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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器): 调整链式机枪属性和位置
- 修改链式机枪的伤害范围和攻击力 - 调整子弹纹理位置和缩放比例 - 为武器添加商店属性 - 修复武器移动时的空指针问题 - 更新公鸡角色的初始武器配置
This commit is contained in:
@@ -14,7 +14,8 @@ lifeTime = 50.0
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sprite_frames = SubResource("SpriteFrames_cl70o")
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[node name="node" type="Sprite2D" parent="texture" index="1"]
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position = Vector2(74, 0)
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position = Vector2(130, 0)
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scale = Vector2(2, 2)
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texture = ExtResource("2_4hyk3")
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[node name="anchor" type="Node2D" parent="texture/node" index="0"]
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@@ -1,10 +1,11 @@
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[gd_scene load_steps=15 format=3 uid="uid://bm7ymrri6pykb"]
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[gd_scene load_steps=16 format=3 uid="uid://bm7ymrri6pykb"]
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[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_e5pl8"]
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[ext_resource type="Script" path="res://scripts/Contents/Characters/Rooster.gd" id="2_oqdqd"]
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[ext_resource type="Texture2D" uid="uid://fn8qx72clh38" path="res://resources/characters/cock/rooster-a.svg" id="2_q0j6j"]
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[ext_resource type="AudioStream" uid="uid://dclinyhu256xi" path="res://resources/sounds/effect/Low Whoosh.mp3" id="3_4syso"]
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[ext_resource type="Texture2D" uid="uid://ci2ik43ce82uy" path="res://resources/characters/cock/rooster-b.svg" id="3_b0fgx"]
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[ext_resource type="PackedScene" uid="uid://dlaks67h2osms" path="res://components/Weapons/ChainGun.tscn" id="3_inwol"]
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[ext_resource type="PackedScene" uid="uid://c0n3igy4hucrg" path="res://components/Weapons/PurpleCrystal.tscn" id="3_ms5sq"]
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[ext_resource type="AudioStream" uid="uid://cdrevrq7n6yqa" path="res://resources/sounds/effect/Boing.mp3" id="4_66s6c"]
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[ext_resource type="AudioStream" uid="uid://benyec5bqni0b" path="res://resources/sounds/effect/Chomp.wav" id="4_k0yme"]
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@@ -45,10 +46,13 @@ displayName = "公鸡"
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[node name="weaponStore" parent="." index="0"]
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process_mode = 4
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[node name="PurpleCrystal" parent="weaponStore" index="0" instance=ExtResource("3_ms5sq")]
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[node name="ChainGun" parent="weaponStore" index="0" instance=ExtResource("3_inwol")]
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offset_bottom = 330.0
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[node name="PurpleCrystal" parent="weaponStore" index="1" instance=ExtResource("3_ms5sq")]
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debugRebuild = false
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[node name="VectorStar" parent="weaponStore" index="1" instance=ExtResource("6_fvy5n")]
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[node name="VectorStar" parent="weaponStore" index="2" instance=ExtResource("6_fvy5n")]
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debugRebuild = false
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[node name="sprint" parent="sounds" index="0"]
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@@ -9,9 +9,11 @@ script = ExtResource("2_ponmu")
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avatarTexture = ExtResource("2_ghn43")
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displayName = "链式机枪"
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costBeachball = 400
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store = {
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"atk": 5
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}
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needEnergy = 1.0
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cooldown = 66.0
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debugRebuild = true
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("2_ghn43")
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@@ -26,4 +28,4 @@ text = "400"
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displayName = "链式机枪"
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[node name="description" parent="container" index="2"]
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text = "[center]造成[color=cyan]10[/color]→[color=yellow]7[/color]点伤害。[/center]"
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text = "[center]造成[color=cyan]5[/color]→[color=yellow]12[/color]点伤害。[/center]"
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+13
-11
@@ -48,7 +48,7 @@ func _ready():
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func():
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if soulLevel > WeaponName.SoulLevel.NORMALIZE:
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UIState.player.getItem({
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ItemStore.ItemType.SOUL: soulLevel
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ItemStore.ItemType.SOUL: soulLevel - 1
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})
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soulLevel -= 1
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updateStore(level, UIState.player)
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@@ -66,19 +66,21 @@ func _ready():
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)
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moveLeftBtn.pressed.connect(
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func():
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var myIndex = get_index()
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var leftIndex = max(myIndex - 1, 0)
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get_parent().move_child(self, leftIndex)
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ArrayTool.swap(UIState.player.weapons, myIndex, leftIndex)
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UIState.player.rebuildWeaponIcons()
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if get_parent():
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var myIndex = get_index()
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var leftIndex = max(myIndex - 1, 0)
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get_parent().move_child(self, leftIndex)
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ArrayTool.swap(UIState.player.weapons, myIndex, leftIndex)
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UIState.player.rebuildWeaponIcons()
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)
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moveRightBtn.pressed.connect(
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func():
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var myIndex = get_index()
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var rightIndex = min(myIndex + 1, get_parent().get_child_count() - 1)
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get_parent().move_child(self, rightIndex)
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ArrayTool.swap(UIState.player.weapons, myIndex, rightIndex)
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UIState.player.rebuildWeaponIcons()
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if get_parent():
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var myIndex = get_index()
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var rightIndex = min(myIndex + 1, get_parent().get_child_count() - 1)
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get_parent().move_child(self, rightIndex)
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ArrayTool.swap(UIState.player.weapons, myIndex, rightIndex)
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UIState.player.rebuildWeaponIcons()
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)
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for i in sounds.get_children():
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i.process_mode = ProcessMode.PROCESS_MODE_ALWAYS
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