feat: 添加浮动文字,展示伤害和躲避
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@@ -1,6 +1,10 @@
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extends Node
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signal on_create_block_text(unit: Node2D)
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signal on_create_damage_text(unit: Node2D, hitbox: HitboxComponent)
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const FLASH_MATERIAL = preload("uid://cwtrdmkrsmw23")
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const FLOATING_TEXT_SCENE = preload("uid://qkwyrg22h3gi")
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var player: Player
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@@ -12,6 +12,6 @@ health_increase_per_wave = 0.0
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damage = 3
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damage_increase_per_wave = 0.0
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luck = 5.0
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block_chance = 1.0
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block_chance = 50.0
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gold_drop = 0
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metadata/_custom_type_script = "uid://dgjdpmaiufhs6"
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+27
-3
@@ -3,11 +3,35 @@ class_name Arena
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@export var player: Player
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@export var normal_color: Color
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@export var bloacked_color: Color
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@export var critical_color: Color
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@export var hp_color: Color
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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Global.player = player
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Global.on_create_block_text.connect(_on_create_block_text)
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Global.on_create_damage_text.connect(_on_create_damage_text)
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func crteat_floating_text(unit: Node2D) -> FloatingText:
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var instace := Global.FLOATING_TEXT_SCENE.instantiate() as FloatingText
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get_tree().root.add_child(instace)
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var random_pos := randf_range(0, TAU) * 35
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var spawn_pos := unit.global_position + Vector2.RIGHT.rotated(random_pos)
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instace.global_position = spawn_pos
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return instace
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func _on_create_block_text(unit: Node2D) -> void:
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var text := crteat_floating_text(unit)
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text.setup("Blocked!", bloacked_color)
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func _on_create_damage_text(unit: Node2D, hitbox: HitboxComponent) -> void:
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var text := crteat_floating_text(unit)
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var color := critical_color if hitbox.critical else normal_color
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text.setup(str(hitbox.damage), color)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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@@ -10,6 +10,10 @@
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[node name="Arena" type="Node2D" unique_id=1021720471 node_paths=PackedStringArray("player")]
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script = ExtResource("1_asdgj")
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player = NodePath("PlayerWellRounded")
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normal_color = Color(1, 1, 1, 1)
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bloacked_color = Color(1, 0.2901961, 0.45490196, 1)
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critical_color = Color(0.99607843, 0.78039217, 0.38039216, 1)
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hp_color = Color(0, 0.627451, 0.48235294, 1)
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[node name="BlackBG" type="Sprite2D" parent="." unique_id=29383651]
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scale = Vector2(2, 2)
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@@ -0,0 +1,34 @@
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extends Node2D
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class_name FloatingText
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@onready var value_label: Label = $ValueLabel
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func setup(value: String, color) -> void:
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value_label.text = value
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modulate = color
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scale = Vector2.ZERO
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rotation = deg_to_rad(randf_range(-10, 10))
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var random_scale := randf_range(0.8,1.6)
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var tween := create_tween()
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tween.parallel().tween_property(self, "scale", random_scale * Vector2.ONE, 0.4)
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tween.parallel().tween_property(self, "global_position", global_position + Vector2.UP * 15, 0.4)
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tween .tween_interval(0.5)
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tween.parallel().tween_property(self,"scale", Vector2.ZERO, 0.4)
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tween.parallel().tween_property(self, "modulate:a", 0.0, 0.4)
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await tween.finished
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queue_free()
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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@@ -0,0 +1 @@
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uid://crydqt4saprcl
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@@ -0,0 +1,29 @@
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[gd_scene format=3 uid="uid://qkwyrg22h3gi"]
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[ext_resource type="Script" uid="uid://crydqt4saprcl" path="res://scenes/ui/floating_text/floating_text.gd" id="1_32222"]
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[sub_resource type="LabelSettings" id="LabelSettings_dsam5"]
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font_size = 32
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outline_size = 10
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outline_color = Color(0.029506557, 0.029506557, 0.029506557, 1)
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[node name="FloatingText" type="Node2D" unique_id=176496435]
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z_index = 10
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rotation = 0.13613568
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script = ExtResource("1_32222")
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[node name="ValueLabel" type="Label" parent="." unique_id=481881550]
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -20.0
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offset_top = -19.333334
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offset_right = 20.0
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offset_bottom = 19.333334
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grow_horizontal = 2
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grow_vertical = 2
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text = "10"
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label_settings = SubResource("LabelSettings_dsam5")
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horizontal_alignment = 1
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+3
-3
@@ -23,13 +23,13 @@ func _on_hurtbox_component_on_damaged(hitbox: HitboxComponent) -> void:
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var blocked := Global.get_chance_success(stats.block_chance / 100)
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if blocked:
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print("Blocked!")
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#print("Blocked!")
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Global.on_create_block_text.emit(self)
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return
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set_flash_material()
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health_component.take_damage(hitbox.damage)
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print("%s: %d" % [name, health_component.current_health] )
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Global.on_create_damage_text.emit(self, hitbox)
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func _on_flash_timer_timeout() -> void:
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