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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(组件管理): 重构组件加载逻辑并添加优先级函数

重构ComponentManager的get方法,使用MathTool.priority函数实现资源加载的优先级逻辑
将Wave类中的entity类型从PackedScene改为String,延迟加载角色资源
添加MathTool.priority静态方法用于处理空值情况
This commit is contained in:
2025-09-21 14:47:43 +08:00
parent 4a66a1754e
commit 84d286e2c5
3 changed files with 29 additions and 25 deletions
+11 -11
View File
@@ -1,6 +1,6 @@
class_name Wave
var entity: PackedScene
var entity: String
var minCount: int = 1
var maxCount: int = 1
var isBoss: bool = false
@@ -10,18 +10,18 @@ var per: int = 0
static var current: int = 0
static var WAVE_NORMAL = [
Wave.create(ComponentManager.getCharacter("Hen"), 1, 5, false, 0, INF, 1),
Wave.create(ComponentManager.getCharacter("Chick"), 0, 0, true, 9, INF, 15),
Wave.create(ComponentManager.getCharacter("Bear"), 0, 0, true, 19, INF, 10),
Wave.create(ComponentManager.getCharacter("KukeMC"), 0, 0, true, 14, INF, 20),
Wave.create("Hen", 1, 5, false, 0, INF, 1),
Wave.create("Chick", 0, 0, true, 9, INF, 15),
Wave.create("Bear", 0, 0, true, 19, INF, 10),
Wave.create("KukeMC", 0, 0, true, 14, INF, 20),
]
static var WAVE_TESTBOSS_ALL = [
Wave.create(ComponentManager.getCharacter("Chick"), 0, 0, true, 0, INF, 10),
Wave.create(ComponentManager.getCharacter("KukeMC"), 0, 0, true, 1, INF, 10),
Wave.create(ComponentManager.getCharacter("Bear"), 0, 0, true, 2, INF, 10),
Wave.create("Chick", 0, 0, true, 0, INF, 10),
Wave.create("KukeMC", 0, 0, true, 1, INF, 10),
Wave.create("Bear", 0, 0, true, 2, INF, 10),
]
static var WAVE_TESTBOSS_KUKE = [
Wave.create(ComponentManager.getCharacter("KukeMC"), 0, 0, true, 0, INF, 10),
Wave.create("KukeMC", 0, 0, true, 0, INF, 10),
]
static var WAVE_EMPTY = []
static var data = WAVE_NORMAL
@@ -33,7 +33,7 @@ static func customStart():
furryr.currentFocusedBoss = kukemc
kukemc.currentFocusedBoss = furryr
static func create(
entity_: PackedScene,
entity_: String,
minCount_: int = 1,
maxCount_: int = 1,
isBoss_: bool = false,
@@ -61,7 +61,7 @@ static func spawn():
for i in range(len(data)):
var wave = data[i]
for j in range(entityCountOf(wave)):
EntityBase.generate(wave.entity, MathTool.randv2_range(500), true, wave.isBoss)
EntityBase.generate(ComponentManager.getCharacter(wave.entity), MathTool.randv2_range(500), true, wave.isBoss)
static func next():
if current == 0:
customStart()
+16 -14
View File
@@ -28,17 +28,19 @@ static func init():
themes[DirTool.getBasenameWithoutExtension(i)] = load(i)
for i in DirTool.listdir("res://resources/items"):
itemTextures[DirTool.getBasenameWithoutExtension(i)] = load(i)
static func getBullet(t: String):
return bullets[t]
static func getCharacter(t: String):
return characters[t]
static func getEffect(t: String):
return effects[t]
static func getFeed(i: int):
return feeds[i]
static func getUIComponent(t: String):
return uiComponents[t]
static func getTheme(t: String):
return themes[t]
static func getItemTexture(t: String):
return itemTextures[t]
static func getBullet(t: String) -> PackedScene:
return MathTool.priority(bullets.get(t, false), load("res://components/Bullets/%s.tscn" % t))
static func getCharacter(t: String) -> PackedScene:
return MathTool.priority(characters.get(t, false), load("res://components/Characters/%s.tscn" % t))
static func getEffect(t: String) -> PackedScene:
return MathTool.priority(effects.get(t, false), load("res://components/Effects/%s.tscn" % t))
static func getFeed(i: int) -> PackedScene:
if i >= 0 and i < feeds.size():
return feeds[i]
return null
static func getUIComponent(t: String) -> PackedScene:
return MathTool.priority(uiComponents.get(t, false), load("res://components/UI/%s.tscn" % t))
static func getTheme(t: String) -> Theme:
return MathTool.priority(themes.get(t, false), load("res://themes/%s.tscn" % t))
static func getItemTexture(t: String) -> Texture2D:
return MathTool.priority(itemTextures.get(t, false), load("res://resources/items/%s.svg" % t))
+2
View File
@@ -34,3 +34,5 @@ static func getClosestIntersection(a: Vector2, b: Vector2, r: float) -> Vector2:
return b
var intersection = a + abNormalized * r
return intersection
static func priority(a, b):
return a if a else b