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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00

feat(武器系统): 重构武器消耗为单一沙滩球资源并添加升级功能

将武器消耗从多种资源数组简化为单一沙滩球资源
添加武器升级功能,更新武器属性时保留原始属性
修改UI显示以适配新的资源消耗系统
This commit is contained in:
2025-09-06 11:14:02 +08:00
parent 2486eb6d8a
commit a083069848
3 changed files with 46 additions and 36 deletions
+12 -31
View File
@@ -2,14 +2,11 @@
extends PanelContainer
class_name Weapon
signal selected(applied: bool)
@export var avatarTexture: Texture2D = preload("res://icon.svg")
@export var displayName: String = "未命名饲料"
@export var quality: WeaponName.Quality = WeaponName.Quality.COMMON
@export var typeTopic: WeaponName.TypeTopic = WeaponName.TypeTopic.IMPACT
@export var costs: Array[ItemStore.ItemType] = []
@export var costCounts: Array[int] = []
@export var costBeachball: int = 0
@export var store: Dictionary = {
"atk": 10
}
@@ -20,18 +17,21 @@ signal selected(applied: bool)
@export var needEnergy: float = 0
@export var cooldown: float = 100
@export var debugRebuild: bool = false
@export var level: int = 0
@onready var avatarRect: TextureRect = $"%avatar"
@onready var nameLabel: WeaponName = $"%name"
@onready var energyLabel: Label = $"%energy"
@onready var beachballLabel: Label = $"%beachball"
@onready var descriptionLabel: RichTextLabel = $"%description"
@onready var costsBox: GridContainer = $"%costs"
@onready var updateButton: Button = $"%updateBtn"
@onready var sounds: Node2D = $"%sounds"
var cooldownTimer = CooldownTimer.new()
var originalStore: Dictionary = {}
func _ready():
originalStore = store
updateButton.pressed.connect(
func():
apply(UIState.player)
@@ -46,23 +46,12 @@ func _physics_process(_delta):
rebuildInfo()
func allHad(entity: EntityBase) -> bool:
var allHave = true
for i in range(min(costs.size(), costCounts.size())):
var item = costs[i]
var count = costCounts[i] * multipiler()
if entity.inventory[item] < count:
allHave = false
break
return allHave
return entity.inventory[ItemStore.ItemType.BEACHBALL] >= costBeachball
func apply(entity: EntityBase):
var allHave = allHad(entity)
if allHave:
for i in range(min(costs.size(), costCounts.size())):
var item = costs[i]
var count = costCounts[i] * multipiler()
entity.inventory[item] -= count
hide()
selected.emit(allHave)
entity.inventory[ItemStore.ItemType.BEACHBALL] -= costBeachball
store = update(level + 1, originalStore.duplicate(), entity)
return allHave
func multipiler() -> float:
if is_instance_valid(UIState.player):
@@ -75,17 +64,9 @@ func rebuildInfo():
nameLabel.quality = quality
nameLabel.typeTopic = typeTopic
energyLabel.text = "%.1f" % needEnergy
beachballLabel.text = str(costBeachball)
descriptionLabel.text = buildDescription()
for i in costsBox.get_children():
i.queue_free()
for i in range(min(costs.size(), costCounts.size())):
var cost = costs[i]
var count = costCounts[i]
var costShow: ItemShow = preload("res://components/UI/ItemShow.tscn").instantiate()
costShow.type = cost
costShow.count = int(count * multipiler())
costsBox.add_child(costShow)
func buildDescription():
func buildDescription() -> String:
var result = descriptionTemplate
var i = 0
for key in store.keys():
@@ -116,7 +97,7 @@ func tryAttack(entity: EntityBase):
return attack(entity)
# 抽象
func update(_to: int, _origin: Dictionary, _entity: EntityBase):
pass
func update(_to: int, origin: Dictionary, _entity: EntityBase):
return origin
func attack(_entity: EntityBase):
pass