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Files
Dog-Lynx-And-HCN/scripts/Contents/Bullets/BossAttack/Bear/LightGun.gd
T
fallingshrimp 5300144d96 feat(子弹效果): 增强彩虹子弹和光枪的视觉效果
- 修改彩虹子弹的着色器参数和颜色处理
- 更新光枪的着色器和材质参数
- 调整熊角色攻击时的子弹数量
- 优化粒子效果和材质设置
2025-09-14 17:10:17 +08:00

34 lines
1.2 KiB
GDScript

extends BulletBase
@export var allColor: GradientTexture1D = null
@export var length: float = 1000
@onready var track: ShaderStage = $"%track"
@onready var sword: Sprite2D = $"%sword"
@onready var points: GPUParticles2D = $"%points"
var myColor: Color
func register():
speed = 1
damage = 5
penerate = 1
func spawn():
myColor = allColor.gradient.sample(randf())
track.material = track.material.duplicate()
points.process_material = points.process_material.duplicate()
setColor(myColor)
track.size.y = length
TickTool.modifyAnimationKey(animator, "spawn", "sword:position:x", Animation.TrackType.TYPE_BEZIER, 2.5, length / -2)
TickTool.modifyAnimationKey(animator, "spawn", "sword:position:x", Animation.TrackType.TYPE_BEZIER, 3, length / 2)
TickTool.modifyAnimationKey(animator, "spawn", "%hitbox:position:x", Animation.TrackType.TYPE_BEZIER, 2.5, length / -2)
TickTool.modifyAnimationKey(animator, "spawn", "%hitbox:position:x", Animation.TrackType.TYPE_BEZIER, 3, length / 2)
await TickTool.millseconds(2500)
points.emitting = true
func setColor(color: Color):
color.v *= 2
var result = Color(color)
result.a = 0
track.material.set_shader_parameter("laser_color", result)
sword.modulate = color
points.process_material.color = color