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refactor(武器系统): 重构武器冷却和攻击逻辑
- 将CooldownTimer的startCooldown方法重命名为更简洁的start - 为EntityBase添加weaponStore节点管理武器 - 修改武器攻击逻辑,现在由Weapon类自身处理冷却和攻击 - 调整武器卡片的UI布局和描述居中显示 - 为Rooster角色添加预设武器
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@@ -1,16 +1,19 @@
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[gd_scene load_steps=3 format=3 uid="uid://c0n3igy4hucrg"]
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[gd_scene load_steps=4 format=3 uid="uid://c0n3igy4hucrg"]
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[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_hyubh"]
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[ext_resource type="Script" path="res://scripts/Contents/Weapons/PurpleCrystal.gd" id="2_0xgcv"]
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[ext_resource type="Texture2D" uid="uid://16yhngg3jpun" path="res://resources/weapons/purple-crystal.svg" id="2_wgtcw"]
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[node name="PurpleCrystal" instance=ExtResource("1_hyubh")]
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offset_right = 208.0
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offset_bottom = 280.0
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offset_bottom = 282.0
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script = ExtResource("2_0xgcv")
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avatarTexture = ExtResource("2_wgtcw")
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displayName = "紫水晶簇"
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costs = Array[int]([0, 1])
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costCounts = Array[int]([50, 10])
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descriptionTemplate = "撞击造成$atk点伤害。"
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cooldown = 200.0
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("2_wgtcw")
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