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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00

feat: 添加武器升华系统及相关UI组件

实现武器升华功能,包括:
- 新增SublimateOption类处理升华选项
- 添加SublimateOptionHandler UI组件
- 在武器卡片中集成升华界面
- 重构武器描述生成逻辑
- 新增钻石资源消耗机制
- 优化UI布局和样式
- 修复多处类型引用错误
This commit is contained in:
2026-05-10 11:49:17 +08:00
parent 1071e87da6
commit 7a0cf96d7d
39 changed files with 558 additions and 147 deletions
+2 -2
View File
@@ -6,8 +6,8 @@ signal selected(applied: bool)
@export var avatarTexture: Texture2D = null
@export var displayName: String = "未命名饲料"
@export var quality: FeedName.Quality = FeedName.Quality.COMMON
@export var topic: FeedName.Topic = FeedName.Topic.SURVIVAL
@export var quality: CategoryStore.Quality = CategoryStore.Quality.COMMON
@export var topic: CategoryStore.Topic = CategoryStore.Topic.SURVIVAL
@export var fields: Array[FieldStore.Entity] = []
@export var fieldValues: Array[float] = []
@export var weapons: Array[PackedScene] = []
+11 -5
View File
@@ -1,15 +1,21 @@
class_name SublimateOption
signal applied()
var displayName: String = "升华"
var description: String = "描述"
var executor: Callable = func(_weapon: Weapon, _entity: EntityBase): return
var cost: int = 1
var quality: CategoryStore.Quality = CategoryStore.Quality.COMMON
func _init(displayNames: String, descriptions: String, executors: Callable):
func _init(displayNames: String, descriptions: String, executors: Callable, costs: int, qualities: CategoryStore.Quality):
displayName = displayNames
description = descriptions
executor = executors
cost = costs
quality = qualities
func apply(entity: EntityBase, index: int):
var weapon = entity.weapons[index]
if weapon is Weapon:
executor.call(weapon, entity)
func apply(entity: EntityBase, weapon: Weapon):
cost += 1
executor.call(weapon, entity)
applied.emit()
+42 -3
View File
@@ -48,6 +48,8 @@ enum EmitType {
@onready var extractBtn: Button = $%extractBtn
@onready var inlayBtn: Button = $%inlayBtn
@onready var sublimateOptionsBox: Control = $%sublimateOptions
var cooldownTimer: CooldownTimer = null
var originalStore: Dictionary = {}
var chargedTime: float = 0
@@ -55,6 +57,7 @@ var attackSpeed: float = 1
var looping: bool = false
var autoUpdate: bool = false
var storeExtra: Dictionary = {}
var sublimateOptionsStored: Array[SublimateOption] = []
func _ready():
cooldownTimer = CooldownTimer.new()
@@ -126,6 +129,7 @@ func _ready():
for i in sounds.get_children():
i.process_mode = ProcessMode.PROCESS_MODE_ALWAYS
debugRebuild = false # 只能在编辑器里打开
rebuildInfo()
func _physics_process(_delta):
if debugRebuild:
rebuildInfo()
@@ -153,6 +157,10 @@ func multipiler() -> float:
else:
return 1
func rebuildInfo(showNext: bool = false):
rebuildBaseInfo()
rebuildDescription(showNext)
rebuildSublimateOptions(showNext)
func rebuildBaseInfo():
avatarRect.texture = avatarTexture
nameLabel.displayName = displayName
nameLabel.quality = quality
@@ -171,7 +179,6 @@ func rebuildInfo(showNext: bool = false):
if is_instance_valid(UIState.player):
beachball.enough = canUpdate(UIState.player)
soul.enough = canInlay()
descriptionLabel.text = buildDescription(showNext && (canUpdate(UIState.player) || canInlay()))
func formatValue(value: Variant, type: FieldStore.DataType) -> String:
if type == FieldStore.DataType.VALUE:
return "%.2f" % value
@@ -186,11 +193,10 @@ func formatValue(value: Variant, type: FieldStore.DataType) -> String:
else:
return str(value)
func buildDescription(showNext: bool = false) -> String:
var current = store
var next = update(level + 1, originalStore.duplicate(), UIState.player)
var result = descriptionTemplate
for key in store.keys():
var data = current[key]
var data = readStore(key)
var nextData = next[key]
var type = storeType.get(key, FieldStore.DataType.VALUE)
data = formatValue(data, type)
@@ -202,6 +208,24 @@ func buildDescription(showNext: bool = false) -> String:
text = "[color=cyan]%s[/color]" % data
result = result.replace("$" + key, text)
return result
func rebuildDescription(showNext: bool):
descriptionLabel.text = buildDescription(showNext && (canUpdate(UIState.player) || canInlay()))
func rebuildSublimateOptions(showNext: bool):
for i in sublimateOptionsBox.get_children():
sublimateOptionsBox.remove_child(i)
for sublimate in getSublimateOptions():
var instance = ComponentManager.getUIComponent("SublimateOption").instantiate() as SublimateOptionHandler
instance.use = sublimate
instance.apply.connect(
func():
sublimate.apply(UIState.player, self )
rebuildBaseInfo()
rebuildDescription(showNext)
instance.rebuildInfo()
disruptSublimateOptions()
)
sublimateOptionsBox.add_child(instance)
disruptSublimateOptions()
func readStore(key: String):
return store.get(key, 0) + readStoreExtra(key)
func playSound(sound: String):
@@ -246,8 +270,23 @@ func addStoreExtra(key: String, value: float):
if !storeExtra.has(key):
storeExtra[key] = 0
storeExtra[key] += value
storeExtra[key] = clamp(storeExtra[key], 0, INF)
func readStoreExtra(key: String):
return storeExtra.get(key, 0)
func getSublimateOptions() -> Array[SublimateOption]:
if len(sublimateOptionsStored) == 0:
sublimateOptionsStored = sublimateOptions()
return sublimateOptionsStored
func disruptSublimateOptions():
var children = sublimateOptionsBox.get_children()
children.shuffle()
for index in len(children):
sublimateOptionsBox.remove_child(children[index])
for index in len(children):
var child = children[index]
if child is SublimateOptionHandler:
child.visible = index < 3
sublimateOptionsBox.add_child(child)
# 抽象
func sublimateOptions() -> Array[SublimateOption]: