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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(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
This commit is contained in:
2025-09-06 08:50:37 +08:00
parent c593a809dc
commit 9ea534441b
10 changed files with 51 additions and 25 deletions
+5
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@@ -29,6 +29,11 @@ theme_override_styles/panel = SubResource("StyleBoxFlat_n2ewr")
script = ExtResource("1_g802t") script = ExtResource("1_g802t")
metadata/_edit_lock_ = true metadata/_edit_lock_ = true
[node name="sounds" type="Node2D" parent="."]
unique_name_in_owner = true
[node name="attack" type="AudioStreamPlayer2D" parent="sounds"]
[node name="container" type="VBoxContainer" parent="."] [node name="container" type="VBoxContainer" parent="."]
layout_mode = 2 layout_mode = 2
theme_override_constants/separation = 10 theme_override_constants/separation = 10
-1
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@@ -47,7 +47,6 @@ process_mode = 4
[node name="PurpleCrystal" parent="weaponStore" index="0" instance=ExtResource("3_ms5sq")] [node name="PurpleCrystal" parent="weaponStore" index="0" instance=ExtResource("3_ms5sq")]
[node name="LGBT" parent="weaponStore" index="1" instance=ExtResource("4_pb8qn")] [node name="LGBT" parent="weaponStore" index="1" instance=ExtResource("4_pb8qn")]
debugRebuild = false
[node name="sprint" parent="sounds" index="0"] [node name="sprint" parent="sounds" index="0"]
stream = ExtResource("4_66s6c") stream = ExtResource("4_66s6c")
+6 -1
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@@ -1,8 +1,9 @@
[gd_scene load_steps=4 format=3 uid="uid://cxabqjo7skxev"] [gd_scene load_steps=5 format=3 uid="uid://cxabqjo7skxev"]
[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_wrvv5"] [ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_wrvv5"]
[ext_resource type="Script" path="res://scripts/Contents/Weapons/BigLaser.gd" id="2_gmch0"] [ext_resource type="Script" path="res://scripts/Contents/Weapons/BigLaser.gd" id="2_gmch0"]
[ext_resource type="Texture2D" uid="uid://dy4op6n6vxef3" path="res://resources/bullets/laser-circle/circle.svg" id="2_qe8gb"] [ext_resource type="Texture2D" uid="uid://dy4op6n6vxef3" path="res://resources/bullets/laser-circle/circle.svg" id="2_qe8gb"]
[ext_resource type="AudioStream" uid="uid://b10u6iir6uvqn" path="res://resources/sounds/effect/BigLaser.wav" id="4_cb5nh"]
[node name="BigLaser" instance=ExtResource("1_wrvv5")] [node name="BigLaser" instance=ExtResource("1_wrvv5")]
script = ExtResource("2_gmch0") script = ExtResource("2_gmch0")
@@ -16,10 +17,14 @@ store = {
"atk": 35, "atk": 35,
"time": 0.1 "time": 0.1
} }
storeType = Array[int]([0, 0])
descriptionTemplate = "每$time秒造成$atk点伤害。" descriptionTemplate = "每$time秒造成$atk点伤害。"
needEnergy = 100.0 needEnergy = 100.0
cooldown = 6000.0 cooldown = 6000.0
[node name="attack" parent="sounds" index="0"]
stream = ExtResource("4_cb5nh")
[node name="avatar" parent="container/info" index="0"] [node name="avatar" parent="container/info" index="0"]
texture = ExtResource("2_qe8gb") texture = ExtResource("2_qe8gb")
+1
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@@ -22,6 +22,7 @@ store = {
storeType = Array[int]([2, 0, 0, 1, 0]) storeType = Array[int]([2, 0, 0, 1, 0])
descriptionTemplate = "发射$count条,每条间分隔$angle,可追踪$trace秒,效率为$power的带状彩虹,每条造成$atk点伤害。" descriptionTemplate = "发射$count条,每条间分隔$angle,可追踪$trace秒,效率为$power的带状彩虹,每条造成$atk点伤害。"
needEnergy = 150.0 needEnergy = 150.0
cooldown = 2000.0
[node name="avatar" parent="container/info" index="0"] [node name="avatar" parent="container/info" index="0"]
texture = ExtResource("2_ou6jo") texture = ExtResource("2_ou6jo")
+7 -4
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@@ -1,12 +1,12 @@
[gd_scene load_steps=4 format=3 uid="uid://c0n3igy4hucrg"] [gd_scene load_steps=5 format=3 uid="uid://c0n3igy4hucrg"]
[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_hyubh"] [ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_hyubh"]
[ext_resource type="Script" path="res://scripts/Contents/Weapons/PurpleCrystal.gd" id="2_0xgcv"] [ext_resource type="Script" path="res://scripts/Contents/Weapons/PurpleCrystal.gd" id="2_0xgcv"]
[ext_resource type="Texture2D" uid="uid://16yhngg3jpun" path="res://resources/weapons/purple-crystal.svg" id="2_wgtcw"] [ext_resource type="Texture2D" uid="uid://16yhngg3jpun" path="res://resources/weapons/purple-crystal.svg" id="2_wgtcw"]
[ext_resource type="AudioStream" uid="uid://dclinyhu256xi" path="res://resources/sounds/effect/Low Whoosh.mp3" id="4_16daa"]
[node name="PurpleCrystal" instance=ExtResource("1_hyubh")] [node name="PurpleCrystal" instance=ExtResource("1_hyubh")]
offset_right = 208.0 offset_bottom = 302.0
offset_bottom = 282.0
script = ExtResource("2_0xgcv") script = ExtResource("2_0xgcv")
avatarTexture = ExtResource("2_wgtcw") avatarTexture = ExtResource("2_wgtcw")
displayName = "紫水晶簇" displayName = "紫水晶簇"
@@ -15,6 +15,9 @@ costCounts = Array[int]([50, 10])
descriptionTemplate = "撞击造成$atk点伤害。" descriptionTemplate = "撞击造成$atk点伤害。"
cooldown = 200.0 cooldown = 200.0
[node name="attack" parent="sounds" index="0"]
stream = ExtResource("4_16daa")
[node name="avatar" parent="container/info" index="0"] [node name="avatar" parent="container/info" index="0"]
texture = ExtResource("2_wgtcw") texture = ExtResource("2_wgtcw")
@@ -22,4 +25,4 @@ texture = ExtResource("2_wgtcw")
displayName = "紫水晶簇" displayName = "紫水晶簇"
[node name="description" parent="container" index="2"] [node name="description" parent="container" index="2"]
text = "撞击造成[color=cyan]10.0[/color]点伤害。" text = "[center]撞击造成[color=cyan]10.0[/color]点伤害。[/center]"
+3 -2
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@@ -11,7 +11,8 @@ func split(index, total, _last):
launcher, launcher,
position, position,
deg_to_rad(360 / total * index), deg_to_rad(360 / total * index),
true true,
isChildRefract
) )
func refract(entity, _index, _total, _last): func refract(entity, _index, _total, _last):
BulletBase.generate( BulletBase.generate(
@@ -19,6 +20,6 @@ func refract(entity, _index, _total, _last):
launcher, launcher,
position, position,
position.angle_to_point(entity.position) if is_instance_valid(entity) else randf_range(0, deg_to_rad(360)), position.angle_to_point(entity.position) if is_instance_valid(entity) else randf_range(0, deg_to_rad(360)),
false, isChildSplit,
true true
) )
+1 -1
View File
@@ -2,6 +2,6 @@ extends BulletBase
class_name Star class_name Star
func register(): func register():
damage = 1 damage = 5
func ai(): func ai():
PresetAIs.forward(self, rotation) PresetAIs.forward(self, rotation)
+8 -10
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@@ -8,7 +8,6 @@ class_name BulletBase
@export var lifeTime: float = -1 # -1表示无限时间 @export var lifeTime: float = -1 # -1表示无限时间
@export var indisDamage: bool = false # 是否无差别伤害(不区分敌我) @export var indisDamage: bool = false # 是否无差别伤害(不区分敌我)
@export var canDamageSelf: bool = false # 是否可以伤害发射者 @export var canDamageSelf: bool = false # 是否可以伤害发射者
@export var needEnergy: float = 0.0 # 发射时需要消耗的能量
@export var autoSpawnAnimation: bool = false @export var autoSpawnAnimation: bool = false
@export var autoLoopAnimation: bool = false @export var autoLoopAnimation: bool = false
@export var autoDestroyAnimation: bool = false @export var autoDestroyAnimation: bool = false
@@ -139,13 +138,12 @@ static func generate(
var instances = [] var instances = []
for i in range(count): for i in range(count):
var instance: BulletBase = bullet.instantiate() var instance: BulletBase = bullet.instantiate()
if launchBy.useEnergy(instance.needEnergy): instance.isChildSplit = asChildSplit
instance.isChildSplit = asChildSplit instance.isChildRefract = asChildRefract
instance.isChildRefract = asChildRefract instance.launcher = launchBy
instance.launcher = launchBy instance.position = spawnPosition
instance.position = spawnPosition instance.rotation = spawnRotation + deg_to_rad(randf_range(-launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT), launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT)))
instance.rotation = spawnRotation + deg_to_rad(randf_range(-launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT), launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT))) if addToWorld:
if addToWorld: WorldManager.rootNode.call_deferred("add_child", instance)
WorldManager.rootNode.call_deferred("add_child", instance) instances.append(instance)
instances.append(instance)
return len(instances) return len(instances)
+5 -6
View File
@@ -199,7 +199,7 @@ func tryAttack(type: int, needChargeUp: bool = false):
weapon = weapons[type] weapon = weapons[type]
var state var state
if isPlayer(): if isPlayer():
state = weapon.cooldownTimer.start() state = true
else: else:
cooldownTimer.cooldown = attackCooldownMap.get(type, defaultCooldownUnit) cooldownTimer.cooldown = attackCooldownMap.get(type, defaultCooldownUnit)
state = cooldownTimer.start() state = cooldownTimer.start()
@@ -208,13 +208,12 @@ func tryAttack(type: int, needChargeUp: bool = false):
charginup = true charginup = true
await EffectController.create(preload("res://components/Effects/AttackStar.tscn"), damageAnchor.global_position).shot() await EffectController.create(preload("res://components/Effects/AttackStar.tscn"), damageAnchor.global_position).shot()
charginup = false charginup = false
var done
if isPlayer(): if isPlayer():
done = weapon.attack(self) if weapon.tryAttack(self):
weapon.playSound("attack")
else: else:
done = attack(type) if attack(type):
if done: playSound("attack" + str(type))
playSound("attack" + str(type))
return state return state
func trySprint(): func trySprint():
trailing = true trailing = true
+15
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@@ -27,6 +27,7 @@ signal selected(applied: bool)
@onready var descriptionLabel: RichTextLabel = $"%description" @onready var descriptionLabel: RichTextLabel = $"%description"
@onready var costsBox: GridContainer = $"%costs" @onready var costsBox: GridContainer = $"%costs"
@onready var updateButton: Button = $"%updateBtn" @onready var updateButton: Button = $"%updateBtn"
@onready var sounds: Node2D = $"%sounds"
var cooldownTimer = CooldownTimer.new() var cooldownTimer = CooldownTimer.new()
@@ -36,6 +37,8 @@ func _ready():
apply(UIState.player) apply(UIState.player)
) )
cooldownTimer.cooldown = cooldown cooldownTimer.cooldown = cooldown
for i in sounds.get_children():
i.process_mode = ProcessMode.PROCESS_MODE_ALWAYS
rebuildInfo() rebuildInfo()
debugRebuild = false # 只能在编辑器里打开 debugRebuild = false # 只能在编辑器里打开
func _physics_process(_delta): func _physics_process(_delta):
@@ -99,6 +102,18 @@ func buildDescription():
return "[center]%s[/center]" % result return "[center]%s[/center]" % result
func readStore(key: String, default: Variant = null): func readStore(key: String, default: Variant = null):
return store.get(key, default) return store.get(key, default)
func playSound(sound: String):
var body = sounds.get_node_or_null(sound)
if body is AudioStreamPlayer2D:
var cloned = body.duplicate() as AudioStreamPlayer2D
add_child(cloned)
cloned.play()
await cloned.finished
cloned.queue_free()
func tryAttack(entity: EntityBase):
if cooldownTimer.start():
if entity.useEnergy(needEnergy):
attack(entity)
# 抽象 # 抽象
func update(_to: int, _origin: Dictionary, _entity: EntityBase): func update(_to: int, _origin: Dictionary, _entity: EntityBase):