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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-07-11 04:22:54 +08:00

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
This commit is contained in:
2025-09-14 08:23:26 +08:00
parent e31fd1889e
commit 7b89d10aca
5 changed files with 38 additions and 7 deletions
@@ -154,6 +154,7 @@ height = 118.0
[node name="LightGun" instance=ExtResource("1_kwotu")] [node name="LightGun" instance=ExtResource("1_kwotu")]
script = ExtResource("2_jid6s") script = ExtResource("2_jid6s")
allColor = SubResource("GradientTexture1D_aqmnp") allColor = SubResource("GradientTexture1D_aqmnp")
length = 1000.0
displayName = "空灵长枪" displayName = "空灵长枪"
autoSpawnAnimation = true autoSpawnAnimation = true
freeAfterSpawn = true freeAfterSpawn = true
@@ -178,6 +179,7 @@ texture = ExtResource("5_bepne")
unique_name_in_owner = true unique_name_in_owner = true
z_index = -1 z_index = -1
position = Vector2(-55, 0) position = Vector2(-55, 0)
emitting = false
amount = 50 amount = 50
process_material = SubResource("ParticleProcessMaterial_ppc2o") process_material = SubResource("ParticleProcessMaterial_ppc2o")
@@ -1,8 +1,9 @@
extends BulletBase extends BulletBase
@export var allColor: GradientTexture1D = null @export var allColor: GradientTexture1D = null
@export var length: float = 1000
@onready var track: Node2D = $"%track" @onready var track: ShaderStage = $"%track"
@onready var sword: Sprite2D = $"%sword" @onready var sword: Sprite2D = $"%sword"
@onready var points: GPUParticles2D = $"%points" @onready var points: GPUParticles2D = $"%points"
@@ -16,7 +17,14 @@ func spawn():
track.material = track.material.duplicate() track.material = track.material.duplicate()
points.process_material = points.process_material.duplicate() points.process_material = points.process_material.duplicate()
setColor(myColor) setColor(myColor)
track.size.x = length
TickTool.modifyAnimationKey(animator, "spawn", "sword:position:x", Animation.TrackType.TYPE_BEZIER, 2.5, length / -2)
TickTool.modifyAnimationKey(animator, "spawn", "sword:position:x", Animation.TrackType.TYPE_BEZIER, 3, length / 2)
TickTool.modifyAnimationKey(animator, "spawn", "%hitbox:position:x", Animation.TrackType.TYPE_BEZIER, 2.5, length / -2)
TickTool.modifyAnimationKey(animator, "spawn", "%hitbox:position:x", Animation.TrackType.TYPE_BEZIER, 3, length / 2)
await TickTool.millseconds(2500)
points.emitting = true
func setColor(color: Color): func setColor(color: Color):
track.material.set_shader_parameter("color", color) track.material.set_shader_parameter("color", color)
sword.modulate = color sword.modulate = color
points.process_material.color = color points.process_material.color = color
+11 -3
View File
@@ -12,6 +12,7 @@ func register():
attackCooldownMap[3] = 13000 attackCooldownMap[3] = 13000
attackCooldownMap[4] = 4500 attackCooldownMap[4] = 4500
attackCooldownMap[5] = 5500 attackCooldownMap[5] = 5500
attackCooldownMap[6] = 10000
sprintMultiplier = 60 sprintMultiplier = 60
func spawn(): func spawn():
texture.play("walk") texture.play("walk")
@@ -19,7 +20,6 @@ func ai():
PresetEntityAI.follow(self, currentFocusedBoss, 200) PresetEntityAI.follow(self, currentFocusedBoss, 200)
for i in len(attackCooldownMap.keys()): for i in len(attackCooldownMap.keys()):
tryAttack(i) tryAttack(i)
# tryAttack(5)
func attack(type): func attack(type):
var weaponPos = findWeaponAnchor("normal") var weaponPos = findWeaponAnchor("normal")
if type == 0: if type == 0:
@@ -60,14 +60,22 @@ func attack(type):
await TickTool.millseconds(830.0 / count) await TickTool.millseconds(830.0 / count)
return false return false
elif type == 5: elif type == 5:
playSound("attack5")
var target = currentFocusedBoss.position var target = currentFocusedBoss.position
var count = randi_range(10, 15) var count = randi_range(10, 15)
for i in range(count): for i in range(count):
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, target, 0): for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, target, 0):
bullet.position += Vector2.from_angle(deg_to_rad(360.0 / count * i)) * 1000 bullet.rotation = deg_to_rad(360.0 / count * i)
bullet.rotation = bullet.position.angle_to_point(target)
await TickTool.millseconds(1670.0 / count) await TickTool.millseconds(1670.0 / count)
return false return false
elif type == 6:
playSound("attack6")
for i in 16:
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0):
bullet.position += MathTool.randv2_range(300)
bullet.look_at(currentFocusedBoss.position)
await TickTool.millseconds(100)
return false
return true return true
func sprint(): func sprint():
move(Vector2(sign((currentFocusedBoss.position - position).x * sprintMultiplier), 0), true) move(Vector2(sign((currentFocusedBoss.position - position).x * sprintMultiplier), 0), true)
+2 -1
View File
@@ -1,5 +1,6 @@
@tool @tool
extends CanvasItem extends Node2D
class_name ShaderStage
@export var size: Vector2 = Vector2.ONE * 100 @export var size: Vector2 = Vector2.ONE * 100
@export var color: Color = Color.WHITE @export var color: Color = Color.WHITE
+13 -1
View File
@@ -1,6 +1,6 @@
class_name TickTool class_name TickTool
static func millseconds(ms: int): static func millseconds(ms: float):
return await WorldManager.tree.create_timer(ms / 1000.0).timeout return await WorldManager.tree.create_timer(ms / 1000.0).timeout
static func frame(count: int = 1): static func frame(count: int = 1):
for i in range(count): for i in range(count):
@@ -8,3 +8,15 @@ static func frame(count: int = 1):
static func until(predicate: Callable): static func until(predicate: Callable):
while not predicate.call(): while not predicate.call():
await frame() await frame()
static func modifyAnimationKey(animator: AnimationPlayer, name: String, track: NodePath, trackType: Animation.TrackType, time: float, value: Variant):
var animation = animator.get_animation(name)
var trackIdx = animation.find_track(track, trackType)
var keyIdx = animation.track_find_key(trackIdx, time)
var inHandle
var outHandle
if trackType == Animation.TrackType.TYPE_BEZIER:
inHandle = animation.bezier_track_get_key_in_handle(trackIdx, keyIdx)
outHandle = animation.bezier_track_get_key_out_handle(trackIdx, keyIdx)
animation.track_set_key_value(trackIdx, keyIdx, [value, inHandle.x, inHandle.y, outHandle.x, outHandle.y])
else:
animation.track_set_key_value(trackIdx, keyIdx, [value])