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Dog-Lynx-And-HCN/scripts/Statemachine/DamageLabel.gd
T
fallingshrimp 858a312626 fix(DamageLabel): 修复标签设置未复制导致共享引用的问题
修改DamageLabel的_ready方法,复制label_settings以避免多个实例共享相同的引用
2025-08-28 13:59:01 +08:00

38 lines
1.2 KiB
GDScript

extends Node2D
class_name DamageLabel
@export var damage: float = 0
@export var crit: bool = false
@export var color1: Color = Color(1, 0, 0, 1)
@export var color2: Color = Color(0, 1, 0, 1)
@export var color3: Color = Color(0.5, 0.5, 0.5, 1)
@onready var label: Label = $"%label"
@onready var animator: AnimationPlayer = $"%animator"
func _ready():
label.label_settings = label.label_settings.duplicate()
var damageValue = round(abs(damage))
var damageSign = sign(damage)
if damageSign > 0:
label.label_settings.font_color = color1
label.text = "%s%s" % [damageValue, "!!!" if crit else ""]
elif damageSign < 0:
label.label_settings.font_color = color2
label.text = "+%s%s" % [damageValue, "!!!" if crit else ""]
else:
label.label_settings.font_color = color3
label.text = "MISS"
animator.play("show")
await animator.animation_finished
queue_free()
static func create(spawnDamage: float, spawnCrit: bool, spawnPosition: Vector2, addToWorld: bool = true) -> DamageLabel:
var instance = preload("res://components/UI/DamageLabel.tscn").instantiate()
instance.damage = spawnDamage
instance.crit = spawnCrit
instance.position = spawnPosition
if addToWorld:
WorldManager.rootNode.add_child(instance)
return instance