2025-08-26 09:24:09 +08:00
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extends CharacterBody2D
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class_name EntityBase # 这是个抽象类
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2025-08-26 12:21:09 +08:00
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@export var fields: Dictionary = {
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FieldStore.Entity.MAX_HEALTH: 100,
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FieldStore.Entity.DAMAGE_MULTIPILER: 1,
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FieldStore.Entity.MOVEMENT_SPEED: 1,
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FieldStore.Entity.ATTACK_SPEED: 1,
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FieldStore.Entity.CRIT_RATE: 0.05, # 0.05 = 5%
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FieldStore.Entity.CRIT_DAMAGE: 2 # 2 = 200%
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} # 存一下词条
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2025-08-26 11:39:47 +08:00
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@export var isBoss: bool = false
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2025-08-26 12:21:09 +08:00
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@export var cooldownUnit: float = 100 # 100毫秒每次攻击
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2025-08-26 09:24:09 +08:00
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2025-08-26 10:55:39 +08:00
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@onready var animatree: AnimationTree = $"%animatree"
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@onready var texture: AnimatedSprite2D = $"%texture"
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@onready var hurtbox: Area2D = $"%hurtbox"
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2025-08-26 10:17:38 +08:00
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2025-08-26 09:24:09 +08:00
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var health: float = 0
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2025-08-26 10:17:38 +08:00
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var lastDirection: int = 1
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2025-08-26 12:21:09 +08:00
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var lastAttack: int = 0
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2025-08-26 10:17:38 +08:00
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2025-08-26 09:24:09 +08:00
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func _ready():
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2025-08-26 12:21:09 +08:00
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health = fields.get(FieldStore.Entity.MAX_HEALTH)
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2025-08-26 09:24:09 +08:00
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func _process(_delta):
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2025-08-26 12:21:09 +08:00
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health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
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2025-08-26 10:17:38 +08:00
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animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.1))
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2025-08-26 09:24:09 +08:00
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func _physics_process(_delta: float) -> void:
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velocity = Vector2.ZERO
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ai()
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move_and_slide()
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# 通用方法
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func move(direction: Vector2):
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2025-08-26 12:21:09 +08:00
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velocity = direction.normalized() * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 200 * abs(animatree.get("parameters/blend_position"))
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2025-08-26 10:17:38 +08:00
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var currentDirection = sign(direction.x)
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if currentDirection != 0:
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lastDirection = currentDirection
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2025-08-26 11:39:47 +08:00
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func takeDamage(bullet: BulletBase):
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health -= bullet.damage
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if health <= 0:
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die()
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2025-08-26 12:21:09 +08:00
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func isCooldowned():
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return Time.get_ticks_msec() - lastAttack >= cooldownUnit
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func startCooldown():
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var state = isCooldowned()
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if state:
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lastAttack = Time.get_ticks_msec()
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return state
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func tryAttack(type: int):
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if startCooldown():
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attack(type)
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func findWeaponAnchor(weaponName: String):
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var anchor = $"%weapons".get_node(weaponName)
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if anchor is Node2D:
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return (anchor.position + texture.position) * Vector2(animatree.get("parameters/blend_position"), 1) + position
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else:
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return Vector2.ZERO
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2025-08-26 11:39:47 +08:00
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# 关于分组
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func isPlayer():
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return is_in_group("players")
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# 抽象方法
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func ai():
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pass
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func attack(_type: int):
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pass
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2025-08-26 11:39:47 +08:00
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func die():
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queue_free()
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static func generate(
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entity: PackedScene,
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spawnPosition: Vector2,
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spawnRotation: float,
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isMob: bool = true,
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addtoWorld: bool = true
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):
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var instance: EntityBase = entity.instance()
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instance.position = spawnPosition
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instance.rotation = spawnRotation
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if isMob:
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instance.add_to_group("mobs")
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if addtoWorld:
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WorldTool.rootNode.add_child(instance)
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return instance
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