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Dog-Lynx-And-HCN/scripts/Contents/Bullets/Parrier.gd
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extends BulletBase
class_name ParrierBullet
@export var parryRate: float = 1
var parryiedTimes: int = 0
var maxParryTimes: int = 1
var maxBallCount: int = 3
var atk: float = 0
var reflectRate: float = 0.25
func spawn():
var varians = randi_range(0, 1)
var inverts = [2]
var frames = load("res://resources/effects/parrier/%d/%d.tres" % [varians, varians])
var eff = EffectController.create(ComponentManager.getEffect("Parrier"), position)
eff.rotation = rotation
eff.texture.scale.y *= MathTool.randomChoiceFrom([-1, 1])
if varians in inverts:
eff.texture.scale.x *= -1
eff.texture.sprite_frames = frames
eff.shot()
func succeedToHit(_dmg: float, entity: EntityBase):
if parryiedTimes < maxParryTimes:
parryiedTimes += 1
var effSpawn = entity.texture.global_position
var eff = EffectController.create(ComponentManager.getEffect("ParryEntity"), effSpawn)
eff.rotation = position.angle_to_point(effSpawn)
eff.shot()
entity.impluse((effSpawn - position).normalized() * 600)
func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗?
if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
parryiedTimes += 1
# 生成格挡特效
var eff = EffectController.create(ComponentManager.getEffect("Parry"), position + (bullet.position - position).normalized() * 200) # 从子弹位置,面向其他子弹的方向前进150
eff.modulate = bullet.modulate.blend(bullet.texture.modulate)
eff.rotation = position.angle_to_point(bullet.position)
eff.shot()
launcher.impluse((position - bullet.position).normalized() * (bullet.speed * bullet.getDamage()) ** (1.0 / 3) * 250)
var targetBaseDamage = bullet.baseDamage
# 弹反 还是 格挡?
if MathTool.rate(reflectRate):
bullet.look_at(bullet.launcher.position)
bullet.launcher = launcher
bullet.baseDamage *= atk
bullet.baseDamage *= reflectRate
bullet.lifeTime *= 2
else:
bullet.tryDestroy()
var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
for b in BulletBase.generate(
ComponentManager.getBullet("ParryBall"), # 生成气的子弹
launcher,
position,
0
):
if b is ParryBallBullet:
b.atk = atk * targetBaseDamage
func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
return null
func split(_newBullet: BulletBase, _index: int, _total: int, _lastBullet: float):
return null