2026-04-18 08:12:27 +08:00
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extends BulletBase
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class_name MagicMissleBullet
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var powerScale: int = 3
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var speedV2: Vector2 = Vector2.ZERO
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var accelerating: bool = true
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var roundBullets: Array[MagicMissleBullet]
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func ai():
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if accelerating:
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2026-04-18 11:39:23 +08:00
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if roundBullets.count(self ) < 1:
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accelerating = false
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2026-04-25 13:28:43 +08:00
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rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedPosition), 0.1)
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speedV2 += (launcher.currentFocusedPosition - position).normalized() * 1
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2026-04-18 11:46:56 +08:00
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elif speed < 1 || baseDamage < 1:
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tryDestroy()
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2026-04-18 08:12:27 +08:00
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speedV2 *= 0.995
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speed = speedV2.length()
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PresetBulletAI.forward(self , speedV2.angle())
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func succeedToHit(_dmg: float, entity: EntityBase):
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2026-04-18 11:46:56 +08:00
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if !accelerating:
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entity.takeDamage(baseDamage, true)
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2026-04-18 08:12:27 +08:00
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if powerScale > 0 && accelerating && roundBullets.count(self ) > 0:
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for i in randi_range(1, powerScale):
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("MagicMissle"),
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launcher,
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position,
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entity.position.angle_to_point(position) + PI + randf_range(-1, 1) * deg_to_rad(60)
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):
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if bullet is MagicMissleBullet:
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bullet.position += Vector2.from_angle(bullet.rotation) * 100
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2026-04-18 11:39:23 +08:00
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bullet.speedV2 += Vector2.from_angle(bullet.rotation) * 20
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2026-04-18 08:12:27 +08:00
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bullet.roundBullets = roundBullets
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bullet.powerScale = powerScale - 1
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2026-04-18 11:39:23 +08:00
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bullet.baseDamage = baseDamage
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2026-04-18 08:12:27 +08:00
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roundBullets.append(bullet)
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powerScale = 0
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2026-04-24 18:09:24 +08:00
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animator.play("hit")
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