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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

refactor(Bullets/Parrier): 重构格挡子弹伤害计算逻辑

简化参数命名并优化伤害计算方式,移除冗余的targetBaseDamage变量,直接使用bullet.baseDamage作为参数传递
This commit is contained in:
2026-05-03 18:13:20 +08:00
parent 6de634cec0
commit 0bfd846f4c
+6 -8
View File
@@ -23,7 +23,7 @@ func penerateEffect(entity: EntityBase):
eff.rotation = position.angle_to_point(position)
eff.shot()
entity.impluse((entity.position - position).normalized() * 450)
func generateParryBall(targetBaseDamage: float):
func generateParryBall(bDamage: float):
var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
for b in BulletBase.generate(
@@ -33,7 +33,7 @@ func generateParryBall(targetBaseDamage: float):
0
):
if b is ParryBallBullet:
b.atk = atk * targetBaseDamage
b.atk = atk * bDamage
func spawn():
var varians = randi_range(0, 1)
@@ -53,7 +53,6 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
if !is_instance_valid(launcher): return
if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗?
if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
var targetBaseDamage = bullet.baseDamage
# 可以格挡 挥舞运动(近战攻击)、射弹运动(远程攻击)和猛冲运动 的子弹,射弹如果被弹反则不会产生气力
# 魔法运动和召唤运动的子弹虽不能格挡,但是可以储能,吐息运动的子弹会对发射者产生击退
if bullet.motionType == BulletBase.MotionType.PROJECTILE:
@@ -63,23 +62,22 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
if MathTool.rate(reflectRate):
bullet.look_at(bullet.launcher.getTrackingAnchor())
bullet.launcher = launcher
bullet.baseDamage *= atk
bullet.baseDamage *= reflectRate
bullet.baseDamage = reflectRate * atk
bullet.lifeTime *= 2
if bullet.freeAfterSpawn && bullet.autoSpawnAnimation:
bullet.animator.speed_scale *= 0.5
else:
bullet.tryDestroy()
generateParryBall(targetBaseDamage)
generateParryBall(bullet.baseDamage)
elif bullet.motionType == BulletBase.MotionType.SWING:
parryEffect(bullet)
bullet.hitbox.set_deferred("disabled", true)
generateParryBall(targetBaseDamage)
generateParryBall(bullet.baseDamage)
elif bullet.motionType == BulletBase.MotionType.SPRINT:
parryEffect(bullet)
bullet.tryDestroy()
bullet.launcher.velocity *= -0.1
generateParryBall(targetBaseDamage)
generateParryBall(bullet.baseDamage)
elif bullet.motionType == BulletBase.MotionType.BREATH:
penerateEffect(bullet.launcher)
bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)