Fixed a bug where the last item always looted in the same loot group
修复了同一个掉落组中总是掉落最后一项的bug
This commit is contained in:
parent
703c19d09f
commit
ced2618a5e
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@ -2,7 +2,15 @@
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scene_path: res://prefab/weapons/staffOfTheUndead.tscn
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scene_path: res://prefab/weapons/staffOfTheUndead.tscn
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icon_path: res://sprites/weapon/staffOfTheUndead_icon.png
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icon_path: res://sprites/weapon/staffOfTheUndead_icon.png
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max_stack_value: 1
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max_stack_value: 1
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- id: degraded_staff_of_the_undead
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scene_path: res://prefab/weapons/staffOfTheUndead.tscn
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icon_path: res://sprites/weapon/staffOfTheUndead_icon.png
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max_stack_value: 1
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custom_args:
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custom_args:
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- name: FiringIntervalAsMillisecond
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- name: FiringIntervalAsMillisecond
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type: int
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type: int
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value: 1000
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value: 1000
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- name: UniqueName
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type: string
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value: 劣化的死灵法杖
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@ -34,5 +34,6 @@ log_warning_node_cannot_cast_to,创建的物品{0}无法被转型为类型{1},Cr
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log_start_item_register_from_file,开始从文件注册物品信息,Start registering item information from files,アイテム情報をファイルから登録開始
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log_start_item_register_from_file,开始从文件注册物品信息,Start registering item information from files,アイテム情報をファイルから登録開始
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log_found_files,找到{0}个文件,Found {0} files,{0}ファイルが見つかりました
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log_found_files,找到{0}个文件,Found {0} files,{0}ファイルが見つかりました
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log_found_item_types,从文件中找到{0}个物品类型,Found {0} item types in files,ファイルから{0}個のアイテム・タイプが見つかった
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log_found_item_types,从文件中找到{0}个物品类型,Found {0} item types in files,ファイルから{0}個のアイテム・タイプが見つかった
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log_register_item,注册物品类型{0}结果为{1},Registered item type {0}; results in {1},登録されたアイテム・タイプ {0} の結果は {1} です。
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log_error_when_open_item_regs_dir,尝试打开物品信息目录时发生错误,Error when opening itemRegs dir,アイテム情報カタログを開こうとしてエラーが発生しました。
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log_error_when_open_item_regs_dir,尝试打开物品信息目录时发生错误,Error when opening itemRegs dir,アイテム情報カタログを開こうとしてエラーが発生しました。
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log_wrong_custom_arg,不匹配的参数:类型为{0}而值为{1},Mismatched parameter: type {0} and value {1},パラメータの不一致:型{0}と値{1}。
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log_wrong_custom_arg,不匹配的参数:类型为{0}而值为{1},Mismatched parameter: type {0} and value {1},パラメータの不一致:型{0}と値{1}。
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@ -15,9 +15,8 @@ collision_layer = 8
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collision_mask = 34
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collision_mask = 34
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script = ExtResource("1_w8hhv")
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script = ExtResource("1_w8hhv")
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ProjectileScenes = [ExtResource("2_34250")]
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ProjectileScenes = [ExtResource("2_34250")]
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Id = "staff_of_the_undead"
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FiringIntervalAsMillisecond = 300
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FiringIntervalAsMillisecond = 300
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metadata/Projectiles = PackedStringArray("res://prefab/projectile/curseOfTheUndead.tscn")
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Id = "staff_of_the_undead"
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[node name="DamageArea2D" type="Area2D" parent="."]
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[node name="DamageArea2D" type="Area2D" parent="."]
