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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

feat(武器系统): 重构LGBT武器和彩虹旗召唤物

调整LGBT武器属性计算公式,增加角度和数量参数
为彩虹旗召唤物添加多子弹发射和延迟发射功能
修改子弹追踪逻辑和穿透属性
更新武器描述和能量消耗
This commit is contained in:
2025-11-07 22:31:51 +08:00
parent 287f29695d
commit 675219e0f8
10 changed files with 79 additions and 32 deletions
+2
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@@ -449,6 +449,8 @@ one_shot = true
explosiveness = 1.0
process_material = SubResource("ParticleProcessMaterial_f3xas")
[node name="static" type="Sprite2D" parent="texture"]
[node name="statebar" parent="." instance=ExtResource("2_uje1g")]
unique_name_in_owner = true
position = Vector2(0, -100)
+1
View File
@@ -80,6 +80,7 @@ alpha_curve = SubResource("CurveTexture_tnhr3")
[node name="LGBTBullet" instance=ExtResource("1_bnhy4")]
script = ExtResource("2_iakgr")
penerate = 1.0
lifeTime = 5000.0
[node name="texture" parent="." index="0"]
+30 -1
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@@ -1,10 +1,39 @@
[gd_scene load_steps=3 format=3 uid="uid://b83iw0a062qp"]
[gd_scene load_steps=6 format=3 uid="uid://b83iw0a062qp"]
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_fktqv"]
[ext_resource type="Script" uid="uid://11fi3jjdm810" path="res://scripts/Contents/Summons/LGBTFlag.gd" id="2_6d456"]
[ext_resource type="Texture2D" uid="uid://cwfyi61xkt4bt" path="res://resources/weapons/lgbt.jpeg" id="3_r6sud"]
[sub_resource type="SpriteFrames" id="SpriteFrames_r6sud"]
animations = [{
"frames": [],
"loop": true,
"name": &"idle",
"speed": 5.0
}, {
"frames": [],
"loop": true,
"name": &"walk",
"speed": 5.0
}]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_r6sud"]
size = Vector2(112, 70)
[node name="LGBTFlag" instance=ExtResource("1_fktqv")]
script = ExtResource("2_6d456")
attraction = 0.5
[node name="texture" parent="." index="2"]
sprite_frames = SubResource("SpriteFrames_r6sud")
[node name="hitbox" parent="texture/hurtbox" index="0"]
position = Vector2(0, 15)
shape = SubResource("RectangleShape2D_r6sud")
[node name="normal" type="Node2D" parent="texture/weapons" index="0"]
[node name="static" parent="texture" index="7"]
position = Vector2(0, 15)
scale = Vector2(0.11, 0.11)
texture = ExtResource("3_r6sud")
+10 -9
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@@ -14,11 +14,11 @@ quality = 4
typeTopic = 3
costBeachball = 200
store = {
"angle": 30.0,
"atk": 20.0,
"count": 7.0,
"power": 0.25,
"trace": 2.0
"angle": 25.0,
"atk": 15.0,
"count": 2.0,
"power": 0.02,
"trace": 1.0
}
storeType = {
"angle": 3.0,
@@ -27,9 +27,10 @@ storeType = {
"power": 2.0,
"trace": 0.0
}
descriptionTemplate = "每$angle发射1/$count条以$power效率追踪$trace秒的[b]七彩光标[/b],每条造成$atk点伤害。"
needEnergy = 25.0
descriptionTemplate = "召唤[b]彩虹旗[/b]每$angle发射1/$count条以$power效率追踪$trace秒的[b]七彩光标[/b],每条造成$atk点伤害。"
needEnergy = 75.0
cooldown = 1000.0
debugRebuild = true
[node name="attack" parent="sounds" index="0"]
stream = ExtResource("4_c5xse")
@@ -38,7 +39,7 @@ stream = ExtResource("4_c5xse")
texture = ExtResource("2_ou6jo")
[node name="energy" parent="container/info/infos/energyInfo" index="1"]
text = "25.0"
text = "75.0"
[node name="beachball" parent="container/info/infos" index="1"]
count = 200
@@ -53,5 +54,5 @@ typeTopic = 3
[node name="description" parent="container" index="2"]
size_flags_vertical = 3
text = "[center]每[color=cyan]30.0°[/color]发射1/[color=cyan]7[/color]条以[color=cyan]25%[/color]效率追踪[color=cyan]2.00[/color]秒的[b]七彩光标[/b],每条造成[color=cyan]20[/color]点伤害。[/center]"
text = "[center]召唤[b]彩虹旗[/b]每[color=cyan]25.0°[/color]发射1/[color=cyan]2[/color]条以[color=cyan]2%[/color]效率追踪[color=cyan]1.00[/color]秒的[b]七彩光标[/b],每条造成[color=cyan]15[/color]点伤害。[/center]"
autowrap_mode = 2
+1 -1
View File
@@ -11,7 +11,7 @@ func ai():
speed *= 1.05
speed = clamp(speed, 0, 20)
if is_instance_valid(tracer) and timeLived() < maxTraceTime:
PresetBulletAI.trace(self, tracer.getTrackingAnchor(), clamp(speed / 50 * tracePower, 0, 1))
PresetBulletAI.trace(self, tracer.getTrackingAnchor(), tracePower)
PresetBulletAI.forward(self, rotation)
func destroy(_b):
EffectController.create(ComponentManager.getEffect("LGBTBoom"), position).shot()
