mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-27 22:41:56 +08:00
3698127345
实现草墙障碍物系统,包括以下主要变更: - 新增草墙障碍物资源、脚本和场景 - 添加障碍物状态显示UI - 扩展组件管理器支持障碍物类型 - 修改子弹系统以支持对障碍物的碰撞检测 - 调整实体碰撞层设置 - 为公鸡角色添加草墙武器 新增功能允许玩家放置可阻挡敌人的草墙障碍物,并显示其生命值状态
65 lines
1.6 KiB
GDScript
65 lines
1.6 KiB
GDScript
extends StaticBody2D
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class_name ObstacleBase
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signal healthChanged(newHealth: float)
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@export var healthMax: float = 100
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@export var penerateResistance: float = 0
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@export var blockPlayer: bool = false
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@export var blockEnemy: bool = false
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@onready var statebar: ObstacleStateBar = $%statebar
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@onready var texture: AnimatedSprite2D = $%texture
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@onready var hitbox: CollisionShape2D = $%hitbox
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var health: float = 0
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var launcher: EntityBase = null
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func _ready():
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health = healthMax
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if blockPlayer:
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collision_layer |= EntityBase.Layers.PLAYER
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collision_mask |= EntityBase.Layers.PLAYER
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if blockEnemy:
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collision_layer |= EntityBase.Layers.ENEMY
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collision_mask |= EntityBase.Layers.ENEMY
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healthChanged.connect(
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func(newHealth):
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statebar.healthBar.maxValue = healthMax
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statebar.healthBar.setCurrent(newHealth)
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)
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func _process(_delta):
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statebar.global_rotation = 0
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statebar.applyText()
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func initHealth(maxHealth: float):
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healthMax = maxHealth
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health = healthMax
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statebar.forceSync()
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statebar.applyText()
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func takeDamage(damage: float):
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health -= damage
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healthChanged.emit(health)
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if health <= 0:
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tryDie()
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func tryDie():
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die()
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queue_free()
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func die():
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pass
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static func generate(
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obstacle: PackedScene,
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spawnPosition: Vector2,
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spawnRotation: float = 0,
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itsLauncher: EntityBase = null,
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addToWorld: bool = true
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) -> ObstacleBase:
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var instance: ObstacleBase = obstacle.instantiate()
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instance.position = spawnPosition
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instance.rotation = spawnRotation
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instance.launcher = itsLauncher
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if addToWorld:
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WorldManager.rootNode.spawn(instance)
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return instance
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