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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器系统): 增强武器描述模板功能并添加调试选项
为武器系统添加数据类型支持,包括数值、百分比和角度显示格式 添加debugRebuild选项用于编辑器调试 移除调试用的print语句 更新LGBT武器的场景配置和描述显示
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@@ -18,6 +18,7 @@ store = {
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"power": 0.3,
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"trace": 2.0
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}
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storeType = Array[int]([0, 0, 1, 0])
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descriptionTemplate = "发射$count条可追踪$trace秒,效率为$power的带状彩虹,每条造成$atk点伤害。"
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needEnergy = 150.0
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@@ -33,5 +34,5 @@ quality = 4
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[node name="description" parent="container" index="2"]
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size_flags_vertical = 3
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text = "[center]发射[color=cyan]7.0[/color]条可追踪[color=cyan]2.0[/color]秒,效率为[color=cyan]0.3[/color]的带状彩虹,每条造成[color=cyan]20.0[/color]点伤害。[/center]"
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text = "[center]发射[color=cyan]7.0[/color]条可追踪[color=cyan]2.0[/color]秒,效率为[color=cyan]30.0%[/color]的带状彩虹,每条造成[color=cyan]20.0[/color]点伤害。[/center]"
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autowrap_mode = 2
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@@ -1,3 +1,4 @@
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@tool
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extends Weapon
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class_name LGBTWeapon
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@@ -7,5 +7,4 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), entity, weaponPos, (get_global_mouse_position() - weaponPos).angle())
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print("test2")
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return true
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@@ -211,7 +211,6 @@ func tryAttack(type: int, needChargeUp: bool = false):
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var done
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if isPlayer():
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done = weapon.attack(self)
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print("test", done, weapon.name)
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else:
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done = attack(type)
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if done:
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@@ -13,9 +13,13 @@ signal selected(applied: bool)
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@export var store: Dictionary = {
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"atk": 10
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}
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@export var storeType: Array[FieldStore.DataType] = [
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FieldStore.DataType.VALUE
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]
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@export var descriptionTemplate: String = "造成$atk点伤害。"
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@export var needEnergy: float = 0
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@export var cooldown: float = 100
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@export var debugRebuild: bool = false
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@onready var avatarRect: TextureRect = $"%avatar"
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@onready var nameLabel: WeaponName = $"%name"
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@@ -33,8 +37,10 @@ func _ready():
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)
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cooldownTimer.cooldown = cooldown
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rebuildInfo()
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func _physics_process(_delta: float):
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descriptionLabel.text = buildDescription()
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debugRebuild = false # 只能在编辑器里打开
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func _physics_process(_delta):
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if debugRebuild:
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rebuildInfo()
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func allHad(entity: EntityBase) -> bool:
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var allHave = true
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@@ -66,6 +72,7 @@ func rebuildInfo():
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nameLabel.quality = quality
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nameLabel.typeTopic = typeTopic
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energyLabel.text = "%.1f" % needEnergy
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descriptionLabel.text = buildDescription()
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for i in costsBox.get_children():
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i.queue_free()
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for i in range(min(costs.size(), costCounts.size())):
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@@ -77,8 +84,18 @@ func rebuildInfo():
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costsBox.add_child(costShow)
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func buildDescription():
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var result = descriptionTemplate
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var i = 0
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for key in store.keys():
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result = result.replace("$" + key, "[color=cyan]%.1f[/color]" % readStore(key))
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var data = store[key]
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var type = storeType[i]
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if type == FieldStore.DataType.VALUE:
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data = "%.1f" % data
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elif type == FieldStore.DataType.PERCENT:
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data = ("%.1f" % (data * 100)) + "%"
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elif type == FieldStore.DataType.ANGLE:
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data = "%.1f°" % data
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result = result.replace("$" + key, "[color=cyan]%s[/color]" % data)
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i += 1
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return "[center]%s[/center]" % result
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func readStore(key: String, default: Variant = null):
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return store.get(key, default)
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