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:
@@ -1,10 +1,11 @@
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[gd_scene load_steps=7 format=3 uid="uid://ckq2cq6m23hq3"]
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[gd_scene load_steps=8 format=3 uid="uid://ckq2cq6m23hq3"]
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[ext_resource type="Script" path="res://scripts/Structs/Weapon.gd" id="1_g802t"]
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[ext_resource type="Theme" uid="uid://dhvs6urgf6jr5" path="res://themes/main.tres" id="2_fwkd3"]
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[ext_resource type="PackedScene" uid="uid://ch81vd3awkmhk" path="res://components/UI/WeaponName.tscn" id="3_qv0b1"]
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[ext_resource type="Texture2D" uid="uid://dwwpkn4q07ja2" path="res://icon.svg" id="3_vtucy"]
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[ext_resource type="Texture2D" uid="uid://k13cte17httt" path="res://resources/items/energy.svg" id="4_6gohw"]
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[ext_resource type="Texture2D" uid="uid://dw0g7cb4skd5s" path="res://resources/items/beachball.svg" id="5_pr18h"]
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_n2ewr"]
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content_margin_left = 30.0
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@@ -27,6 +28,7 @@ offset_right = 350.0
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offset_bottom = 304.0
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theme_override_styles/panel = SubResource("StyleBoxFlat_n2ewr")
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script = ExtResource("1_g802t")
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costBeachball = 100
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metadata/_edit_lock_ = true
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[node name="sounds" type="Node2D" parent="."]
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@@ -60,11 +62,16 @@ texture = ExtResource("3_vtucy")
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expand_mode = 1
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stretch_mode = 5
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[node name="energyInfo" type="HBoxContainer" parent="container/info"]
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[node name="infos" type="HBoxContainer" parent="container/info"]
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layout_mode = 2
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theme_override_constants/separation = 20
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alignment = 1
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[node name="energyInfo" type="HBoxContainer" parent="container/info/infos"]
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layout_mode = 2
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alignment = 1
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[node name="icon" type="TextureRect" parent="container/info/energyInfo"]
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[node name="icon" type="TextureRect" parent="container/info/infos/energyInfo"]
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custom_minimum_size = Vector2(15, 15)
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layout_mode = 2
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size_flags_horizontal = 4
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@@ -73,16 +80,33 @@ texture = ExtResource("4_6gohw")
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expand_mode = 1
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stretch_mode = 5
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[node name="energy" type="Label" parent="container/info/energyInfo"]
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[node name="energy" type="Label" parent="container/info/infos/energyInfo"]
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unique_name_in_owner = true
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layout_mode = 2
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text = "0.0"
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[node name="beachballInfo" type="HBoxContainer" parent="container/info/infos"]
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layout_mode = 2
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alignment = 1
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[node name="icon" type="TextureRect" parent="container/info/infos/beachballInfo"]
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custom_minimum_size = Vector2(15, 15)
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layout_mode = 2
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size_flags_horizontal = 4
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size_flags_vertical = 4
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texture = ExtResource("5_pr18h")
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expand_mode = 1
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stretch_mode = 5
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[node name="beachball" type="Label" parent="container/info/infos/beachballInfo"]
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unique_name_in_owner = true
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layout_mode = 2
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text = "100"
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[node name="name" parent="container/info" instance=ExtResource("3_qv0b1")]
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unique_name_in_owner = true
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layout_mode = 2
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displayName = "未命名饲料"
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quality = 1
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[node name="description" type="RichTextLabel" parent="container"]
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unique_name_in_owner = true
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@@ -77,6 +77,11 @@ pause={
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":80,"key_label":0,"unicode":112,"location":0,"echo":false,"script":null)
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]
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}
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openWeapon={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":73,"key_label":0,"unicode":105,"location":0,"echo":false,"script":null)
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]
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}
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[physics]
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+12
-31
@@ -2,14 +2,11 @@
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extends PanelContainer
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class_name Weapon
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signal selected(applied: bool)
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@export var avatarTexture: Texture2D = preload("res://icon.svg")
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@export var displayName: String = "未命名饲料"
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@export var quality: WeaponName.Quality = WeaponName.Quality.COMMON
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@export var typeTopic: WeaponName.TypeTopic = WeaponName.TypeTopic.IMPACT
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@export var costs: Array[ItemStore.ItemType] = []
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@export var costCounts: Array[int] = []
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@export var costBeachball: int = 0
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@export var store: Dictionary = {
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"atk": 10
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}
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@@ -20,18 +17,21 @@ signal selected(applied: bool)
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@export var needEnergy: float = 0
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@export var cooldown: float = 100
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@export var debugRebuild: bool = false
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@export var level: int = 0
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@onready var avatarRect: TextureRect = $"%avatar"
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@onready var nameLabel: WeaponName = $"%name"
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@onready var energyLabel: Label = $"%energy"
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@onready var beachballLabel: Label = $"%beachball"
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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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var originalStore: Dictionary = {}
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func _ready():
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originalStore = store
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updateButton.pressed.connect(
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func():
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apply(UIState.player)
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@@ -46,23 +46,12 @@ func _physics_process(_delta):
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rebuildInfo()
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func allHad(entity: EntityBase) -> bool:
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var allHave = true
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for i in range(min(costs.size(), costCounts.size())):
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var item = costs[i]
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var count = costCounts[i] * multipiler()
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if entity.inventory[item] < count:
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allHave = false
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break
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return allHave
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return entity.inventory[ItemStore.ItemType.BEACHBALL] >= costBeachball
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func apply(entity: EntityBase):
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var allHave = allHad(entity)
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if allHave:
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for i in range(min(costs.size(), costCounts.size())):
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var item = costs[i]
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var count = costCounts[i] * multipiler()
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entity.inventory[item] -= count
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hide()
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selected.emit(allHave)
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entity.inventory[ItemStore.ItemType.BEACHBALL] -= costBeachball
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store = update(level + 1, originalStore.duplicate(), entity)
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return allHave
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func multipiler() -> float:
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if is_instance_valid(UIState.player):
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@@ -75,17 +64,9 @@ func rebuildInfo():
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nameLabel.quality = quality
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nameLabel.typeTopic = typeTopic
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energyLabel.text = "%.1f" % needEnergy
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beachballLabel.text = str(costBeachball)
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descriptionLabel.text = buildDescription()
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for i in costsBox.get_children():
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i.queue_free()
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for i in range(min(costs.size(), costCounts.size())):
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var cost = costs[i]
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var count = costCounts[i]
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var costShow: ItemShow = preload("res://components/UI/ItemShow.tscn").instantiate()
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costShow.type = cost
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costShow.count = int(count * multipiler())
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costsBox.add_child(costShow)
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func buildDescription():
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func buildDescription() -> String:
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var result = descriptionTemplate
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var i = 0
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for key in store.keys():
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@@ -116,7 +97,7 @@ func tryAttack(entity: EntityBase):
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return attack(entity)
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# 抽象
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func update(_to: int, _origin: Dictionary, _entity: EntityBase):
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pass
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func update(_to: int, origin: Dictionary, _entity: EntityBase):
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return origin
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func attack(_entity: EntityBase):
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pass
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