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Dog-Lynx-And-HCN/scripts/Contents/Characters/Bear.gd
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extends EntityBase
class_name Bear # 攻击方式模仿泰拉瑞亚光之女皇
@onready var sprintParticle: GPUParticles2D = $"%sprintParticle"
func register():
fields[FieldStore.Entity.MAX_HEALTH] = 2000
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
attackCooldownMap[0] = 3000
attackCooldownMap[1] = 10000
attackCooldownMap[2] = 8000
attackCooldownMap[3] = 13000
attackCooldownMap[4] = 4500
attackCooldownMap[5] = 5500
sprintMultiplier = 60
func spawn():
texture.play("walk")
func ai():
PresetEntityAI.follow(self, currentFocusedBoss, 200)
for i in len(attackCooldownMap.keys()):
tryAttack(i)
# tryAttack(5)
func attack(type):
var weaponPos = findWeaponAnchor("normal")
if type == 0:
playSound("attack0")
for i in randi_range(20, 30):
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
bullet.tracer = currentFocusedBoss
bullet.position += MathTool.randv2_range(50)
await TickTool.millseconds(50)
return false
elif type == 1:
await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([-300, 300]), 300), 0.25)
var count = randi_range(6, 8)
for i in range(count):
BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/SunDance.tscn"), self, weaponPos, deg_to_rad(360.0 / count * i))
elif type == 2:
for i in range(13):
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ForeverRainbow.tscn"), self, weaponPos, 0):
bullet.rotation = 360 / 13.0 * i
elif type == 3:
await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([500, -500]), 0), 0.25)
playSound("attack3")
sprintParticle.emitting = true
canRunAi = false
await TickTool.millseconds(900)
BulletBase.generate(preload("res://components/Bullets/BearSprint.tscn"), self, weaponPos, 0)
await trySprint()
sprintParticle.emitting = false
canRunAi = true
await sprintTo(currentFocusedBoss.position + MathTool.randv2_range(400), 0.25)
return false
elif type == 4:
playSound("attack4")
var count = randi_range(8, 12)
for i in range(count):
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i)):
bullet.tracer = currentFocusedBoss
await TickTool.millseconds(830.0 / count)
return false
elif type == 5:
var target = currentFocusedBoss.position
var count = randi_range(10, 15)
for i in range(count):
for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, target, 0):
bullet.position += Vector2.from_angle(deg_to_rad(360.0 / count * i)) * 1000
bullet.rotation = bullet.position.angle_to_point(target)
await TickTool.millseconds(1670.0 / count)
return false
return true
func sprint():
move(Vector2(sign((currentFocusedBoss.position - position).x * sprintMultiplier), 0), true)