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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 23:11:54 +08:00
Files
Dog-Lynx-And-HCN/scripts/Structs/Weapon.gd
T
fallingshrimp 9ea534441b feat(武器系统): 重构武器攻击逻辑并添加音效支持
- 将武器攻击逻辑移至Weapon类中,添加tryAttack方法统一处理冷却和能量消耗
- 为武器添加音效支持,包括攻击音效的播放和管理
- 移除子弹生成时的能量消耗检查,改由武器统一处理
- 调整部分武器的属性和配置,如伤害值和冷却时间
- 修复紫水晶子弹的分裂和折射逻辑错误
2025-09-06 08:50:37 +08:00

123 lines
3.7 KiB
GDScript

@tool
extends PanelContainer
class_name Weapon
signal selected(applied: bool)
@export var avatarTexture: Texture2D = preload("res://icon.svg")
@export var displayName: String = "未命名饲料"
@export var quality: WeaponName.Quality = WeaponName.Quality.COMMON
@export var typeTopic: WeaponName.TypeTopic = WeaponName.TypeTopic.IMPACT
@export var costs: Array[ItemStore.ItemType] = []
@export var costCounts: Array[int] = []
@export var store: Dictionary = {
"atk": 10
}
@export var storeType: Array[FieldStore.DataType] = [
FieldStore.DataType.VALUE
]
@export var descriptionTemplate: String = "造成$atk点伤害。"
@export var needEnergy: float = 0
@export var cooldown: float = 100
@export var debugRebuild: bool = false
@onready var avatarRect: TextureRect = $"%avatar"
@onready var nameLabel: WeaponName = $"%name"
@onready var energyLabel: Label = $"%energy"
@onready var descriptionLabel: RichTextLabel = $"%description"
@onready var costsBox: GridContainer = $"%costs"
@onready var updateButton: Button = $"%updateBtn"
@onready var sounds: Node2D = $"%sounds"
var cooldownTimer = CooldownTimer.new()
func _ready():
updateButton.pressed.connect(
func():
apply(UIState.player)
)
cooldownTimer.cooldown = cooldown
for i in sounds.get_children():
i.process_mode = ProcessMode.PROCESS_MODE_ALWAYS
rebuildInfo()
debugRebuild = false # 只能在编辑器里打开
func _physics_process(_delta):
if debugRebuild:
rebuildInfo()
func allHad(entity: EntityBase) -> bool:
var allHave = true
for i in range(min(costs.size(), costCounts.size())):
var item = costs[i]
var count = costCounts[i] * multipiler()
if entity.inventory[item] < count:
allHave = false
break
return allHave
func apply(entity: EntityBase):
var allHave = allHad(entity)
if allHave:
for i in range(min(costs.size(), costCounts.size())):
var item = costs[i]
var count = costCounts[i] * multipiler()
entity.inventory[item] -= count
hide()
selected.emit(allHave)
return allHave
func multipiler() -> float:
if is_instance_valid(UIState.player):
return 1 - UIState.player.fields.get(FieldStore.Entity.PRICE_REDUCTION)
else:
return 1
func rebuildInfo():
avatarRect.texture = avatarTexture
nameLabel.displayName = displayName
nameLabel.quality = quality
nameLabel.typeTopic = typeTopic
energyLabel.text = "%.1f" % needEnergy
descriptionLabel.text = buildDescription()
for i in costsBox.get_children():
i.queue_free()
for i in range(min(costs.size(), costCounts.size())):
var cost = costs[i]
var count = costCounts[i]
var costShow: ItemShow = preload("res://components/UI/ItemShow.tscn").instantiate()
costShow.type = cost
costShow.count = int(count * multipiler())
costsBox.add_child(costShow)
func buildDescription():
var result = descriptionTemplate
var i = 0
for key in store.keys():
var data = store[key]
var type = storeType[i]
if type == FieldStore.DataType.VALUE:
data = "%.1f" % data
elif type == FieldStore.DataType.PERCENT:
data = ("%.1f" % (data * 100)) + "%"
elif type == FieldStore.DataType.ANGLE:
data = "%.1f°" % data
result = result.replace("$" + key, "[color=cyan]%s[/color]" % data)
i += 1
return "[center]%s[/center]" % result
func readStore(key: String, default: Variant = null):
return store.get(key, default)
func playSound(sound: String):
var body = sounds.get_node_or_null(sound)
if body is AudioStreamPlayer2D:
var cloned = body.duplicate() as AudioStreamPlayer2D
add_child(cloned)
cloned.play()
await cloned.finished
cloned.queue_free()
func tryAttack(entity: EntityBase):
if cooldownTimer.start():
if entity.useEnergy(needEnergy):
attack(entity)
# 抽象
func update(_to: int, _origin: Dictionary, _entity: EntityBase):
pass
func attack(_entity: EntityBase):
pass