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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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fix(Weapon): 修复灵魂等级提升逻辑并优化商店更新
修复灵魂等级提升条件判断错误,将INFINITY-1改为INFINITY 添加updateStore方法集中处理商店更新逻辑 在升级和镶嵌操作后统一调用商店更新方法
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@@ -49,15 +49,17 @@ func _ready():
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ItemStore.ItemType.SOUL: soulLevel
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ItemStore.ItemType.SOUL: soulLevel
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})
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})
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soulLevel -= 1
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soulLevel -= 1
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updateStore(level, UIState.player)
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rebuildInfo()
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rebuildInfo()
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)
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)
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inlayBtn.pressed.connect(
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inlayBtn.pressed.connect(
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func():
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func():
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if soulLevel < WeaponName.SoulLevel.INFINITY - 1:
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if soulLevel < WeaponName.SoulLevel.INFINITY:
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if UIState.player.useItem({
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if UIState.player.useItem({
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ItemStore.ItemType.SOUL: soulLevel
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ItemStore.ItemType.SOUL: soulLevel
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}):
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}):
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soulLevel += 1
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soulLevel += 1
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updateStore(level, UIState.player)
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rebuildInfo()
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rebuildInfo()
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)
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)
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for i in sounds.get_children():
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for i in sounds.get_children():
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@@ -75,11 +77,13 @@ func apply(entity: EntityBase):
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if allHave:
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if allHave:
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level += 1
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level += 1
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entity.inventory[ItemStore.ItemType.BEACHBALL] -= costBeachball
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entity.inventory[ItemStore.ItemType.BEACHBALL] -= costBeachball
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store = update(level, originalStore.duplicate(), entity)
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updateStore(level, entity)
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costBeachball = floor(GameRule.weaponUpdateCost * costBeachball)
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costBeachball = floor(GameRule.weaponUpdateCost * costBeachball)
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needEnergy = GameRule.weaponUpdateEnergy * needEnergy
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needEnergy = GameRule.weaponUpdateEnergy * needEnergy
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rebuildInfo()
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rebuildInfo()
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return allHave
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return allHave
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func updateStore(to: int, entity: EntityBase):
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store = update(to, originalStore.duplicate(), entity)
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func multipiler() -> float:
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func multipiler() -> float:
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if is_instance_valid(UIState.player):
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if is_instance_valid(UIState.player):
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return 1 - UIState.player.fields.get(FieldStore.Entity.PRICE_REDUCTION)
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return 1 - UIState.player.fields.get(FieldStore.Entity.PRICE_REDUCTION)
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