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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

feat: 新增角色系统及基础功能实现

新增HCN、Lynx和MuyangDog三个可玩角色及其相关资源
实现角色选择界面和角色属性系统
重构玩家生成逻辑以支持角色选择
优化角色卡片UI显示效果
This commit is contained in:
2026-05-04 21:34:57 +08:00
parent 4d1f68cac1
commit dc4b080a09
23 changed files with 362 additions and 48 deletions
+4
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@@ -0,0 +1,4 @@
extends PlayerBase
func summoned(entity: SummonBase):
entity.died.connect(func(): tryHeal(3))
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uid://bevc4f6apql4t
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extends PlayerBase
func register():
super.register()
sprintMultiplier += 3
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uid://b8g0hkqvyeptg
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extends PlayerBase
var parryCounter: CooldownTimer = CooldownTimer.new(5000)
func ai():
super.ai()
if parryCounter.start():
var track = getTrackingAnchor()
var bullet = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , 400)
if is_instance_valid(bullet):
BulletBase.generate(ComponentManager.getBullet("Parrier"), self , track, track.angle_to_point(bullet.position))
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uid://bbmb572iba42l
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extends EntityBase
class_name PlayerBase
var chargeStartTime = {}
@onready var chargeParticle: GPUParticles2D = $%chargeParticle
func register():
attackCooldownMap[0] = 200
attackCooldownMap[1] = 6000
hit.connect(
func(_damage: float, bullet: BulletBase, _crit: bool):
if bullet is DogCircle:
EffectController.create(ComponentManager.getEffect("FeatherFall"), texture.global_position).shot()
elif bullet is FoxZhua:
EffectController.create(ComponentManager.getEffect("BloodFall"), texture.global_position).shot()
)
chargeParticle.emitting = false
func ai():
currentFocusedPosition = get_global_mouse_position()
texture.play("walk")
var direction = Vector2(
Input.get_axis("m_left", "m_right"),
Input.get_axis("m_up", "m_down")
)
move(direction)
if direction.length() == 0:
texture.play("idle")
tryLaunch("attack", 0)
tryLaunch("attack2", 1)
tryLaunch("smallSkill", 2)
tryLaunch("superSkill", 3)
for i in range(3):
tryLaunch("cardSkill%d" % i, 4 + i)
if Input.is_action_just_pressed("sprint"):
trySprint()
if Input.is_action_just_pressed("heal"):
if health < fields.get(FieldStore.Entity.MAX_HEALTH):
if useItem({
ItemStore.ItemType.APPLE: 1
}):
tryHeal(20)
func sprint():
move(Vector2(
Input.get_axis("m_left", "m_right"),
Input.get_axis("m_up", "m_down")
) * sprintMultiplier, true)
func tryLaunch(action: String, weaponIndex: int):
if Input.is_action_just_pressed(action):
if len(weapons) > weaponIndex:
var weapon = weapons[weaponIndex]
if weapon.emitType == Weapon.EmitType.CHARGE:
if weapon.canAttackBy(self ):
chargeStartTime[weaponIndex] = Time.get_ticks_msec()
chargeParticle.emitting = true
chargeParticle.speed_scale = 1
elif weapon.emitType == Weapon.EmitType.CLICK_SHOOT || weapon.emitType == Weapon.EmitType.HOLD_LOOP:
tryAttack(weaponIndex)
if Input.is_action_pressed(action):
if len(weapons) > weaponIndex:
var weapon = weapons[weaponIndex]
if chargeStartTime.has(weaponIndex):
chargeParticle.speed_scale += 0.01 * self.fields.get(FieldStore.Entity.CHARGE_SPEED)
elif weapon.emitType == Weapon.EmitType.HOLD_SHOOT || weapon.emitType == Weapon.EmitType.HOLD_LOOP:
tryAttack(weaponIndex)
if Input.is_action_just_released(action):
if len(weapons) > weaponIndex:
var weapon = weapons[weaponIndex]
if weapon.emitType == Weapon.EmitType.CHARGE:
if chargeStartTime.has(weaponIndex):
var startTime = chargeStartTime[weaponIndex]
var endTime = Time.get_ticks_msec()
var chargedTime = endTime - startTime
chargeStartTime.erase(weaponIndex)
weapon.chargedTime = chargedTime * self.fields.get(FieldStore.Entity.CHARGE_SPEED)
tryAttack(weaponIndex)
chargeParticle.emitting = false
elif weapon.emitType == Weapon.EmitType.HOLD_LOOP:
weapon.exitLoop(self )
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uid://r5gm7rcya35p
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@@ -76,14 +76,18 @@ func startMultiplayerGame():
MultiplayerState.connection = multiplayer.multiplayer_peer
WorldManager.rootNode.multiplayer.multiplayer_peer = multiplayer.multiplayer_peer
for i in getPlayerNames():
EntityBase.generatePlayer(i)
EntityBase.generatePlayer(i, selectedCharacter)
UIState.closeCurrentPanel()
func startSingleplayerGame():
startSingleplayerBtn.disabled = true
MultiplayerState.isMultiplayer = false
MultiplayerState.playerName = playerNameInput.text
Wave.usingWaveData = GAMEMODE_MAP_WAVE[gamemodeOption.selected]
UIState.player = EntityBase.generatePlayer(playerNameInput.text)
var extras = ArrayTool.mergeDictionary(ArrayTool.dictionaryFromEntries(
getCurrentSelectedCharacter().fields,
getCurrentSelectedCharacter().fieldValues
), OutGameStorage.upgradableFieldsValue)
UIState.player = EntityBase.generatePlayer(playerNameInput.text, selectedCharacter, extras)
WorldManager.rootNode.spawnWave(Vector2.ZERO)
UIState.setPanel("CompilingTip")