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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(武器系统): 新增红水晶武器及相关资源

添加红水晶武器系统,包括武器、子弹、特效和音效资源
- 新增红水晶武器脚本及场景,实现爆炸伤害功能
- 添加红水晶子弹逻辑,支持半径爆炸效果
- 加入红水晶爆炸特效和音效
- 更新角色武器库包含红水晶武器
- 调整现有水晶武器描述和数值
- 扩展子弹基类支持首帧回调
- 更新特效控制器支持音效播放等待
This commit is contained in:
2025-12-14 17:01:09 +08:00
parent e7e45c202c
commit fb0b98c96e
19 changed files with 266 additions and 13 deletions
+14
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@@ -0,0 +1,14 @@
extends BulletBase
class_name RedCrystalBullet
var radius: float = 0
func register():
hitbox.shape = hitbox.shape.duplicate()
func ai():
PresetBulletAI.forward(self, rotation)
speed = (1 - lifeTimePercent()) * initialSpeed
func destroy(_beacuseMap: bool):
hitbox.shape.radius = radius
EffectController.create(ComponentManager.getEffect("RedCrystalExplosion"), global_position).shot()
await TickTool.millseconds(100)
@@ -0,0 +1 @@
uid://bv848wj2ko0y0
+15
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@@ -0,0 +1,15 @@
@tool
extends Weapon
class_name RedCrystalWeapon
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 2 * to * soulLevel
origin["radius"] += 4 * to * soulLevel
return origin
func attack(entity: EntityBase):
var weaponPos = entity.findWeaponAnchor("normal")
for bullet in BulletBase.generate(ComponentManager.getBullet("RedCrystal"), entity, weaponPos, (get_global_mouse_position() - weaponPos).angle()):
if bullet is RedCrystalBullet:
bullet.baseDamage = readStore("atk")
bullet.radius = readStore("radius")
return true
@@ -0,0 +1 @@
uid://dmsjasfucknxq
+8
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@@ -36,6 +36,7 @@ var initialSpeed: float = 0
var initialDamage: float = 0
var speedScale: float = 1
var parentScene: PackedScene = null
var isFirstFrame: bool = true
func _ready():
initialSpeed = speed
@@ -85,6 +86,9 @@ func _physics_process(_delta: float) -> void:
targetEntity.getTrackingAnchor(),
launcher.fields.get(FieldStore.Entity.BULLET_TRACE) / 10
)
if isFirstFrame:
firstFrame()
isFirstFrame = false
ai()
else:
tryDestroy()
@@ -122,6 +126,8 @@ func timeLived():
return WorldManager.getTime() - spawnInWhen
func distanceLived():
return position.distance_to(spawnInWhere)
func lifeTimePercent():
return timeLived() / lifeTime
func lifeDistancePercent():
return distanceLived() / lifeDistance
func dotLoop():
@@ -156,6 +162,8 @@ func tryRefract():
refract(entity, i, total, last)
# 抽象方法
func firstFrame():
pass
func ai():
pass
func destroy(_beacuseMap: bool):
+4
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@@ -24,6 +24,10 @@ func shot():
if oneShot:
await cloned.finished
cloned.queue_free()
if spawnSound:
var sound: AudioStreamPlayer2D = sounds.get_node(spawnSound)
if sound.playing:
await sound.finished
queue_free()
static func create(scene: PackedScene, spawnPosition: Vector2, parent: Node2D = null) -> EffectController: