_range(500))
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child.currentFocusedBoss = currentFocusedBoss
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child.masterMine = self
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for i in randi_range(5, 25):
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360)))
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await TickTool.millseconds(randi_range(0, 50))
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func ai():
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 500)
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PresetEntityAI.follow(self, currentFocusedBoss, 500)
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for bullet in get_tree().get_nodes_in_group("bullets"):
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for bullet in get_tree().get_nodes_in_group("bullets"):
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@@ -24,8 +17,9 @@ func ai():
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bullet.position.distance_to(self.position) < 200
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bullet.position.distance_to(self.position) < 200
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):
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):
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bullet.tryDestroy()
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bullet.tryDestroy()
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for i in len(attackCooldownMap.keys()):
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# for i in len(attackCooldownMap.keys()):
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tryAttack(i)
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# tryAttack(i)
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tryAttack(3)
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func attack(type):
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func attack(type):
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if type == 0:
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if type == 0:
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for i in randi_range(8, 16):
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for i in randi_range(8, 16):
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@@ -45,3 +39,5 @@ func attack(type):
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fields[FieldStore.Entity.OFFSET_SHOOT] = 0
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fields[FieldStore.Entity.OFFSET_SHOOT] = 0
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i + 360.0 / count1 * j))
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i + 360.0 / count1 * j))
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await TickTool.millseconds(100)
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await TickTool.millseconds(100)
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elif type == 3:
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BulletBase.generate(preload("res://components/Bullets/BossAttack/KukeMC/HeavyCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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