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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-31 00:11:54 +08:00

feat(武器系统): 添加武器背包功能及武器展示组件

实现武器背包功能,用于存储已获得的武器名称。新增WeaponShow组件,根据操作类型显示不同的武器信息。修改Feed.gd以支持武器展示逻辑,包括获取和提炼两种操作状态。
This commit is contained in:
2025-09-21 16:49:52 +08:00
parent ace6d3bf53
commit e5b23e7715
4 changed files with 64 additions and 4 deletions
+21 -4
View File
@@ -1,26 +1,43 @@
[gd_scene load_steps=3 format=3 uid="uid://c7747qr83iojj"]
[gd_scene load_steps=6 format=3 uid="uid://c7747qr83iojj"]
[ext_resource type="Theme" uid="uid://b6nox1qqh50ub" path="res://themes/smallText.tres" id="1_ua7kx"]
[ext_resource type="Script" path="res://scripts/Statemachine/WeaponShow.gd" id="2_cojxr"]
[ext_resource type="PackedScene" uid="uid://bbm8l3hr4ihar" path="res://components/UI/ItemShow.tscn" id="2_yqc2h"]
[ext_resource type="PackedScene" uid="uid://b2qhes4apaxsj" path="res://components/Weapons/NuclearBomb.tscn" id="3_gh1wm"]
[ext_resource type="Texture2D" uid="uid://cp57lmeohvo3o" path="res://resources/weapons/nuclear-bomb.png" id="4_yyc4p"]
[node name="WeaponShow" type="HBoxContainer"]
offset_right = 189.0
offset_bottom = 22.0
theme = ExtResource("1_ua7kx")
script = ExtResource("2_cojxr")
weapon = ExtResource("3_gh1wm")
[node name="operation" type="Label" parent="."]
unique_name_in_owner = true
layout_mode = 2
text = "获得/提炼"
text = "提炼"
[node name="avatar" type="TextureRect" parent="."]
unique_name_in_owner = true
visible = false
custom_minimum_size = Vector2(20, 20)
layout_mode = 2
size_flags_horizontal = 10
size_flags_vertical = 4
texture = ExtResource("4_yyc4p")
expand_mode = 1
stretch_mode = 5
[node name="name" type="Label" parent="."]
unique_name_in_owner = true
visible = false
layout_mode = 2
size_flags_horizontal = 10
text = "武器名称"
text = "核弹控制器"
[node name="soul" parent="." instance=ExtResource("2_yqc2h")]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 10
type = 4
count = 1
+2
View File
@@ -98,6 +98,7 @@ var lastDirection: int = 1
var currentFocusedBoss: EntityBase = null
var charginup: bool = false
var weapons: Array[Weapon] = []
var weaponBag: Array[String] = []
var canRunAi: bool = true
var currentStage: int = 0
var spawnTime: float = 0
@@ -115,6 +116,7 @@ func _ready():
for i in weaponStore.get_children():
i.hide()
weapons.append(i)
weaponBag.append(i.displayName)
statebar.levelLabels.hide()
UIState.player = self
energyChanged.connect(
+32
View File
@@ -0,0 +1,32 @@
@tool
extends HBoxContainer
class_name WeaponShow
enum Operation {
GET,
EXTRACT,
}
@export var weapon: PackedScene = null
@export var operation: Operation = Operation.GET
@onready var operationLabel: Label = $"%operation"
@onready var avatarRect: TextureRect = $"%avatar"
@onready var nameLabel: Label = $"%name"
@onready var soulShow: ItemShow = $"%soul"
func _ready():
var weaponInstance = weapon.instantiate() as Weapon
avatarRect.texture = weaponInstance.avatarTexture
nameLabel.text = weaponInstance.displayName
soulShow.count = weaponInstance.soulLevel
if operation == Operation.GET:
operationLabel.text = "获得"
avatarRect.visible = true
nameLabel.visible = true
soulShow.visible = false
else:
operationLabel.text = "提炼"
avatarRect.visible = false
nameLabel.visible = false
soulShow.visible = true
+9
View File
@@ -79,6 +79,15 @@ func rebuildInfo():
fieldsBox.add_child(fieldShow)
if noField:
fieldsBox.add_child(QuickUI.smallText("无词条"))
for i in weaponsBox.get_children():
i.queue_free()
for weapon in weapons:
var weaponShow: WeaponShow = ComponentManager.getUIComponent("WeaponShow").instantiate()
weaponShow.weapon = weapon
if is_instance_valid(UIState.player):
weaponShow.operation = WeaponShow.Operation.EXTRACT if UIState.player.weaponBag.has(weapon.instantiate().displayName) else WeaponShow.Operation.GET
weaponShow.visible = true
weaponsBox.add_child(weaponShow)
for i in costsBox.get_children():
i.queue_free()
for i in range(min(costs.size(), costCounts.size())):