2025-09-26 22:37:05 +08:00
|
|
|
class_name BulletTool
|
|
|
|
|
|
|
|
|
|
static func fromArea(area: Area2D) -> BulletBase:
|
|
|
|
|
if area is BulletBase:
|
|
|
|
|
return area as BulletBase
|
|
|
|
|
else:
|
|
|
|
|
return null
|
|
|
|
|
static func canDamage(bullet: BulletBase, target: EntityBase) -> bool:
|
2025-11-30 16:31:38 +08:00
|
|
|
if !bullet or !target or !bullet.launcher: return false
|
2025-09-26 22:37:05 +08:00
|
|
|
if target.currentInvinsible: return false
|
|
|
|
|
if !bullet.canDamageSelf && target == bullet.launcher: return false
|
2025-09-29 22:33:56 +08:00
|
|
|
if !GameRule.allowFriendlyFire:
|
2025-09-26 22:37:05 +08:00
|
|
|
if target.isPlayer() == bullet.launcher.isPlayer() and bullet.launcher.currentFocusedBoss != target: return false
|
|
|
|
|
return true
|
2025-12-07 17:04:47 +08:00
|
|
|
static func findClosetBullet(to: Vector2, fromTree: SceneTree) -> BulletBase:
|
|
|
|
|
var result: BulletBase = null
|
|
|
|
|
var lastDistance = INF
|
|
|
|
|
for bullet in fromTree.get_nodes_in_group("bullets"):
|
|
|
|
|
if to.distance_to(bullet.position) < lastDistance:
|
|
|
|
|
lastDistance = to.distance_to(bullet.position)
|
|
|
|
|
result = bullet
|
|
|
|
|
return result
|
|
|
|
|
static func findClosetBulletCanDamage(to: Vector2, fromTree: SceneTree, target: EntityBase) -> BulletBase:
|
|
|
|
|
var result: BulletBase = null
|
|
|
|
|
var lastDistance = INF
|
|
|
|
|
for bullet in fromTree.get_nodes_in_group("bullets"):
|
|
|
|
|
if canDamage(bullet, target):
|
|
|
|
|
if to.distance_to(bullet.position) < lastDistance:
|
|
|
|
|
lastDistance = to.distance_to(bullet.position)
|
|
|
|
|
result = bullet
|
|
|
|
|
return result
|