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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-29 23:41:54 +08:00
Files
Dog-Lynx-And-HCN/scripts/Statemachine/ItemDropped.gd
T
fallingshrimp e669bf1c30 refactor(CameraManager): 重构相机震动系统并添加强度参数
- 移除shaking布尔变量,改用shakeIntensity控制震动强度
- 修改shake方法接受强度参数,支持叠加震动效果
- 简化震动逻辑,移除调试打印语句

feat(ItemDropped): 添加物品自动收集功能

- 当物品与玩家距离小于60时自动收集并销毁
- 调用玩家collectItem方法处理收集逻辑

refactor(EntityBase): 重构物品收集逻辑

- 将物品收集逻辑从信号回调移至collectItem方法
- 移除itemCollected信号及相关UI更新代码
- 简化hurtbox连接逻辑

style(World): 调整动画资源顺序

- 交换两个动画资源的定义顺序
2025-08-28 14:15:01 +08:00

46 lines
1.4 KiB
GDScript

extends RigidBody2D
class_name ItemDropped
var item: ItemStore.ItemType = ItemStore.ItemType.BASEBALL
var stackCount: int = 1
var targetPlayer: EntityBase = null
@onready var texture: Sprite2D = $"%texture"
func _ready():
apply_force(MathTool.randv2_range(30000), MathTool.randv2_range(10))
func _process(_delta):
texture.texture = ItemStore.getTexture(item)
func _physics_process(_delta):
if !is_instance_valid(targetPlayer):
targetPlayer = findPlayer()
if is_instance_valid(targetPlayer):
apply_central_force((targetPlayer.position - position).normalized() * 1000)
if position.distance_to(targetPlayer.position) < 60:
targetPlayer.collectItem(item, stackCount)
queue_free()
func findPlayer() -> EntityBase:
var result = null
var lastDistance = INF
for player in get_tree().get_nodes_in_group("players"):
if player is EntityBase:
if position.distance_to(player.position) < lastDistance:
lastDistance = position.distance_to(player.position)
result = player
return result
static func generate(
itemType: ItemStore.ItemType,
count: int,
spawnPosition: Vector2,
addToWorld: bool = true
):
var instance: ItemDropped = preload("res://components/UI/ItemDropped.tscn").instantiate()
instance.item = itemType
instance.stackCount = count
instance.position = spawnPosition
if addToWorld:
WorldManager.rootNode.call_deferred("add_child", instance)
return instance