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feat(武器): 新增道教石像武器及无为子弹
添加道教石像武器资源文件、脚本和场景配置 实现无为子弹的碰撞检测和动画效果 调整树武器的伤害计算方式,现在基于格挡率 优化游戏波次配置,调整敌人数量和出现时机 修复初始选择面板在发布模式下的逻辑问题
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@@ -21,13 +21,13 @@ func spawn():
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eff.texture.sprite_frames = frames
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eff.shot()
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func succeedToHit(_dmg: float, entity: EntityBase):
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if parryiedTimes < maxParryTimes:
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if parryiedTimes < maxParryTimes && MathTool.rate(parryRate):
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parryiedTimes += 1
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var effSpawn = entity.texture.global_position
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var eff = EffectController.create(ComponentManager.getEffect("ParryEntity"), effSpawn)
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eff.rotation = position.angle_to_point(effSpawn)
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eff.shot()
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entity.impluse((effSpawn - position).normalized() * 600)
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entity.impluse((effSpawn - position).normalized() * 450)
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func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗?
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if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
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@@ -0,0 +1,2 @@
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extends BulletBase
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class_name WuweiBullet
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