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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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@@ -1,14 +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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