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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器系统): 重构武器攻击逻辑并添加音效支持
- 将武器攻击逻辑移至Weapon类中,添加tryAttack方法统一处理冷却和能量消耗 - 为武器添加音效支持,包括攻击音效的播放和管理 - 移除子弹生成时的能量消耗检查,改由武器统一处理 - 调整部分武器的属性和配置,如伤害值和冷却时间 - 修复紫水晶子弹的分裂和折射逻辑错误
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@@ -27,6 +27,7 @@ signal selected(applied: bool)
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@onready var descriptionLabel: RichTextLabel = $"%description"
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@onready var costsBox: GridContainer = $"%costs"
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@onready var updateButton: Button = $"%updateBtn"
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@onready var sounds: Node2D = $"%sounds"
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var cooldownTimer = CooldownTimer.new()
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@@ -36,6 +37,8 @@ func _ready():
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apply(UIState.player)
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)
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cooldownTimer.cooldown = cooldown
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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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rebuildInfo()
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debugRebuild = false # 只能在编辑器里打开
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func _physics_process(_delta):
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@@ -99,6 +102,18 @@ func buildDescription():
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return "[center]%s[/center]" % result
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func readStore(key: String, default: Variant = null):
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return store.get(key, default)
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func playSound(sound: String):
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var body = sounds.get_node_or_null(sound)
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if body is AudioStreamPlayer2D:
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var cloned = body.duplicate() as AudioStreamPlayer2D
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add_child(cloned)
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cloned.play()
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await cloned.finished
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cloned.queue_free()
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func tryAttack(entity: EntityBase):
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if cooldownTimer.start():
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if entity.useEnergy(needEnergy):
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attack(entity)
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# 抽象
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func update(_to: int, _origin: Dictionary, _entity: EntityBase):
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