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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
@export var indisDamage: bool = false # 是否无差别伤害(不区分敌我)
@export var canDamageSelf: bool = false # 是否可以伤害发射者
@export var needEnergy: float = 0.0 # 发射时需要消耗的能量
@export var autoSpawnAnimation: bool = false
@export var autoLoopAnimation: bool = false
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@onready var animator: AnimationPlayer = $"%animator"
@onready var hitbox: CollisionShape2D = $"%hitbox"
@onready var texture: AnimatedSprite2D = $"%texture"
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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
spawn()
if autoSpawnAnimation:
animator.play("spawn")
await animator.animation_finished
if autoLoopAnimation:
animator.play("loop")
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:
if is_instance_valid(launcher) and (launcher.isPlayer() or is_instance_valid(launcher.currentFocusedBoss)):
ai()
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func hit(target: Node):
var entity: EntityBase = EntityTool.fromHurtbox(target)
if !entity || !launcher: return
if !canDamageSelf && entity == launcher: return
if !indisDamage && !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()):
fields[FieldStore.Bullet.PENERATE] -= entity.fields[FieldStore.Entity.PENARATION_RESISTANCE]
else:
destroy()
func forward(direction: Vector2):
position += direction.normalized() * fields.get(FieldStore.Bullet.SPEED) * GameRule.bulletSpeedMultiplier
func fullPenerate():
return fields.get(FieldStore.Bullet.PENERATE) + launcher.fields.get(FieldStore.Entity.PENERATE)
func timeLived():
return Time.get_ticks_msec() - spawnInWhen
func ai():
pass
func destroy():
queue_free()
func spawn():
pass
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static func generate(
bullet: PackedScene,
launchBy: EntityBase,
spawnPosition: Vector2,
spawnRotation: float,
addToWorld: bool = true
):
var extraCount = launchBy.fields.get(FieldStore.Entity.EXTRA_BULLET_COUNT)
var count = 1 + floor(extraCount) + int(MathTool.rate(extraCount - floor(extraCount)))
var instances = []
for i in range(count):
var instance: BulletBase = bullet.instantiate()
if launchBy.energy < instance.needEnergy:
continue
launchBy.energy -= instance.needEnergy
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)))
if addToWorld:
WorldManager.rootNode.add_child(instance)
instances.append(instance)
return len(instances)