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feat(ShaderStage): 将基类从CanvasItem改为Node2D并添加类名
feat(LightGun): 添加长度属性和粒子发射控制 refactor(TickTool): 修改millseconds参数类型并添加动画关键帧修改功能 feat(Bear): 添加新攻击类型6并优化攻击5的子弹生成逻辑
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@@ -1,8 +1,9 @@
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extends BulletBase
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@export var allColor: GradientTexture1D = null
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@export var length: float = 1000
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@onready var track: Node2D = $"%track"
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@onready var track: ShaderStage = $"%track"
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@onready var sword: Sprite2D = $"%sword"
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@onready var points: GPUParticles2D = $"%points"
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@@ -16,7 +17,14 @@ func spawn():
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track.material = track.material.duplicate()
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points.process_material = points.process_material.duplicate()
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setColor(myColor)
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track.size.x = length
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TickTool.modifyAnimationKey(animator, "spawn", "sword:position:x", Animation.TrackType.TYPE_BEZIER, 2.5, length / -2)
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TickTool.modifyAnimationKey(animator, "spawn", "sword:position:x", Animation.TrackType.TYPE_BEZIER, 3, length / 2)
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TickTool.modifyAnimationKey(animator, "spawn", "%hitbox:position:x", Animation.TrackType.TYPE_BEZIER, 2.5, length / -2)
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TickTool.modifyAnimationKey(animator, "spawn", "%hitbox:position:x", Animation.TrackType.TYPE_BEZIER, 3, length / 2)
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await TickTool.millseconds(2500)
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points.emitting = true
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func setColor(color: Color):
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track.material.set_shader_parameter("color", color)
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sword.modulate = color
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points.process_material.color = color
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points.process_material.color = color
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