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Files
Dog-Lynx-And-HCN/scripts/Statemachine/EffectController.gd
T
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扩展EffectController基类以支持自定义注册逻辑
2026-02-02 10:05:27 +08:00

45 lines
1.1 KiB
GDScript

extends Node2D
class_name EffectController
@export var oneShot: bool = true
@export var spawnSound: String = ""
@export var spawnAnimation: String = ""
@onready var particles: GPUParticles2D = $"%particles"
@onready var sounds: Node2D = $"%sounds"
@onready var animator: AnimationPlayer = $"%animator"
func _ready():
register()
particles.emitting = false
particles.one_shot = oneShot
var sound = sounds.get_node_or_null(spawnSound)
if sound and sound.stream:
sound.play()
if spawnAnimation:
animator.play(spawnAnimation)
func shot():
var cloned = particles.duplicate() as GPUParticles2D
cloned.emitting = true
add_child(cloned)
if oneShot:
await cloned.finished
cloned.queue_free()
if spawnSound:
var sound: AudioStreamPlayer2D = sounds.get_node(spawnSound)
if sound.playing:
await sound.finished
queue_free()
func register():
pass
static func create(scene: PackedScene, spawnPosition: Vector2, parent: Node = null) -> EffectController:
var cloned = scene.instantiate() as EffectController
cloned.global_position = spawnPosition
if parent:
parent.add_child(cloned)
else:
WorldManager.rootNode.add_child(cloned)
return cloned