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Dog-Lynx-And-HCN/scripts/Statemachine/BulletBase.gd
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extends Area2D
class_name BulletBase
@export var fields = {
FieldStore.Bullet.SPEED: 10,
FieldStore.Bullet.DAMAGE: 10,
FieldStore.Bullet.PENERATE: 0
}
@export var lifeDistance: float = -1 # -1表示无限距离
@export var lifeTime: float = -1 # -1表示无限时间
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var launcher: EntityBase = null
var spawnInWhen: float = 0
var spawnInWhere: Vector2 = Vector2.ZERO
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func _ready():
area_entered.connect(hit)
spawnInWhen = Time.get_ticks_msec()
spawnInWhere = position
func _process(_delta: float) -> void:
if lifeTime > 0:
if Time.get_ticks_msec() - spawnInWhen >= lifeTime:
destroy()
if lifeDistance > 0:
if position.distance_to(spawnInWhere) >= lifeDistance:
destroy()
func _physics_process(_delta: float) -> void:
ai()
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func hit(target: Node):
var entity: EntityBase = EntityTool.fromHurtbox(target)
if !entity || !launcher: return
if entity == launcher: return
if !GameRule.allowFriendlyFire:
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if entity.isPlayer() == launcher.isPlayer(): return
entity.takeDamage(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE)))
if !MathTool.rate(fullPenerate()):
destroy()
func forward(direction: Vector2):
position += direction.normalized() * fields.get(FieldStore.Bullet.SPEED) * GameRule.bulletSpeedMultiplier
func fullPenerate():
return fields.get(FieldStore.Bullet.PENERATE) * (1 + launcher.fields.get(FieldStore.Entity.PENERATE))
func ai():
pass
func destroy():
queue_free()
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static func generate(
bullet: PackedScene,
launchBy: EntityBase,
spawnPosition: Vector2,
spawnRotation: float,
addToWorld: bool = true
):
var instance: BulletBase = bullet.instantiate()
instance.launcher = launchBy
instance.position = spawnPosition
instance.rotation = spawnRotation + deg_to_rad(randf_range(-launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT), launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT)))
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if addToWorld:
WorldManager.rootNode.add_child(instance)
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return instance