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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(UI): 重构能量条为垂直样式并调整UI布局
refactor: 修改能量恢复随机范围从0.01-0.15调整为0.01-0.1 style: 更新着色器进度范围提示从0.0-2.0改为-0.0-2.0 feat: 新增垂直颜色条组件和样式资源 chore: 恢复测试波次为普通模式
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@@ -156,7 +156,7 @@ func _physics_process(_delta: float) -> void:
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if (isPlayer() or is_instance_valid(currentFocusedBoss)) and not charginup:
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ai()
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move_and_slide()
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storeEnergy(randf_range(0.01, 0.15) * fields.get(FieldStore.Entity.ENERGY_REGENERATION), true)
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storeEnergy(randf_range(0.01, 0.1) * fields.get(FieldStore.Entity.ENERGY_REGENERATION), true)
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trailParticle.emitting = trailing
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# 通用方法
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@@ -2,8 +2,6 @@ extends CanvasLayer
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class_name UIState
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@onready var items = $"%items"
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@onready var energyLabel: Label = $"%energy"
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@onready var energyMaxLabel: Label = $"%energyMax"
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@onready var fields: VBoxContainer = $"%fields"
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@onready var fieldsAnimator: AnimationPlayer = $"%fieldsAnimator"
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@@ -21,14 +19,10 @@ func _ready():
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energyPercent = $"%percent"
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itemCollect = $"%itemCollect"
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skillIconContainer = $"%skillContainer"
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# for i in FieldStore.entityMap:
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# print(FieldStore.entityMap[i])
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func _process(_delta):
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bossbar.visible = !!bossbar.entity
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func _physics_process(_delta):
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if is_instance_valid(player):
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energyLabel.text = "%.2f" % clamp(player.energy, 0, player.fields.get(FieldStore.Entity.MAX_ENERGY))
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energyMaxLabel.text = "%.1f" % player.fields.get(FieldStore.Entity.MAX_ENERGY)
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for i in items.get_children():
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var item = i as ItemShow
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item.count = player.inventory.get(item.type)
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@@ -0,0 +1,8 @@
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@tool
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extends ColorBar
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class_name VerticalColorBar
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func _draw():
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draw_style_box(backBox, Rect2(0, 0, size.x, size.y))
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draw_style_box(middleBox2 if forwardDirection > 0 else middleBox1, Rect2(0, size.y * (1 - getPercent(middleValue)), size.x, size.y * getPercent(middleValue)))
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draw_style_box(frontBox, Rect2(0, size.y * (1 - getPercent(frontValue)), size.x, size.y * getPercent(frontValue)))
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