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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(特效): 添加血雨效果及关联逻辑
为狐狸爪子弹添加血雨特效,当攻击公鸡角色时触发。同时新增相关资源文件和粒子系统配置。
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[gd_scene load_steps=6 format=3 uid="uid://bh6u8paviqwpi"]
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[ext_resource type="PackedScene" uid="uid://bcvuuy2m0pke0" path="res://components/Abstracts/EffectBase.tscn" id="1_mkxf8"]
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[ext_resource type="Texture2D" uid="uid://cy4u4bvvv4r2n" path="res://resources/effects/flood.png" id="2_quyoi"]
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[sub_resource type="Curve" id="Curve_quyoi"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_iyojt"]
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curve = SubResource("Curve_quyoi")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_quyoi"]
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particle_flag_disable_z = true
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emission_shape = 1
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emission_sphere_radius = 50.0
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direction = Vector3(0, -1, 0)
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initial_velocity_min = 50.0
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initial_velocity_max = 200.0
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gravity = Vector3(0, 200, 0)
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scale_min = 0.049999997
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scale_max = 0.049999997
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alpha_curve = SubResource("CurveTexture_iyojt")
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[node name="BloodFall" instance=ExtResource("1_mkxf8")]
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[node name="particles" parent="." index="1"]
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amount = 5
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texture = ExtResource("2_quyoi")
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lifetime = 2.0
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randomness = 1.0
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process_material = SubResource("ParticleProcessMaterial_quyoi")
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Binary file not shown.
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After Width: | Height: | Size: 72 KiB |
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://cy4u4bvvv4r2n"
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path="res://.godot/imported/flood.png-85f0dcbcd4bf1a7f90d70fe0bbca9854.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://resources/effects/flood.png"
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dest_files=["res://.godot/imported/flood.png-85f0dcbcd4bf1a7f90d70fe0bbca9854.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@@ -1,4 +1,5 @@
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extends BulletBase
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class_name FoxZhua
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@export var canTrace: bool = true
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@@ -5,8 +5,11 @@ func register():
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attackCooldownMap[0] = 200
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attackCooldownMap[1] = 6000
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hit.connect(
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func(_damage: float, _bullet: BulletBase, _crit: bool):
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EffectController.create(ComponentManager.getEffect("FeatherFall"), texture.global_position).shot()
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func(_damage: float, bullet: BulletBase, _crit: bool):
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if bullet is DogCircle:
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EffectController.create(ComponentManager.getEffect("FeatherFall"), texture.global_position).shot()
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elif bullet is FoxZhua:
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EffectController.create(ComponentManager.getEffect("BloodFall"), texture.global_position).shot()
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)
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func ai():
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texture.play("walk")
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