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Dog-Lynx-And-HCN/scripts/Statemachine/FeedName.gd
T
fallingshrimp 2d2f4f556c feat(属性系统): 添加幸运属性并影响饲料品质概率
添加新的幸运属性(LUCK_VALUE)到实体属性系统中,并修改饲料品质随机权重计算逻辑,使幸运值能够影响高品质饲料的获取概率。同时调整了基础品质权重值,优化了随机分布。

- 在FieldStore中添加LUCK_VALUE枚举和映射
- 在EntityBase中初始化幸运值
- 修改FeedName的weight计算方式,加入幸运值影响因子
- 调整各品质的基础权重值
2025-08-28 09:46:02 +08:00

57 lines
1.4 KiB
GDScript

@tool
extends HBoxContainer
class_name FeedName
enum Quality {
WASTE,
COMMON,
RARE,
EPIC,
LEGENDARY,
}
@export var displayName: String = "未命名饲料"
@export var quality: Quality = Quality.COMMON
@export var qualityColorMap = {
Quality.WASTE: Color(),
Quality.COMMON: Color(),
Quality.RARE: Color(),
Quality.EPIC: Color(),
Quality.LEGENDARY: Color()
}
@export var qualityNameMap = {
Quality.WASTE: "常见",
Quality.COMMON: "普通",
Quality.RARE: "稀有",
Quality.EPIC: "史诗",
Quality.LEGENDARY: "传说"
}
@export var qualityRandomWeight = {
Quality.WASTE: 20,
Quality.COMMON: 100,
Quality.RARE: 30,
Quality.EPIC: 10,
Quality.LEGENDARY: 5
}
@export var luckInfluence = {
Quality.WASTE: - 0.5,
Quality.COMMON: - 1,
Quality.RARE: 0,
Quality.EPIC: 1,
Quality.LEGENDARY: 2
}
@onready var qualityLabel: Label = $"%quality"
@onready var nameLabel: RichTextLabel = $"%label"
func _ready():
qualityLabel.label_settings = qualityLabel.label_settings.duplicate()
func _physics_process(_delta):
qualityLabel.text = "[%s]" % qualityNameMap[quality]
qualityLabel.label_settings.font_color = color()
nameLabel.text = "[b]%s[/b]" % displayName
func color():
return qualityColorMap[quality] as Color
func weight(player: EntityBase) -> int:
return floor(clamp(qualityRandomWeight[quality] + luckInfluence[quality] * player.fields[FieldStore.Entity.LUCK_VALUE], 1, INF))