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collision_layer = 8
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collision_layer = 8
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@ -104,7 +104,8 @@ public static class ItemTypeRegister
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var itemType = new ItemType(typeInfo.Id,
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var itemType = new ItemType(typeInfo.Id,
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newItemFunc,
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newItemFunc,
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icon, typeInfo.MaxStackValue);
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icon, typeInfo.MaxStackValue);
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ItemTypeManager.Register(itemType);
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var succeed = ItemTypeManager.Register(itemType);
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LogCat.LogWithFormat("register_item", itemType.Id, succeed);
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}
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}
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//Use for yaml deserialization
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//Use for yaml deserialization
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@ -1,4 +1,5 @@
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using System;
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using System;
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using ColdMint.scripts.character;
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using ColdMint.scripts.character;
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using ColdMint.scripts.pickable;
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using ColdMint.scripts.pickable;
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using ColdMint.scripts.damage;
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using ColdMint.scripts.damage;
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@ -14,6 +15,7 @@ namespace ColdMint.scripts.item.weapon;
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public abstract partial class WeaponTemplate : PickAbleTemplate
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public abstract partial class WeaponTemplate : PickAbleTemplate
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{
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{
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private float _gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
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private float _gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
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public override void Use(Node2D? owner, Vector2 targetGlobalPosition)
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public override void Use(Node2D? owner, Vector2 targetGlobalPosition)
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{
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{
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Fire(owner, targetGlobalPosition);
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Fire(owner, targetGlobalPosition);
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@ -49,16 +51,7 @@ public abstract partial class WeaponTemplate : PickAbleTemplate
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/// </remarks>
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/// </remarks>
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[Export] private Vector2 _recoil;
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[Export] private Vector2 _recoil;
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public override void _Ready()
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public override void _Ready() { }
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{
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}
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/// <summary>
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/// <summary>
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/// <para>Discharge of the weapon</para>
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/// <para>Discharge of the weapon</para>
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@ -55,10 +55,9 @@ public readonly record struct LootGroup(double Chance, IEnumerable<LootEntry> En
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foreach (var e in Entries)
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foreach (var e in Entries)
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{
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{
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w -= e.Weight;
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w -= e.Weight;
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if (w < 0)
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if (w >= 0) continue;
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{
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entry = e;
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entry = e;
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break;
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}
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}
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}
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var quantity = random.Next(entry.MinQuantity, entry.MaxQuantity + 1);
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var quantity = random.Next(entry.MinQuantity, entry.MaxQuantity + 1);
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@ -14,13 +14,13 @@ public static class LootRegister
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if (Config.IsDebug())
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if (Config.IsDebug())
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{
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{
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IList<LootGroup> lootGroups = [];
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IList<LootGroup> lootGroups = [];
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lootGroups.Add(new LootGroup(0.8,
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[
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new LootEntry("degraded_staff_of_the_undead", weight: 2), new LootEntry("staff_of_the_undead")
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]));
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lootGroups.Add(new LootGroup(1,
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lootGroups.Add(new LootGroup(1,
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[
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[
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new LootEntry("packsack", weight: 2), new LootEntry("staff_of_the_undead", minQuantity: 2, maxQuantity: 4)
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new LootEntry("packsack", minQuantity: 2, maxQuantity: 4)
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]));
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lootGroups.Add(new LootGroup(0.3,
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[
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new LootEntry("packsack")
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]));
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]));
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var testLootList = new LootList(Config.LootListId.Test, lootGroups);
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var testLootList = new LootList(Config.LootListId.Test, lootGroups);
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@ -1,8 +1,10 @@
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using System;
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using System;
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using ColdMint.scripts.camp;
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using ColdMint.scripts.camp;
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using ColdMint.scripts.character;
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using ColdMint.scripts.character;
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using ColdMint.scripts.damage;
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using ColdMint.scripts.damage;
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using ColdMint.scripts.item;
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using ColdMint.scripts.item;
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using Godot;
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using Godot;
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namespace ColdMint.scripts.pickable;
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namespace ColdMint.scripts.pickable;
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@ -14,11 +16,11 @@ namespace ColdMint.scripts.pickable;
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public partial class PickAbleTemplate : RigidBody2D, IItem
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public partial class PickAbleTemplate : RigidBody2D, IItem
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{
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{
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[Export] public virtual string Id { get; set; } = "ID";
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[Export] public virtual string Id { get; set; } = "ID";
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protected Texture2D? UniqueIcon { get; set; }
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[Export] protected Texture2D? UniqueIcon { get; set; }
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public Texture2D Icon => UniqueIcon ?? ItemTypeManager.DefaultIconOf(Id);
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public Texture2D Icon => UniqueIcon ?? ItemTypeManager.DefaultIconOf(Id);
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protected string? UniqueName { get; set; }
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[Export] protected string? UniqueName { get; set; }
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public new string Name => UniqueName ?? ItemTypeManager.DefaultNameOf(Id);
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public new string Name => UniqueName ?? ItemTypeManager.DefaultNameOf(Id);
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protected string? UniqueDescription { get; set; }
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[Export] protected string? UniqueDescription { get; set; }
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/// <summary>
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/// <summary>
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/// <para>Owner</para>
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/// <para>Owner</para>
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@ -55,9 +57,7 @@ public partial class PickAbleTemplate : RigidBody2D, IItem
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/// </summary>
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/// </summary>
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public bool Picked { get; set; }
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public bool Picked { get; set; }
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public virtual void Use(Node2D? owner, Vector2 targetGlobalPosition)
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public virtual void Use(Node2D? owner, Vector2 targetGlobalPosition) { }
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{
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}
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public override void _Ready()
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public override void _Ready()
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{
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{
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@ -124,7 +124,7 @@ public partial class PickAbleTemplate : RigidBody2D, IItem
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//Determine if your side can cause damage
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//Determine if your side can cause damage
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//判断所属的阵营是否可以造成伤害
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//判断所属的阵营是否可以造成伤害
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var canCauseHarm = CampManager.CanCauseHarm(CampManager.GetCamp(ownerCharacterTemplate.CampId),
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var canCauseHarm = CampManager.CanCauseHarm(CampManager.GetCamp(ownerCharacterTemplate.CampId),
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CampManager.GetCamp(characterTemplate.CampId));
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CampManager.GetCamp(characterTemplate.CampId));
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if (!canCauseHarm)
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if (!canCauseHarm)
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{
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{
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return;
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return;
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