feat(战斗系统): 添加新武器"树"及其配套子弹和特效
实现新的近战武器"树",包含以下内容: - 添加武器Tree.gd脚本及场景资源 - 新增Parrier子弹类型,支持子弹碰撞检测和反弹效果 - 添加武器攻击音效和子弹命中特效 - 修改BulletBase.gd以支持子弹间碰撞逻辑 - 更新角色预设装备新武器
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_57y3f"]
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size = Vector2(26, 102)
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[node name="Parrier" instance=ExtResource("1_57y3f")]
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script = ExtResource("2_li4th")
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speed = 5.0
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baseDamage = 0.0
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penerate = 1.0
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autoSpawnAnimation = true
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freeAfterSpawn = true
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@@ -1,8 +1,9 @@
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@@ -101,9 +102,16 @@ process_material = SubResource("ParticleProcessMaterial_joj4g")
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[node name="weaponStore" parent="." index="2"]
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[node name="Tree" parent="weaponStore" index="1" instance=ExtResource("3_0omr3")]
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offset_bottom = 350.0
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[node name="Parry" instance=ExtResource("1_vc7s4")]
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frame = 7
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frame_progress = 1.0
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@@ -0,0 +1,8 @@
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After Width: | Height: | Size: 2.7 KiB |
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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[deps]
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After Width: | Height: | Size: 3.6 KiB |
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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path="res://.godot/imported/ParrySparkAccurate.png-9ea7f4fe2c3c378038c78f338ca450cd.ctex"
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metadata={
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[deps]
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source_file="res://resources/effects/parry/ParrySparkAccurate.png"
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dest_files=["res://.godot/imported/ParrySparkAccurate.png-9ea7f4fe2c3c378038c78f338ca450cd.ctex"]
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||||||
@@ -0,0 +1,10 @@
|
|||||||
|
extends BulletBase
|
||||||
|
class_name ParrierBullet
|
||||||
|
|
||||||
|
func hitBullet(bullet: BulletBase):
|
||||||
|
if BulletTool.canDamage(bullet, launcher):
|
||||||
|
EffectController.create(ComponentManager.getEffect("Parry"), position).shot()
|
||||||
|
bullet.tryDestroy()
|
||||||
|
tryDestroy()
|
||||||
|
func ai():
|
||||||
|
PresetBulletAI.forward(self , rotation)
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://bi7nde2rs0w4m
|
||||||
@@ -0,0 +1,13 @@
|
|||||||
|
@tool
|
||||||
|
extends Weapon
|
||||||
|
|
||||||
|
func attack(entity: EntityBase):
|
||||||
|
for bullet in BulletBase.generate(
|
||||||
|
ComponentManager.getBullet("Parrier"),
|
||||||
|
entity,
|
||||||
|
entity.findWeaponAnchor("normal"),
|
||||||
|
entity.findWeaponAnchor("normal").angle_to_point(get_global_mouse_position()),
|
||||||
|
):
|
||||||
|
if bullet is ParrierBullet:
|
||||||
|
pass
|
||||||
|
return true
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://bqdyhwcd4jwmj
|
||||||
@@ -51,11 +51,6 @@ func _ready():
|
|||||||
spawnInWhere = position
|
spawnInWhere = position
|
||||||
spawn()
|
spawn()
|
||||||
dotLoop()
|
dotLoop()
|
||||||
if autoSpawnAnimation:
|
|
||||||
animator.play("spawn")
|
|
||||||
await animator.animation_finished
|
|
||||||
if freeAfterSpawn:
|
|
||||||
tryDestroy()
|
|
||||||
if autoLoopAnimation:
|
if autoLoopAnimation:
|
||||||
animator.play("loop")
|
animator.play("loop")
|
||||||
if autoPlayTexture:
|
if autoPlayTexture:
|
||||||
@@ -66,7 +61,18 @@ func _ready():
|
|||||||
if autoDestroyOnHitMap:
|
if autoDestroyOnHitMap:
|
||||||
tryDestroy(true)
|
tryDestroy(true)
|
||||||
)
|
)
|
||||||
|
area_entered.connect(
|
||||||
|
func(body):
|
||||||
|
var bullet = BulletTool.fromArea(body)
|
||||||
|
if is_instance_valid(bullet):
|
||||||
|
hitBullet(bullet)
|
||||||
|
)
|
||||||
ai()
|
ai()
|
||||||
|
if autoSpawnAnimation:
|
||||||
|
animator.play("spawn")
|
||||||
|
await animator.animation_finished
|
||||||
|
if freeAfterSpawn:
|
||||||
|
tryDestroy()
|
||||||
func _process(_delta: float) -> void:
|
func _process(_delta: float) -> void:
|
||||||
if destroying: return
|
if destroying: return
|
||||||
if lifeTime > 0:
|
if lifeTime > 0:
|
||||||
@@ -218,6 +224,8 @@ func split(newBullet: BulletBase, _index: int, _total: int, _lastBullet: float):
|
|||||||
return newBullet
|
return newBullet
|
||||||
func refract(newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
|
func refract(newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
|
||||||
return newBullet
|
return newBullet
|
||||||
|
func hitBullet(_bullet: BulletBase):
|
||||||
|
pass
|
||||||
|
|
||||||
static func generate(
|
static func generate(
|
||||||
bullet: PackedScene,
|
bullet: PackedScene,
|
||||||
|
|||||||