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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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