mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 23:11:54 +08:00
f099242f18
实现大激光武器功能,包括攻击逻辑和属性配置 将武器卡的选择按钮重命名为更新按钮以更准确反映功能 调整武器卡描述文本居中显示并更新能量消耗数值
91 lines
2.8 KiB
GDScript
91 lines
2.8 KiB
GDScript
@tool
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extends PanelContainer
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class_name Weapon
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signal selected(applied: bool)
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@export var avatarTexture: Texture2D = preload("res://icon.svg")
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@export var displayName: String = "未命名饲料"
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@export var quality: WeaponName.Quality = WeaponName.Quality.COMMON
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@export var typeTopic: WeaponName.TypeTopic = WeaponName.TypeTopic.IMPACT
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@export var costs: Array[ItemStore.ItemType] = []
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@export var costCounts: Array[int] = []
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@export var store: Dictionary = {
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"atk": 10
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}
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@export var descriptionTemplate: String = "造成$atk点伤害。"
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@export var needEnergy: float = 0
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@export var cooldown: float = 100
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@onready var avatarRect: TextureRect = $"%avatar"
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@onready var nameLabel: WeaponName = $"%name"
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@onready var energyLabel: Label = $"%energy"
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@onready var descriptionLabel: RichTextLabel = $"%description"
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@onready var costsBox: GridContainer = $"%costs"
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@onready var updateButton: Button = $"%updateBtn"
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var cooldownTimer = CooldownTimer.new()
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func _ready():
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updateButton.pressed.connect(
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func():
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apply(UIState.player)
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)
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cooldownTimer.cooldown = cooldown
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rebuildInfo()
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func _physics_process(_delta: float):
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descriptionLabel.text = buildDescription()
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func allHad(entity: EntityBase) -> bool:
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var allHave = true
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for i in range(min(costs.size(), costCounts.size())):
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var item = costs[i]
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var count = costCounts[i] * multipiler()
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if entity.inventory[item] < count:
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allHave = false
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break
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return allHave
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func apply(entity: EntityBase):
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var allHave = allHad(entity)
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if allHave:
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for i in range(min(costs.size(), costCounts.size())):
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var item = costs[i]
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var count = costCounts[i] * multipiler()
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entity.inventory[item] -= count
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hide()
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selected.emit(allHave)
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return allHave
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func multipiler() -> float:
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if is_instance_valid(UIState.player):
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return 1 - UIState.player.fields.get(FieldStore.Entity.PRICE_REDUCTION)
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else:
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return 1
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func rebuildInfo():
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avatarRect.texture = avatarTexture
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nameLabel.displayName = displayName
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nameLabel.quality = quality
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nameLabel.typeTopic = typeTopic
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energyLabel.text = "%.1f" % needEnergy
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for i in costsBox.get_children():
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i.queue_free()
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for i in range(min(costs.size(), costCounts.size())):
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var cost = costs[i]
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var count = costCounts[i]
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var costShow: ItemShow = preload("res://components/UI/ItemShow.tscn").instantiate()
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costShow.type = cost
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costShow.count = int(count * multipiler())
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costsBox.add_child(costShow)
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func buildDescription():
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var result = descriptionTemplate
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for key in store.keys():
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result = result.replace("$" + key, "[color=cyan]%.1f[/color]" % readStore(key))
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return "[center]%s[/center]" % result
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func readStore(key: String, default: Variant = null):
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return store.get(key, default)
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# 抽象
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func update(_to: int, _origin: Dictionary, _entity: EntityBase):
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pass
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func attack(_entity: EntityBase):
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pass
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