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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: 添加局外养成系统和游戏结束面板改进

添加新的物品类型紫水晶和钻石
实现局外属性升级系统
改进游戏结束面板的返回和退出功能
添加新的UI组件用于显示属性和物品
更新游戏规则和存储系统以支持局外养成
This commit is contained in:
2026-05-04 08:52:20 +08:00
parent e53af2a163
commit e1c017bf3a
17 changed files with 434 additions and 101 deletions
+22 -2
View File
@@ -1,10 +1,30 @@
@tool
extends FullscreenPanelBase
@onready var audio: AudioStreamPlayer2D = $"%audio"
@onready var deadreason: RichTextLabel = $"%deadreason"
@onready var audio: AudioStreamPlayer2D = $%audio
@onready var deadreason: RichTextLabel = $%deadreason
@onready var returnBtn: Button = $%returnBtn
@onready var exitBtn: Button = $%exitBtn
func _ready():
returnBtn.pressed.connect(
func():
returnBtn.disabled = true
for bullet in get_tree().get_nodes_in_group("bullets"):
bullet.queue_free()
for entity in get_tree().get_nodes_in_group("entities"):
entity.queue_free()
UIState.setPanel("Starter")
)
exitBtn.pressed.connect(
func():
get_tree().quit()
)
func beforeOpen(args: Array = []):
audio.play()
var reasonTemplate = MathTool.randomChoiceFrom(GameRule.deadReasons)
deadreason.text = ("[color=gray]" + reasonTemplate + "凶手是[b]%s[/b]的[b]%s[/b]。[/color]") % args
func afterOpen(_args: Array = []):
returnBtn.disabled = false
exitBtn.disabled = false
+33 -4
View File
@@ -7,6 +7,10 @@ class_name StarterPanel
@onready var gamemodeOption: OptionButton = $%gamemodeOption
@onready var useTutorialBtn: Button = $%useTutorialBtn
@onready var upgradeFieldsBox: Control = $%upgradeFields
@onready var crystalShow: ItemShow = $%crystal
@onready var diamondShow: ItemShow = $%diamond
@onready var startSingleplayerBtn: Button = $%startSingleplayerBtn
@onready var startMultiplayerBtn: Button = $%startMultiplayerBtn
@onready var levelShow: Label = $%levelShow
@@ -81,9 +85,6 @@ func startSingleplayerGame():
func _ready():
historyStack = Composables.useHistoryStack(playerNameInput)
diffEdit.min_value = GameRule.difficultyRange.x
diffEdit.max_value = GameRule.difficultyRange.y
diffEdit.value = GameRule.difficulty
useTutorialBtn.toggled.connect(
func(on: bool):
useTutorialBtn.text = "观看" if on else "跳过"
@@ -134,7 +135,6 @@ func _ready():
setPlayerName(getLast.call(1), newText)
mutexPlayer.rpc(newText)
)
setState(MultiplayerState.ConnectionState.DISCONNECTED)
func _physics_process(_delta):
levelShow.text = "%d ∈ [%d, %d]" % [diffEdit.value, diffEdit.min_value, diffEdit.max_value]
GameRule.difficulty = diffEdit.value
@@ -158,3 +158,32 @@ func getPlayerNames() -> Array[String]:
for i in playersList.get_children():
result.append(i.text)
return result
func beforeOpen(_args: Array = []):
diffEdit.min_value = GameRule.difficultyRange.x
diffEdit.max_value = GameRule.difficultyRange.y
diffEdit.value = GameRule.difficulty
setState(MultiplayerState.ConnectionState.DISCONNECTED)
crystalShow.count = OutGameStorage.inventory[ItemStore.ItemType.CRYSTAL]
diamondShow.count = OutGameStorage.inventory[ItemStore.ItemType.DIAMOND]
for child in upgradeFieldsBox.get_children():
upgradeFieldsBox.remove_child(child)
for field in OutGameStorage.upgradableFieldsAdvance:
var fieldShow = ComponentManager.getUIComponent("FieldShow").instantiate() as FieldShow
fieldShow.cost(ItemStore.ItemType.CRYSTAL, 50)
