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refactor(BulletBase/EntityBase): 重构子弹和实体属性系统
将子弹的fields属性拆分为独立的speed、damage和penerate变量 为所有子弹和实体添加register方法用于初始化属性 统一攻击冷却时间管理为attackCooldownMap 移除FieldStore中不再使用的Bullet相关枚举和映射
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@@ -1,10 +1,14 @@
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extends BulletBase
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class_name BigLaser # 这个子弹是玩家的超级武器,耗能高,dps也高
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func register():
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speed = 0
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damage = 35
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penerate = 1
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func spawn():
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CameraManager.shake(5000, 150) # 激光会运行5秒(5000毫秒),期间震屏超高强度
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CameraManager.playAnimation("bigLaser")
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fields[FieldStore.Bullet.DAMAGE] *= launcher.fields[FieldStore.Entity.ATTACK_SPEED]
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damage *= launcher.fields[FieldStore.Entity.ATTACK_SPEED]
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func ai():
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rotation = lerp_angle(rotation, ((get_global_mouse_position() - position).angle()), 0.1)
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position = launcher.texture.global_position
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