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Dog-Lynx-And-HCN/scripts/Contents/Bullets/ParryBall.gd
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extends BulletBase
class_name ParryBallBullet
var cycler: CycleTimer
var atk: float = 1
func spawn():
cycler = launcher.getOrCreateCycleTimer("parry")
cycler.host(self )
launcher.sprintMultiplier += 1
func destroy(_beacuseMap: bool):
if is_instance_valid(launcher):
launcher.sprintMultiplier -= 1
func ai():
PresetBulletAI.selfRotate(self , 5)
hitbox.disabled = !launcher.sprinting # 玩家在冲刺时气的碰撞箱才生效
hitbox.global_position = launcher.position
func succeedToHit(_dmg: float, entity: EntityBase): # 当撞到敌人时
for bullet in BulletBase.generate(
ComponentManager.getBullet("QKSword"),
launcher,
entity.position,
0
):
if bullet is QKSwordBullet:
bullet.baseDamage = atk
bullet.position = entity.texture.global_position + MathTool.sampleInRing(200, 500)
bullet.tracer = entity
bullet.look_at(entity.getTrackingAnchor()) # 生成的乾坤剑面向敌人