fieldShow.cost(ItemStore.ItemType.DIAMOND, 1)
fieldShow.upgradable = true
fieldShow.upgradeValue = OutGameStorage.upgradableFieldsAdvance[field]
fieldShow.field = field
fieldShow.value = OutGameStorage.upgradableFieldsValue[field]
fieldShow.showAdvantage = true
fieldShow.upgrade.connect(
func(newValue: float):
OutGameStorage.upgradableFieldsValue[fieldShow.field] = newValue
for index in len(fieldShow.costCounts):
fieldShow.costCounts[index] *= GameRule.outGameUpgradeMultipiler
)
upgradeFieldsBox.add_child(fieldShow)
startSingleplayerBtn.disabled = false
+1
View File
@@ -560,6 +560,7 @@ static func generate(
instance.add_to_group("mobs")
else:
instance.add_to_group("players")
instance.add_to_group("entities")
if addToWorld:
WorldManager.rootNode.spawn(instance)
return instance
+61 -10
View File
@@ -2,6 +2,8 @@
extends HBoxContainer
class_name FieldShow
signal upgrade(newValue: float)
@export var field: FieldStore.Entity = FieldStore.Entity.MAX_HEALTH
@export var value: float = 0
@export var showSign: bool = true
@@ -9,19 +11,40 @@ class_name FieldShow
@export var useViewCast: bool = false
@export var maxed: bool = false
@export var showAdvantage: bool = false
@export var upgradable: bool = false
@export var upgradeValue: float = 0
@export var costItems: Array[ItemStore.ItemType] = []
@export var costCounts: Array[int] = []
@onready var icon: TextureRect = $"%icon"
@onready var nameLabel: Label = $"%name"
@onready var valueLabel: Label = $"%value"
@onready var icon: TextureRect = $%icon
@onready var nameLabel: Label = $%name
@onready var valueLabel: Label = $%value
@onready var upgradesBox: Control = $%upgrades
@onready var upgradeBtn: Button = $%upgradeBtn
@onready var costsBox: Control = $%cost
func _ready():
valueLabel.label_settings = valueLabel.label_settings.duplicate()
upgradeBtn.pressed.connect(
func():
if upgradable:
if enoughToUpgrade():
value += upgradeValue
upgrade.emit(value)
rebuildInfo()
else:
UIState.showTip("物品不足!", TipBox.MessageType.ERROR)
)
rebuildInfo()
func rebuildInfo():
nameLabel.text = FieldStore.entityMap[field]
icon.texture = ComponentManager.getFieldTexture(FieldStore.entityMap.get(field))
if useViewCast:
var caster = FieldStore.entityViewCastMap.get(field)
if caster:
value = caster.call(entity, value)
nameLabel.text = FieldStore.entityMap[field]
icon.texture = ComponentManager.getFieldTexture(FieldStore.entityMap.get(field))
var formattedValue: String
var formattedValue: String = ""
var dataType = FieldStore.entityMapType[field]
if dataType == FieldStore.DataType.VALUE:
formattedValue = "%s" % (MathTool.toSigned(value) if showSign else str(value))
@@ -31,18 +54,46 @@ func _ready():
formattedValue = "%s°" % (MathTool.toSigned(value) if showSign else str(value))
elif dataType == FieldStore.DataType.PERCENT:
formattedValue = (MathTool.toSigned(value * 100) if showSign else str(value * 100)) + "%"
valueLabel.label_settings = valueLabel.label_settings.duplicate()
valueLabel.text = formattedValue
if maxed:
valueLabel.label_settings.font_color = Color(1, 0.3, 0.3)
valueLabel.text = "MAX%s" % valueLabel.text
elif showAdvantage:
if field in FieldStore.entityNegativeFields:
valueLabel.label_settings.font_color = Color.RED if value > 0 else Color.GREEN
if value == 0:
