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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器系统): 添加武器升华功能并优化相关代码
- 在Weapon.gd中添加sublimateToggled信号 - 为武器添加默认的升华选项"强化攻击" - 优化WeaponPanel.gd中的变量类型声明 - 修改Tree.gd中的描述文本使其更准确
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@@ -1,7 +1,7 @@
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@tool
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@tool
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extends FullscreenPanelBase
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extends FullscreenPanelBase
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@onready var box = $"%box"
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@onready var box: Control = $%box
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func beforeOpen(_args: Array = []):
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func beforeOpen(_args: Array = []):
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for weapon in UIState.player.weapons:
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for weapon in UIState.player.weapons:
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@@ -25,7 +25,7 @@ func sublimateOptions() -> Array[SublimateOption]:
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1,
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1,
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CategoryStore.Quality.RARE
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CategoryStore.Quality.RARE
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),
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),
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SublimateOption.new("亏心", "扣除你的所有幸运,每点幸运增加1%弹反概率",
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SublimateOption.new("亏心", "消耗所有幸运,每点幸运增加1%弹反概率",
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func(w: Weapon, e: EntityBase):
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func(w: Weapon, e: EntityBase):
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w.addStoreExtra("rate", e.fields[FieldStore.Entity.LUCK_VALUE]),
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w.addStoreExtra("rate", e.fields[FieldStore.Entity.LUCK_VALUE]),
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1,
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1,
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@@ -9,6 +9,8 @@ enum EmitType {
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HOLD_LOOP
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HOLD_LOOP
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}
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}
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signal sublimateToggled(on: bool)
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@export var avatarTexture: Texture2D = null
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@export var avatarTexture: Texture2D = null
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@export var displayName: String = "未命名武器"
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@export var displayName: String = "未命名武器"
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@export var quality: WeaponName.Quality = WeaponName.Quality.COMMON
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@export var quality: WeaponName.Quality = WeaponName.Quality.COMMON
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@@ -71,6 +73,7 @@ func _ready():
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animator.play("openSub")
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animator.play("openSub")
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else:
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else:
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animator.play("closeSub")
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animator.play("closeSub")
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sublimateToggled.emit(on)
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)
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)
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autoUpdateBtn.toggled.connect(
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autoUpdateBtn.toggled.connect(
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func(on: bool):
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func(on: bool):
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@@ -299,7 +302,13 @@ func disruptSublimateOptions():
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# 抽象
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# 抽象
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func sublimateOptions() -> Array[SublimateOption]:
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func sublimateOptions() -> Array[SublimateOption]:
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return [] as Array[SublimateOption]
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return [
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SublimateOption.new("强化攻击", "伤害+1",
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func(w: Weapon, _e): w.addStoreExtra("atk", 1),
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1,
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CategoryStore.Quality.COMMON
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),
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]
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func update(_to: int, origin: Dictionary, _entity: EntityBase):
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func update(_to: int, origin: Dictionary, _entity: EntityBase):
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return origin
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return origin
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func loopStart(_entity: EntityBase):
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func loopStart(_entity: EntityBase):
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