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Dog-Lynx-And-HCN/scripts/Statemachine/BulletBase.gd
T

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extends Area2D
class_name BulletBase
@export var displayName: String = "未知子弹"
@export var speed: float = 10.0
@export var baseDamage: float = 10.0
@export var damageMultipliers: Array[float] = [1.0]
@export var usingDamageMultiplier: int = 0
@export var penerate: float = 0.0
@export var penerateDamageReduction: float = 0.0
@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 autoSpawnAnimation: bool = false
@export var autoLoopAnimation: bool = false
@export var autoDestroyAnimation: bool = false
@export var autoDestroyOnHitMap: bool = true
@export var freeAfterSpawn: bool = false
@export var knockback: float = 0 # 击退力,物理引擎单位
@export var recoil: float = 0 # 后坐力,物理引擎单位
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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 launcherSummoned: EntityBase = null
var parent: BulletBase = null
var spawnInWhen: float = 0
var spawnInWhere: Vector2 = Vector2.ZERO
var destroying: bool = false
var isChildSplit: bool = false
var isChildRefract: bool = false
var initialSpeed: float = 0
var initialDamage: float = 0
var speedScale: float = 1
var isFirstFrame: bool = true
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func _ready():
initialSpeed = speed
initialDamage = baseDamage
if launcher.isSummon():
launcherSummoned = launcher
launcher = launcher.myMaster
register()
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area_entered.connect(hit)
spawnInWhen = WorldManager.getTime()
spawnInWhere = position
spawn()
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dotLoop()
if autoSpawnAnimation:
animator.play("spawn")
await animator.animation_finished
if freeAfterSpawn:
tryDestroy()
if autoLoopAnimation:
animator.play("loop")
body_entered.connect(
func(body):
if body.is_in_group("map"):
if autoDestroyOnHitMap:
tryDestroy(true)
)
ai()
func _process(_delta: float) -> void:
if destroying: return
if lifeTime > 0:
if WorldManager.getTime() - spawnInWhen >= lifeTime:
tryDestroy()
if lifeDistance > 0:
if position.distance_to(spawnInWhere) >= lifeDistance:
tryDestroy()
func _physics_process(_delta: float) -> void:
if destroying: return
if is_instance_valid(launcher) and (launcher.isPlayer() or is_instance_valid(launcher.currentFocusedBoss)):
launcher.position -= Vector2.from_angle(rotation) * recoil
var targetEntity = EntityTool.findClosetEntity(position, get_tree(),
!launcher.isPlayer(),
launcher.isPlayer(),
[launcher])
if is_instance_valid(targetEntity):
PresetBulletAI.trace(
self,
targetEntity.getTrackingAnchor(),
launcher.fields.get(FieldStore.Entity.BULLET_TRACE) / 10
)
if isFirstFrame:
firstFrame()
isFirstFrame = false
ai()
else:
tryDestroy()
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func setupCuttable(cutSpeed: float):
area_entered.connect(
func(body):
var entity = EntityTool.fromHurtbox(body)
if entity:
speedScale = cutSpeed
)
area_exited.connect(
func(body):
var entity = EntityTool.fromHurtbox(body)
if entity:
speedScale = 1
)
func getDamage():
return baseDamage * damageMultipliers[usingDamageMultiplier]
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func hit(target: Node):
var entity: EntityBase = EntityTool.fromHurtbox(target)
if !BulletTool.canDamage(self, entity): return
var resultDamage = entity.bulletHit(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE) + GameRule.critRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]))
succeedToHit(resultDamage, entity)
if MathTool.rate(fullPenerate()):
penerate -= entity.fields[FieldStore.Entity.PENARATION_RESISTANCE]
baseDamage *= 1.0 - penerateDamageReduction
else:
tryDestroy()
func forward(direction: Vector2):
position += direction.normalized() * speed * GameRule.bulletSpeedMultiplier
func fullPenerate():
return penerate + launcher.fields.get(FieldStore.Entity.PENERATE) + GameRule.penerateRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]
func timeLived():
return WorldManager.getTime() - spawnInWhen
func distanceLived():
return position.distance_to(spawnInWhere)
func lifeTimePercent():
return timeLived() / lifeTime
func lifeDistancePercent():
return distanceLived() / lifeDistance
func dotLoop():
if await applyDot():
await TickTool.until(func(): return !UIState.currentPanel)
await dotLoop()
func tryDestroy(becauseMap: bool = false):
if destroying: return
destroying = true
trySplit()
tryRefract()
await destroy(becauseMap)
if autoDestroyAnimation:
animator.play("destroy")
await animator.animation_finished
queue_free()
func trySplit():
if is_instance_valid(launcher) and !isChildSplit:
var value = launcher.fields.get(FieldStore.Entity.BULLET_SPLIT)
var total = MathTool.shrimpRate(value)
var last = value - floor(value)
for i in total:
var cloned = duplicate() as BulletBase
cloned.rotation = deg_to_rad(360.0 / total * i)
cloned.isChildSplit = true
split(cloned, i, total, last)
func tryRefract():
if is_instance_valid(launcher) and !isChildRefract:
var value = launcher.fields.get(FieldStore.Entity.BULLET_REFRACTION)
var total = MathTool.shrimpRate(value)
var last = value - floor(value)
for i in total:
var entity = EntityTool.findClosetEntity(position, get_tree(), !launcher.isPlayer(), launcher.isPlayer(), [launcher])
if is_instance_valid(entity):
var cloned = duplicate() as BulletBase
cloned.look_at(entity.position)
cloned.isChildRefract = true
refract(cloned, entity, i, total, last)
# 抽象方法
func firstFrame():
pass
func ai():
pass
func destroy(_beacuseMap: bool):
pass
func spawn():
pass
func applyDot():
pass
func succeedToHit(_dmg: float, _entity: EntityBase):
pass
func register():
pass
func split(_newBullet: BulletBase, _index: int, _total: int, _lastBullet: float):
pass
func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
pass
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static func generate(
bullet: PackedScene,
launchBy: EntityBase,
spawnPosition: Vector2,
spawnRotation: float,
asChildSplit: bool = false,
asChildRefract: bool = false,
addToWorld: bool = true,
ignoreOffset: bool = false
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):
var extraCount = launchBy.fields.get(FieldStore.Entity.EXTRA_BULLET_COUNT)
var count = 1 + MathTool.shrimpRate(extraCount)
var instances = []
for i in range(count):
var instance: BulletBase = bullet.instantiate()
instance.isChildSplit = asChildSplit
instance.isChildRefract = asChildRefract
instance.launcher = launchBy
instance.position = spawnPosition
instance.rotation = spawnRotation + deg_to_rad(launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT) * randf_range(-1, 1) * int(!ignoreOffset))
if addToWorld:
WorldManager.rootNode.call_deferred("add_child", instance)
instance.add_to_group("bullets")
instances.append(instance)
return instances