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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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。
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@@ -1,26 +1,43 @@
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[gd_scene load_steps=3 format=3 uid="uid://c7747qr83iojj"]
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[gd_scene load_steps=6 format=3 uid="uid://c7747qr83iojj"]
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[ext_resource type="Theme" uid="uid://b6nox1qqh50ub" path="res://themes/smallText.tres" id="1_ua7kx"]
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[ext_resource type="Script" path="res://scripts/Statemachine/WeaponShow.gd" id="2_cojxr"]
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[ext_resource type="PackedScene" uid="uid://bbm8l3hr4ihar" path="res://components/UI/ItemShow.tscn" id="2_yqc2h"]
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[ext_resource type="PackedScene" uid="uid://b2qhes4apaxsj" path="res://components/Weapons/NuclearBomb.tscn" id="3_gh1wm"]
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[ext_resource type="Texture2D" uid="uid://cp57lmeohvo3o" path="res://resources/weapons/nuclear-bomb.png" id="4_yyc4p"]
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[node name="WeaponShow" type="HBoxContainer"]
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offset_right = 189.0
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offset_bottom = 22.0
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theme = ExtResource("1_ua7kx")
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script = ExtResource("2_cojxr")
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weapon = ExtResource("3_gh1wm")
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[node name="operation" type="Label" parent="."]
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unique_name_in_owner = true
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layout_mode = 2
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text = "获得/提炼"
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text = "提炼"
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[node name="avatar" type="TextureRect" parent="."]
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unique_name_in_owner = true
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visible = false
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custom_minimum_size = Vector2(20, 20)
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layout_mode = 2
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size_flags_horizontal = 10
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size_flags_vertical = 4
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texture = ExtResource("4_yyc4p")
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expand_mode = 1
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stretch_mode = 5
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[node name="name" type="Label" parent="."]
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unique_name_in_owner = true
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visible = false
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layout_mode = 2
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size_flags_horizontal = 10
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text = "武器名称"
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text = "核弹控制器"
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[node name="soul" parent="." instance=ExtResource("2_yqc2h")]
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unique_name_in_owner = true
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layout_mode = 2
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size_flags_horizontal = 10
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type = 4
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count = 1
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@@ -98,6 +98,7 @@ 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 weapons: Array[Weapon] = []
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var weaponBag: Array[String] = []
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var canRunAi: bool = true
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var currentStage: int = 0
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var spawnTime: float = 0
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@@ -115,6 +116,7 @@ func _ready():
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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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weaponBag.append(i.displayName)
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statebar.levelLabels.hide()
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UIState.player = self
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energyChanged.connect(
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@@ -0,0 +1,32 @@
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@tool
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extends HBoxContainer
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class_name WeaponShow
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enum Operation {
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GET,
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EXTRACT,
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}
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@export var weapon: PackedScene = null
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@export var operation: Operation = Operation.GET
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@onready var operationLabel: Label = $"%operation"
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@onready var avatarRect: TextureRect = $"%avatar"
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@onready var nameLabel: Label = $"%name"
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@onready var soulShow: ItemShow = $"%soul"
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func _ready():
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var weaponInstance = weapon.instantiate() as Weapon
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avatarRect.texture = weaponInstance.avatarTexture
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nameLabel.text = weaponInstance.displayName
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soulShow.count = weaponInstance.soulLevel
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if operation == Operation.GET:
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operationLabel.text = "获得"
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avatarRect.visible = true
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nameLabel.visible = true
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soulShow.visible = false
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else:
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operationLabel.text = "提炼"
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avatarRect.visible = false
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nameLabel.visible = false
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soulShow.visible = true
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@@ -79,6 +79,15 @@ func rebuildInfo():
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fieldsBox.add_child(fieldShow)
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if noField:
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fieldsBox.add_child(QuickUI.smallText("无词条"))
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for i in weaponsBox.get_children():
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i.queue_free()
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for weapon in weapons:
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var weaponShow: WeaponShow = ComponentManager.getUIComponent("WeaponShow").instantiate()
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weaponShow.weapon = weapon
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if is_instance_valid(UIState.player):
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weaponShow.operation = WeaponShow.Operation.EXTRACT if UIState.player.weaponBag.has(weapon.instantiate().displayName) else WeaponShow.Operation.GET
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weaponShow.visible = true
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weaponsBox.add_child(weaponShow)
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for i in costsBox.get_children():
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i.queue_free()
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for i in range(min(costs.size(), costCounts.size())):
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