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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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@@ -1,6 +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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