mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
feat: 更新多个组件,调整动画、显示名称和参数,优化游戏体验
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@@ -1,9 +1,9 @@
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extends BulletBase
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class_name Diamond
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const traceTime = 1000
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const traceTime = 2000
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func ai():
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rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.2 * ((traceTime - timeLived()) / traceTime))
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rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.1 * clamp((traceTime - timeLived()) / traceTime, 0, INF))
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canDamageSelf = !(timeLived() >= traceTime)
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forward(Vector2.from_angle(rotation))
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@@ -2,18 +2,28 @@
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extends FullscreenPanelBase
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var selectedCount: int = 0
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var refreshNeedBaseballCount = 100
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@onready var avaliableFeeds: Node2D = $"%avaliableFeeds"
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@onready var feedCards: HBoxContainer = $"%feedcards"
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@onready var waveLabel: RichTextLabel = $"%wave"
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@onready var countLabel: RichTextLabel = $"%count"
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@onready var skipBtn: Button = $"%skipBtn"
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@onready var refreshBtn: Button = $"%refreshBtn"
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@onready var needBB: ItemShow = $"%needBB"
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func _ready():
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skipBtn.pressed.connect(
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func():
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finish()
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)
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refreshBtn.pressed.connect(
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func():
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if UIState.player.inventory[ItemStore.ItemType.BASEBALL] >= refreshNeedBaseballCount:
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UIState.player.inventory[ItemStore.ItemType.BASEBALL] -= refreshNeedBaseballCount
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refreshNeedBaseballCount *= 1 + randf_range(GameRule.refreshCountIncreasePercent.x, GameRule.refreshCountIncreasePercent.y)
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regenerateCards()
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)
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for file in DirTool.listdir("res://components/Feeds/"):
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var i = load(file).instantiate() as Feed
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i.selected.connect(
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@@ -28,8 +38,22 @@ func _ready():
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func beforeOpen():
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selectedCount = 0
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afterClose()
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regenerateCards()
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func clearCards():
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for i in feedCards.get_children():
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feedCards.remove_child(i)
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avaliableFeeds.add_child(i)
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func updateValue():
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waveLabel.text = str(Wave.current + 1)
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countLabel.text = str(UIState.player.fields[FieldStore.Entity.FEED_COUNT_CAN_MADE] - selectedCount)
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needBB.count = refreshNeedBaseballCount
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func finish():
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Wave.next()
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UIState.closeCurrentPanel()
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func regenerateCards():
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updateValue()
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clearCards()
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var feeds: Array[Feed] = []
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for i in avaliableFeeds.get_children():
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feeds.append(i)
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@@ -38,14 +62,3 @@ func beforeOpen():
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var feed = feeds[i] as Feed
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avaliableFeeds.remove_child(feed)
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feedCards.add_child(feed)
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func afterClose():
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for i in feedCards.get_children():
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feedCards.remove_child(i)
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avaliableFeeds.add_child(i)
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func updateValue():
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waveLabel.text = str(Wave.current + 1)
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countLabel.text = str(UIState.player.fields[FieldStore.Entity.FEED_COUNT_CAN_MADE] - selectedCount)
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func finish():
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Wave.next()
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UIState.closeCurrentPanel()
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@@ -8,7 +8,7 @@ var targetPlayer: EntityBase = null
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@onready var texture: Sprite2D = $"%texture"
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func _ready():
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apply_force(MathTool.randv2_range(20000), MathTool.randv2_range(10))
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apply_force(MathTool.randv2_range(30000), MathTool.randv2_range(10))
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func _process(_delta):
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texture.texture = ItemStore.getTexture(item)
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func _physics_process(_delta):
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@@ -5,4 +5,5 @@ static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
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static var damageOffset: float = 0.2 # 伤害随机浮动比例,默认20%,即10的基础伤害会应用为8~12
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static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随机偏移
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static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
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static var appleDropRate: float = 0.1 # 苹果掉落概率
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static var appleDropRate: float = 0.1 # 苹果掉落概率
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static var refreshCountIncreasePercent: Vector2 = Vector2(0.4, 1.1) # 刷新所需的棒球数量的增加的百分比,随机,默认为40%~110%
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