valueLabel.label_settings.font_color = Color.WHITE
else:
valueLabel.label_settings.font_color = Color.GREEN if value > 0 else Color.RED
if field in FieldStore.entityNegativeFields:
valueLabel.label_settings.font_color = Color.RED if value > 0 else Color.GREEN
else:
valueLabel.label_settings.font_color = Color.GREEN if value > 0 else Color.RED
else:
valueLabel.label_settings.font_color = Color(1, 1, 1)
upgradesBox.visible = upgradable
for child in costsBox.get_children():
costsBox.remove_child(child)
for index in len(costItems):
var item = costItems[index]
var itemShow = ComponentManager.getUIComponent("ItemShow").instantiate() as ItemShow
itemShow.type = item
itemShow.count = costCounts[index]
itemShow.enough = OutGameStorage.inventory[item] >= costCounts[index]
costsBox.add_child(itemShow)
func enoughToUpgrade():
var result = true
for child in costsBox.get_children():
if child is ItemShow:
if !child.enough:
result = false
break
return result
func cost(item: ItemStore.ItemType, count: int):
for index in len(costItems):
var itemd = costItems[index]
if itemd == item:
costCounts[index] += count
break
costItems.append(item)
costCounts.append(count)
static func create(newField: FieldStore.Entity, newValue: float, newShowSign: bool, newEntity: EntityBase, newUseViewCast: bool) -> FieldShow:
var fieldShow = ComponentManager.getUIComponent("FieldShow").instantiate()
+1 -1
View File
@@ -105,7 +105,7 @@ static var entityMaxValueMap = {
Entity.CRIT_RATE: 0.9,
Entity.PENERATE: 0.9,
Entity.PENARATION_RESISTANCE: 1,
Entity.PRICE_REDUCTION: 0.7,
Entity.PRICE_REDUCTION: 0.85,
Entity.DROP_APPLE_RATE: 0.3,
Entity.FEED_COUNT_SHOW: 5,
Entity.BULLET_TRACE: 1,
+1
View File
@@ -23,3 +23,4 @@ static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸
static var detainTime: float = 250 # 血量如果在这个时间内没有改变才会开始播放降低动画
static var weaponUpdateCost: float = 1.1 # 武器升级后消耗的棒球数量倍数
static var canSpawnMobWhenBossWave: bool = true # Boss波次是否可生成小怪
static var outGameUpgradeMultipiler: float = 2 # 局外养成升级后物品消耗倍率
+6
View File
@@ -7,6 +7,8 @@ enum ItemType {
APPLE,
BEACHBALL,
SOUL,
CRYSTAL,
DIAMOND
}
static var nameMap = {
ItemType.BASEBALL: "棒球",
@@ -14,6 +16,8 @@ static var nameMap = {
ItemType.APPLE: "苹果",
ItemType.BEACHBALL: "沙滩球",
ItemType.SOUL: "灵魂",
ItemType.CRYSTAL: "紫水晶",
ItemType.DIAMOND: "钻石"
}
static var idMap = {
ItemType.BASEBALL: "baseball",
@@ -21,6 +25,8 @@ static var idMap = {
ItemType.APPLE: "apple",
ItemType.BEACHBALL: "beachball",
ItemType.SOUL: "soul",
ItemType.CRYSTAL: "crystal",
ItemType.DIAMOND: "diamond"
}
static func getTexture(type: ItemType) -> Texture2D:
return ComponentManager.getItemTexture(idMap.get(type, "baseball"))
+17
View File
@@ -2,3 +2,20 @@ class_name OutGameStorage
static var maxInitialFeedCount: int = 3
static var maxInitialWeaponCount: int = 3
static var inventory = {
ItemStore.ItemType.CRYSTAL: 0,
ItemStore.ItemType.DIAMOND: 0
}
static var upgradableFieldsAdvance = {
FieldStore.Entity.MAX_HEALTH: 10,
FieldStore.Entity.DAMAGE_MULTIPILER: 0.1,
FieldStore.Entity.ATTACK_SPEED: 0.05,
FieldStore.Entity.PRICE_REDUCTION: 0.02
}
static var upgradableFieldsValue = {
FieldStore.Entity.MAX_HEALTH: 0,
FieldStore.Entity.DAMAGE_MULTIPILER: 0,
FieldStore.Entity.ATTACK_SPEED: 0,
FieldStore.Entity.PRICE_REDUCTION: 0
}