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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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@@ -24,11 +24,14 @@ signal selected(applied: bool)
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@onready var costsBox: GridContainer = $"%costs"
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@onready var selectButton: Button = $"%selectBtn"
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var cooldownTimer = CooldownTimer.new()
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func _ready():
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selectButton.pressed.connect(
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func():
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apply(UIState.player)
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)
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cooldownTimer.cooldown = cooldown
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rebuildInfo()
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func _physics_process(_delta: float):
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descriptionLabel.text = buildDescription()
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@@ -76,7 +79,7 @@ func buildDescription():
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var result = descriptionTemplate
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for key in store.keys():
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result = result.replace("$" + key, "[color=cyan]%.1f[/color]" % readStore(key))
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return result
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return "[center]%s[/center]" % result
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func readStore(key: String, default: Variant = null):
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return store.get(key, default)
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