mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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d9a8af529a
- 新增Parry效果控制器及关联资源 - 为EffectController添加beforeShot钩子方法 - 调整Parrier子弹的碰撞形状和动画时长 - 实现弹反成功时的击退效果和视觉反馈 - 修改默认波次配置用于测试
63 lines
1.6 KiB
GDScript
63 lines
1.6 KiB
GDScript
extends Node2D
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class_name EffectController
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@export var oneShot: bool = true
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@export var spawnSound: String = ""
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@export var spawnAnimation: String = ""
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@export var spawnTexture: String = ""
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@export var lockTexture: bool = false
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@onready var particles: GPUParticles2D = $"%particles"
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@onready var sounds: Node2D = $"%sounds"
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@onready var animator: AnimationPlayer = $"%animator"
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@onready var texture: AnimatedSprite2D = $"%texture"
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func _ready():
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register()
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particles.emitting = false
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particles.one_shot = oneShot
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func _physics_process(_delta):
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if lockTexture:
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texture.global_rotation = 0
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func shot():
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beforeShot()
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var childParticle = particles.duplicate() as GPUParticles2D
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childParticle.emitting = true
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add_child(childParticle)
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var sound = sounds.get_node_or_null(spawnSound)
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if sound and sound.stream:
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sound.play()
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if spawnAnimation:
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animator.play(spawnAnimation)
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if spawnTexture:
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texture.play(spawnTexture)
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if oneShot:
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if spawnTexture:
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if texture.is_playing():
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await texture.animation_finished
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texture.hide()
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if childParticle.emitting:
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await childParticle.finished
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childParticle.queue_free()
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if spawnSound:
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if sound.playing:
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await sound.finished
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if spawnAnimation:
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if animator.is_playing():
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await animator.animation_finished
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queue_free()
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func register():
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pass
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func beforeShot():
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pass
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static func create(scene: PackedScene, spawnPosition: Vector2, parent: Node = null) -> EffectController:
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var cloned = scene.instantiate() as EffectController
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cloned.global_position = spawnPosition
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if parent:
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parent.add_child(cloned)
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else:
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WorldManager.rootNode.add_child(cloned)
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return cloned
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