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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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
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@@ -23,7 +23,7 @@ func penerateEffect(entity: EntityBase):
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eff.rotation = position.angle_to_point(position)
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eff.rotation = position.angle_to_point(position)
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eff.shot()
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eff.shot()
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entity.impluse((entity.position - position).normalized() * 450)
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entity.impluse((entity.position - position).normalized() * 450)
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func generateParryBall(targetBaseDamage: float):
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func generateParryBall(bDamage: float):
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var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
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var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
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if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
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if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
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for b in BulletBase.generate(
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for b in BulletBase.generate(
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@@ -33,7 +33,7 @@ func generateParryBall(targetBaseDamage: float):
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0
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0
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):
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):
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if b is ParryBallBullet:
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if b is ParryBallBullet:
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b.atk = atk * targetBaseDamage
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b.atk = atk * bDamage
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func spawn():
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func spawn():
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var varians = randi_range(0, 1)
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var varians = randi_range(0, 1)
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@@ -53,7 +53,6 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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if !is_instance_valid(launcher): return
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if !is_instance_valid(launcher): return
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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 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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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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var targetBaseDamage = bullet.baseDamage
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# 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
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# 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
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# 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
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# 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
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if bullet.motionType == BulletBase.MotionType.PROJECTILE:
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if bullet.motionType == BulletBase.MotionType.PROJECTILE:
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@@ -63,23 +62,22 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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if MathTool.rate(reflectRate):
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if MathTool.rate(reflectRate):
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bullet.look_at(bullet.launcher.getTrackingAnchor())
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bullet.look_at(bullet.launcher.getTrackingAnchor())
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bullet.launcher = launcher
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bullet.launcher = launcher
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bullet.baseDamage *= atk
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bullet.baseDamage = reflectRate * atk
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bullet.baseDamage *= reflectRate
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bullet.lifeTime *= 2
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bullet.lifeTime *= 2
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if bullet.freeAfterSpawn && bullet.autoSpawnAnimation:
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if bullet.freeAfterSpawn && bullet.autoSpawnAnimation:
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bullet.animator.speed_scale *= 0.5
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bullet.animator.speed_scale *= 0.5
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else:
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else:
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bullet.tryDestroy()
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bullet.tryDestroy()
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generateParryBall(targetBaseDamage)
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generateParryBall(bullet.baseDamage)
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elif bullet.motionType == BulletBase.MotionType.SWING:
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elif bullet.motionType == BulletBase.MotionType.SWING:
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parryEffect(bullet)
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parryEffect(bullet)
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bullet.hitbox.set_deferred("disabled", true)
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bullet.hitbox.set_deferred("disabled", true)
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generateParryBall(targetBaseDamage)
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generateParryBall(bullet.baseDamage)
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elif bullet.motionType == BulletBase.MotionType.SPRINT:
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elif bullet.motionType == BulletBase.MotionType.SPRINT:
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parryEffect(bullet)
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parryEffect(bullet)
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bullet.tryDestroy()
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bullet.tryDestroy()
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bullet.launcher.velocity *= -0.1
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bullet.launcher.velocity *= -0.1
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generateParryBall(targetBaseDamage)
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generateParryBall(bullet.baseDamage)
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elif bullet.motionType == BulletBase.MotionType.BREATH:
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elif bullet.motionType == BulletBase.MotionType.BREATH:
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penerateEffect(bullet.launcher)
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penerateEffect(bullet.launcher)
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
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