1
1
mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-07 12:17:12 +08:00

fix(武器): 调整红水晶武器的半径增长系数

将红水晶武器的半径增长系数从4降低到1,以平衡游戏性
移除公鸡角色中未使用的粒子效果相关资源,优化场景文件
This commit is contained in:
2025-12-16 23:01:16 +08:00
parent 11aee1f370
commit ff19a54da3
2 changed files with 2 additions and 26 deletions
+1 -25
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=17 format=3 uid="uid://bm7ymrri6pykb"]
[gd_scene load_steps=14 format=3 uid="uid://bm7ymrri6pykb"]
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_e5pl8"]
[ext_resource type="Script" uid="uid://cthtupc6dtbav" path="res://scripts/Contents/Characters/Rooster.gd" id="2_oqdqd"]
@@ -46,24 +46,6 @@ animations = [{
[sub_resource type="CircleShape2D" id="CircleShape2D_h1v0q"]
radius = 61.204575
[sub_resource type="Curve" id="Curve_0omr3"]
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_joj4g"]
curve = SubResource("Curve_0omr3")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_0omr3"]
particle_flag_disable_z = true
angle_min = 1.0728835e-05
angle_max = 360.00003
direction = Vector3(0, -1, 0)
initial_velocity_max = 30.0
gravity = Vector3(0, 0, 0)
scale_min = 5.0
scale_max = 20.0
alpha_curve = SubResource("CurveTexture_joj4g")
[node name="Rooster" instance=ExtResource("1_e5pl8")]
script = ExtResource("2_oqdqd")
displayName = "公鸡"
@@ -113,12 +95,6 @@ shape = SubResource("CircleShape2D_h1v0q")
[node name="normal" type="Node2D" parent="texture/weapons" index="0"]
position = Vector2(54, -45)
[node name="stepParticle" type="GPUParticles2D" parent="texture" index="9"]
z_index = -1
position = Vector2(23, 58)
amount = 20
process_material = SubResource("ParticleProcessMaterial_0omr3")
[node name="statebar" parent="." index="4" node_paths=PackedStringArray("entity")]
position = Vector2(0, -202)
entity = NodePath("..")
+1 -1
View File
@@ -4,7 +4,7 @@ class_name RedCrystalWeapon
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 5 * to * soulLevel
origin["radius"] += 4 * to * soulLevel
origin["radius"] += 1 * to * soulLevel
return origin
func attack(entity: EntityBase):
var weaponPos = entity.findWeaponAnchor("normal")