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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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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@@ -1,17 +1,2 @@
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extends EntityBase
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class_name Bear
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func ai():
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pass
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func attack(type):
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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return BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, weaponPos, (get_global_mouse_position() - weaponPos).angle())
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func sprint():
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move(Vector2(
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Input.get_axis("m_left", "m_right"),
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Input.get_axis("m_up", "m_down")
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) * sprintMultiplier, true)
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func heal(count: float):
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health += count
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DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
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@@ -5,10 +5,12 @@ class_name Chick
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const laserCount = 4
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func _ready():
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 2000
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.1
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super._ready()
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.35
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attackCooldownMap[0] = 2000
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attackCooldownMap[1] = 3000
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attackCooldownMap[2] = 100
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func ai():
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move(currentFocusedBoss.position - position)
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@@ -1,14 +1,13 @@
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extends EntityBase
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class_name Hen
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func _ready():
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 75
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.25
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.15
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fields[FieldStore.Entity.OFFSET_SHOOT] = 10
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super._ready()
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func ai():
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cooldownUnit = randi_range(1500, 4000)
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attackCooldownMap[0] = randi_range(1500, 4000)
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move(currentFocusedBoss.position - position)
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tryAttack(0)
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func attack(type):
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@@ -1,6 +1,9 @@
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extends EntityBase
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class_name Rooster
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func register():
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attackCooldownMap[0] = 200
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attackCooldownMap[1] = 6000
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func ai():
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texture.play("walk")
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var direction = Vector2(
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@@ -11,10 +14,8 @@ func ai():
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if direction.length() == 0:
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texture.play("idle")
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if Input.is_action_pressed("attack"):
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cooldownUnit = 200
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tryAttack(0)
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elif Input.is_action_pressed("attack2"):
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cooldownUnit = 6000
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tryAttack(1)
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if Input.is_action_just_pressed("sprint"):
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trySprint()
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