mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 23:11:54 +08:00
2486eb6d8a
refactor(武器卡片): 调整武器类型和颜色映射 style(UI): 更新武器名称标签样式 fix(实体基础): 修正物品掉落逻辑 perf(音频): 优化音频处理模式 docs(物品存储): 更新物品枚举和映射 build(资源): 添加沙滩球SVG资源文件 chore(资源): 更新篮球和棒球SVG资源
82 lines
2.1 KiB
GDScript
82 lines
2.1 KiB
GDScript
@tool
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extends HBoxContainer
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class_name WeaponName
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enum Quality {
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WASTE,
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COMMON,
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RARE,
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EPIC,
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LEGENDARY,
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}
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enum TypeTopic {
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IMPACT,
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ENERGY,
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TEMPERATURE,
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MAGIC,
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}
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@export var displayName: String = "未命名武器"
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@export var quality: Quality = Quality.COMMON
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@export var typeTopic: TypeTopic = TypeTopic.IMPACT
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@export var qualityColorMap = {
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Quality.WASTE: Color(),
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Quality.COMMON: Color(),
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Quality.RARE: Color(),
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Quality.EPIC: Color(),
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Quality.LEGENDARY: Color()
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}
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@export var qualityNameMap = {
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Quality.WASTE: "常见",
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Quality.COMMON: "普通",
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Quality.RARE: "稀有",
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Quality.EPIC: "史诗",
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Quality.LEGENDARY: "传说"
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}
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@export var qualityRandomWeight = {
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Quality.WASTE: 20,
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Quality.COMMON: 100,
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Quality.RARE: 30,
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Quality.EPIC: 10,
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Quality.LEGENDARY: 5
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}
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@export var luckInfluence = {
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Quality.WASTE: - 0.5,
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Quality.COMMON: - 1,
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Quality.RARE: 0,
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Quality.EPIC: 1,
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Quality.LEGENDARY: 2,
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}
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@export var typeTopicNameMap = {
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TypeTopic.IMPACT: "冲击",
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TypeTopic.ENERGY: "能量",
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TypeTopic.TEMPERATURE: "熔融",
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TypeTopic.MAGIC: "魔法",
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}
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@export var typeTopicColorMap = {
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TypeTopic.IMPACT: Color(),
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TypeTopic.ENERGY: Color(),
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TypeTopic.TEMPERATURE: Color(),
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TypeTopic.MAGIC: Color(),
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}
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@onready var qualityLabel: Label = $"%quality"
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@onready var typeTopicLabel: Label = $"%typeTopic"
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@onready var nameLabel: RichTextLabel = $"%label"
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func _ready():
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qualityLabel.label_settings = qualityLabel.label_settings.duplicate()
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typeTopicLabel.label_settings = typeTopicLabel.label_settings.duplicate()
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func _physics_process(_delta):
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qualityLabel.text = "[%s]" % qualityNameMap[quality]
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qualityLabel.label_settings.font_color = qualityColor()
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typeTopicLabel.text = "[%s]" % typeTopicNameMap[typeTopic]
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typeTopicLabel.label_settings.font_color = typeTopicColor()
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nameLabel.text = "[b]%s[/b]" % displayName
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func qualityColor():
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return qualityColorMap[quality] as Color
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func typeTopicColor():
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return typeTopicColorMap[typeTopic] as Color
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func weight(player: EntityBase) -> int:
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return floor(clamp(qualityRandomWeight[quality] + luckInfluence[quality] * player.fields[FieldStore.Entity.LUCK_VALUE], 1, INF))
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