+19 -12
View File
@@ -3,22 +3,29 @@ extends SummonBase
var atk: float = 0
var maxTraceTime: float = 0
var tracePower: float = 0
var count: int = 0
var angle: float = 0
func register():
fields[FieldStore.Entity.MAX_HEALTH] = 500
attackCooldownMap[0] = 250
fields[FieldStore.Entity.MAX_HEALTH] = 150
attackCooldownMap[0] = 1000
func ai():
tryAttack(0)
func attack(type):
if type == 0:
var tracer = EntityTool.findClosetEntity(position, get_tree(), false, true)
for bullet in BulletBase.generate(
ComponentManager.getBullet("LGBTBullet"),
self,
findWeaponAnchor("normal"),
position.angle_to_point(tracer.position)
):
bullet.tracer = tracer
bullet.damage = atk
bullet.maxTraceTime = maxTraceTime
bullet.tracePower = tracePower
var startAngle = position.angle_to_point(tracer.getTrackingAnchor()) + deg_to_rad(randf_range(-90, 90))
for i in count:
if !is_instance_valid(tracer):
break
for bullet in BulletBase.generate(
ComponentManager.getBullet("LGBTBullet"),
myMaster,
findWeaponAnchor("normal"),
startAngle + deg_to_rad(i * angle)
):
bullet.tracer = tracer
bullet.damage = atk
bullet.maxTraceTime = maxTraceTime
bullet.tracePower = tracePower
await TickTool.millseconds(50)
+1 -1
View File
@@ -8,7 +8,7 @@ var from: float = 0
var to: float = 0
var per: int = 0
static var current: int = 9
static var current: int = 0
static var WAVE_NORMAL = [
Wave.create("Hen", 1, 5, false, 0, INF, 1),
Wave.create("Chick", 0, 0, true, 9, INF, 15),
+7 -3
View File
@@ -3,13 +3,17 @@ extends Weapon
class_name LGBTWeapon
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 5 * to * soulLevel
origin["power"] += 0.05 * to * soulLevel
origin["trace"] += 0.25 * to * soulLevel
origin["angle"] /= 1 + 0.05 * to * soulLevel
origin["count"] += 1 * soulLevel
origin["atk"] += 3 * to * soulLevel
origin["power"] += 0.02 * to * soulLevel
origin["trace"] += 0.1 * to * soulLevel
return origin
func attack(entity: EntityBase):
var summon = entity.summon(ComponentManager.getSummon("LGBTFlag"), true)
summon.atk = readStore("atk")
summon.maxTraceTime = readStore("trace") * 1000
summon.tracePower = readStore("power")
summon.count = readStore("count")
summon.angle = readStore("angle")
return true
+2 -2
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@@ -395,9 +395,9 @@ func getTrackingAnchor() -> Vector2:
return hurtbox.get_node("hitbox").global_position
# 关于分组
func isPlayer():
func isPlayer() -> bool:
return is_in_group("players")
func isSummon():
func isSummon() -> bool:
return self is SummonBase
# 抽象方法,实际上是一些钩子,不需要全部实现
+6 -3
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@@ -8,7 +8,7 @@ static func fromHurtbox(node: Node) -> EntityBase:
if entity is EntityBase:
return entity as EntityBase
return null
static func findClosetEntity(to: Vector2, fromTree: SceneTree, player: bool = false, mob: bool = false, excludes: Array[EntityBase] = []) -> EntityBase:
static func findClosetEntity(to: Vector2, fromTree: SceneTree, player: bool = false, mob: bool = false, excludes: Array[EntityBase] = [], allowSummon: bool = false) -> EntityBase:
var result = null
var lastDistance = INF
var nodes = []
@@ -18,12 +18,15 @@ static func findClosetEntity(to: Vector2, fromTree: SceneTree, player: bool = fa
nodes += fromTree.get_nodes_in_group("mobs")
for entity in nodes:
if entity is EntityBase and entity not in excludes:
if !allowSummon:
if entity.isSummon():
continue
if to.distance_to(entity.position) < lastDistance:
lastDistance = to.distance_to(entity.position)
result = entity
return result
static func findClosetPlayer(to: Vector2, fromTree: SceneTree, excludes: Array[EntityBase] = []) -> EntityBase:
return findClosetEntity(to, fromTree, true, false, excludes)
static func findClosetPlayer(to: Vector2, fromTree: SceneTree, excludes: Array[EntityBase] = [], allowSummon: bool = false) -> EntityBase:
return findClosetEntity(to, fromTree, true, false, excludes, allowSummon)
static func findEntityByClass(cls: String, fromTree: SceneTree) -> Array[EntityBase]:
var results: Array[EntityBase] = []
var nodes = fromTree.get_nodes_in_group("mobs") + fromTree.get_nodes_in_group("players")