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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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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@@ -64,7 +64,6 @@ var inventoryMax = {
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@export var dropCounts: Array[Vector2] = []
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@export var appleCount: Vector2i = Vector2(0, 2) # 死亡后掉落的苹果数量
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@export var level: int = 1
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@export var weapons: Array[Weapon] = []
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@onready var animatree: AnimationTree = $"%animatree"
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@onready var texture: AnimatedSprite2D = $"%texture"
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@@ -73,6 +72,7 @@ var inventoryMax = {
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@onready var hurtAnimator: AnimationPlayer = $"%hurtAnimator"
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@onready var damageAnchor: Node2D = $"%damageAnchor"
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@onready var trailParticle: GPUParticles2D = $"%trailParticle"
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@onready var weaponStore = $"%weaponStore"
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var statebar: EntityStateBar
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var health: float = 0
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@@ -84,6 +84,7 @@ var lastDirection: int = 1
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var currentFocusedBoss: EntityBase = null
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var charginup: bool = false
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var cooldownTimer = CooldownTimer.new()
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var weapons: Array[Weapon] = []
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func _ready():
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register()
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@@ -94,6 +95,9 @@ func _ready():
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statebar = selfStatebar
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statebar.entity = self
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if isPlayer():
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for i in weaponStore.get_children():
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i.hide()
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weapons.append(i)
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statebar.levelLabels.hide()
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UIState.player = self
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energyChanged.connect(
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@@ -190,16 +194,27 @@ func useEnergy(value: float):
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energyChanged.emit(energy)
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return state
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func tryAttack(type: int, needChargeUp: bool = false):
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var weapon: Weapon
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if isPlayer():
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weapon = weapons[type]
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var state
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if !isPlayer():
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if isPlayer():
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state = weapon.cooldownTimer.start()
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else:
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cooldownTimer.cooldown = attackCooldownMap.get(type, defaultCooldownUnit)
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state = cooldownTimer.startCooldown()
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state = cooldownTimer.start()
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if state:
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if needChargeUp:
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charginup = true
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await EffectController.create(preload("res://components/Effects/AttackStar.tscn"), damageAnchor.global_position).shot()
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charginup = false
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if attack(type):
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var done
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if isPlayer():
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done = weapon.attack(self)
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print("test", done, weapon.name)
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else:
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done = attack(type)
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if done:
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playSound("attack" + str(type))
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return state
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func trySprint():
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