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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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refactor(武器系统): 重构Gobo武器行为并移除治疗导弹
删除HealingMissle相关文件,修改Gobo武器行为 Gobo现在会在受到伤害时生成苹果而非发射治疗导弹 更新武器描述和属性以匹配新行为 调整Rooster角色的武器配置
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@@ -1,5 +0,0 @@
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extends BulletBase
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class_name HealingMissleBullet
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func ai():
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PresetBulletAI.forward(self, rotation)
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@@ -1 +0,0 @@
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uid://d2ubbdwexom6t
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@@ -3,6 +3,8 @@ class_name GoboSummon
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var percent: float = 0.0
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var healthSinceLastLaunch: float = 0
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var targetDamage: float = 0.0
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var count: int = 0
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func initHealth(maxHealth: float):
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super.initHealth(maxHealth)
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@@ -12,7 +14,7 @@ func register():
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 1.5
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healthChanged.connect(
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func(newHealth):
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if healthSinceLastLaunch - newHealth >= 1:
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if healthSinceLastLaunch - newHealth >= targetDamage:
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launch()
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healthSinceLastLaunch = newHealth
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)
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@@ -22,11 +24,4 @@ func ai():
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move(target.position - position)
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func launch():
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("HealingMissle"),
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self,
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position,
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position.angle_to_point(EntityTool.findClosetEntity(myMaster.position, get_tree(), isPlayer(), !isPlayer(), [self]).position)
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):
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if bullet is HealingMissleBullet:
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bullet.baseDamage = health * percent * -1
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ItemDropped.generate(ItemStore.ItemType.APPLE, count, position)
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@@ -4,10 +4,13 @@ extends Weapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["health"] += 5 * to * soulLevel
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origin["percent"] += 0.02 * to * soulLevel
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origin["count"] *= to * soulLevel
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return origin
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func attack(entity: EntityBase):
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var gobo = entity.summon(ComponentManager.getSummon("Gobo"))
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if gobo is GoboSummon:
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gobo.targetDamage = readStore("atk")
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gobo.percent = readStore("percent")
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gobo.count = readStore("count")
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gobo.initHealth(readStore("health"))
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return true
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