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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(角色): 为公鸡角色添加大激光武器并调整技能图标着色器

- 在公鸡角色中新增大激光武器
- 调整技能图标着色器参数,包括边缘高度和轨迹高度
- 移除着色器中未使用的轨迹颜色参数
- 优化粒子系统配置
This commit is contained in:
2026-01-24 09:20:19 +08:00
parent 47795df050
commit aa7bcdf8f4
3 changed files with 18 additions and 15 deletions
+4 -1
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@@ -1,8 +1,9 @@
[gd_scene load_steps=13 format=3 uid="uid://bm7ymrri6pykb"]
[gd_scene load_steps=14 format=3 uid="uid://bm7ymrri6pykb"]
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_e5pl8"]
[ext_resource type="Script" uid="uid://cthtupc6dtbav" path="res://scripts/Contents/Characters/Rooster.gd" id="2_oqdqd"]
[ext_resource type="PackedScene" uid="uid://c0n3igy4hucrg" path="res://components/Weapons/PurpleCrystal.tscn" id="3_da2ca"]
[ext_resource type="PackedScene" uid="uid://cxabqjo7skxev" path="res://components/Weapons/BigLaser.tscn" id="4_0omr3"]
[ext_resource type="AudioStream" uid="uid://cdrevrq7n6yqa" path="res://resources/sounds/effect/Boing.mp3" id="4_66s6c"]
[ext_resource type="AudioStream" uid="uid://benyec5bqni0b" path="res://resources/sounds/effect/Chomp.wav" id="4_k0yme"]
[ext_resource type="AudioStream" uid="uid://dmxh3bpk8vyy5" path="res://resources/sounds/effect/Coin.mp3" id="5_xnbhq"]
@@ -60,6 +61,8 @@ process_mode = 4
[node name="PurpleCrystal" parent="weaponStore" index="0" instance=ExtResource("3_da2ca")]
[node name="BigLaser" parent="weaponStore" index="1" instance=ExtResource("4_0omr3")]
[node name="sprint" parent="sounds" index="0"]
stream = ExtResource("4_66s6c")
+7 -8
View File
@@ -1,18 +1,17 @@
[gd_scene load_steps=12 format=3 uid="uid://ufl4kek8hrmt"]
[ext_resource type="Shader" path="res://shaders/CooldownProgress.gdshader" id="1_jaivk"]
[ext_resource type="Script" path="res://scripts/Statemachine/SkillIcon.gd" id="1_l7say"]
[ext_resource type="Shader" uid="uid://u6weu6llk46k" path="res://shaders/CooldownProgress.gdshader" id="1_jaivk"]
[ext_resource type="Script" uid="uid://bp8catom6i0ul" path="res://scripts/Statemachine/SkillIcon.gd" id="1_l7say"]
[ext_resource type="Texture2D" uid="uid://cp4ypuarjoshp" path="res://resources/skillIcons/purple-crystal.png" id="2_hh1bl"]
[ext_resource type="Texture2D" uid="uid://chqmaeivt84b5" path="res://resources/common/attackstar.svg" id="4_50rim"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_3fyf3"]
shader = ExtResource("1_jaivk")
shader_parameter/progress = 0.5
shader_parameter/backAlpha = 0.2
shader_parameter/edgeHeight = 0.05
shader_parameter/backAlpha = 0.0
shader_parameter/edgeHeight = 0.06
shader_parameter/edgeColor = Color(1, 1, 1, 1)
shader_parameter/trailHeight = 0.3
shader_parameter/trailColor = Color(1, 1, 1, 0.5)
shader_parameter/trailHeight = 0.4
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_a60wd"]
content_margin_left = 5.0
@@ -33,7 +32,7 @@ point_count = 3
curve = SubResource("Curve_rgp6n")
[sub_resource type="Curve" id="Curve_h7g2c"]
max_value = 2.0
_limits = [0.0, 2.0, 0.0, 1.0]
_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(1, 2), 0.0, 0.0, 0, 0]
point_count = 2
@@ -69,6 +68,6 @@ unique_name_in_owner = true
position = Vector2(20, 20)
emitting = false
amount = 1
process_material = SubResource("ParticleProcessMaterial_7cgpa")
texture = ExtResource("4_50rim")
one_shot = true
process_material = SubResource("ParticleProcessMaterial_7cgpa")
+7 -6
View File
@@ -1,15 +1,16 @@
shader_type canvas_item;
uniform float progress:hint_range(-0.0, 2.0, 0.01)=0.5;
uniform float backAlpha:hint_range(0.0, 1.0, 0.01)=0.1;
uniform float edgeHeight:hint_range(0.0, 1.0, 0.01)=0.05;
uniform float edgeHeight:hint_range(0.0, 1.0, 0.01)=0.06;
uniform vec4 edgeColor:source_color;
uniform float trailHeight:hint_range(0.0, 1.0, 0.01)=0.3;
uniform vec4 trailColor:source_color;
uniform float trailHeight:hint_range(0.0, 1.0, 0.01)=0.4;
void fragment() {
if(UV.y>=1.0-progress){
if(1.0-progress+trailHeight-UV.y>0.0){
float dist=distance(UV.y,1.0-progress);
COLOR=mix(COLOR,trailColor*vec4(1,1,1,(trailHeight-dist)/trailHeight),1);
if(distance(UV,vec2(0.5,0.5))>0.5-edgeHeight){
COLOR=vec4(1,1,1,1);
}else if(1.0-progress+trailHeight-UV.y>0.0){
float dist=UV.y-(1.0-progress);
COLOR=vec4(1,1,1,(trailHeight-dist)/trailHeight*0.8);
}else{
COLOR.a*=backAlpha;
}