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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-30 07:51:54 +08:00

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
This commit is contained in:
2025-08-29 10:50:22 +08:00
parent cf8368a946
commit 171dbb1131
14 changed files with 56 additions and 71 deletions
+11 -10
View File
@@ -1,11 +1,9 @@
extends Area2D
class_name BulletBase
@export var fields = {
FieldStore.Bullet.SPEED: 10,
FieldStore.Bullet.DAMAGE: 10,
FieldStore.Bullet.PENERATE: 0
}
@export var speed: float = 10.0
@export var damage: float = 10.0
@export var penerate: float = 0.0
@export var lifeDistance: float = -1 # -1表示无限距离
@export var lifeTime: float = -1 # -1表示无限时间
@export var indisDamage: bool = false # 是否无差别伤害(不区分敌我)
@@ -26,6 +24,7 @@ var spawnInWhen: float = 0
var spawnInWhere: Vector2 = Vector2.ZERO
func _ready():
register()
area_entered.connect(hit)
spawnInWhen = WorldManager.getTime()
spawnInWhere = position
@@ -56,16 +55,16 @@ func hit(target: Node):
if !canDamageSelf && entity == launcher: return
if !indisDamage && !GameRule.allowFriendlyFire:
if entity.isPlayer() == launcher.isPlayer(): return
var damage = entity.takeDamage(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE) + GameRule.critRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]))
succeedToHit(damage)
var damages = entity.takeDamage(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE) + GameRule.critRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]))
succeedToHit(damages)
if MathTool.rate(fullPenerate()):
fields[FieldStore.Bullet.PENERATE] -= entity.fields[FieldStore.Entity.PENARATION_RESISTANCE]
penerate -= entity.fields[FieldStore.Entity.PENARATION_RESISTANCE]
else:
destroy()
func forward(direction: Vector2):
position += direction.normalized() * fields.get(FieldStore.Bullet.SPEED) * GameRule.bulletSpeedMultiplier
position += direction.normalized() * speed * GameRule.bulletSpeedMultiplier
func fullPenerate():
return fields.get(FieldStore.Bullet.PENERATE) + launcher.fields.get(FieldStore.Entity.PENERATE) + GameRule.penerateRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]
return penerate + launcher.fields.get(FieldStore.Entity.PENERATE) + GameRule.penerateRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]
func timeLived():
return WorldManager.getTime() - spawnInWhen
func dotLoop():
@@ -82,6 +81,8 @@ func applyDot():
pass
func succeedToHit(_dmg: float):
pass
func register():
pass
static func generate(
bullet: PackedScene,
+18 -10
View File
@@ -38,6 +38,9 @@ var fields = {
FieldStore.Entity.SAVE_ENERGY: 1,
FieldStore.Entity.ENERGY_REGENERATION: 1,
}
var attackCooldownMap = {
0: 100
}
var inventory = {
ItemStore.ItemType.BASEBALL: 100,
ItemStore.ItemType.BASKETBALL: 100,
@@ -49,7 +52,7 @@ var inventoryMax = {
ItemStore.ItemType.APPLE: 5, # 最多5个苹果
}
@export var cooldownUnit: float = 100 # 100毫秒每次攻击
@export var defaultCooldownUnit: float = 100
@export var isBoss: bool = false
@export var displayName: String = "未知实体"
@export var sprintMultiplier: float = 4
@@ -57,6 +60,7 @@ var inventoryMax = {
@export var dropCounts: Array[Vector2] = []
@export var appleCount: Vector2i = Vector2(0, 2) # 死亡后掉落的苹果数量
@export var level: int = 1 # 等级
@export var sprintEnergy: float = 5
@onready var animatree: AnimationTree = $"%animatree"
@onready var texture: AnimatedSprite2D = $"%texture"
@@ -75,6 +79,7 @@ var lastAttack: int = 0
var currentFocusedBoss: EntityBase = null
func _ready():
register()
var selfStatebar: EntityStateBar = $"%statebar"
if isBoss:
selfStatebar.hide()
@@ -140,7 +145,7 @@ func move(direction: Vector2, isSprinting: bool = false):
lastDirection = currentDirection
func takeDamage(bullet: BulletBase, crit: bool):
hurtAnimator.play("hurt")
var baseDamage: float = bullet.fields.get(FieldStore.Bullet.DAMAGE) * bullet.launcher.fields.get(FieldStore.Entity.DAMAGE_MULTIPILER) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset)
var baseDamage: float = bullet.damage * bullet.launcher.fields.get(FieldStore.Entity.DAMAGE_MULTIPILER) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset)
var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
if sprinting:
playSound("miss")
@@ -175,23 +180,24 @@ func useEnergy(value: float):
energy -= value
energyChanged.emit(energy)
return state
func isCooldowned():
return WorldManager.getTime() - lastAttack >= cooldownUnit / fields.get(FieldStore.Entity.ATTACK_SPEED)
func startCooldown():
var state = isCooldowned()
func isCooldowned(type: int):
return WorldManager.getTime() - lastAttack >= attackCooldownMap.get(type, defaultCooldownUnit) / fields.get(FieldStore.Entity.ATTACK_SPEED)
func startCooldown(type: int):
var state = isCooldowned(type)
if state:
lastAttack = WorldManager.getTime()
return state
func tryAttack(type: int):
var state = startCooldown()
var state = startCooldown(type)
if state:
if attack(type):
playSound("attack" + str(type))
return state
func trySprint():
playSound("sprint")
sprint()
sprinting = true
if useEnergy(sprintEnergy):
playSound("sprint")
sprint()
sprinting = true
func tryDie(by: BulletBase):
for drop in range(min(len(drops), len(dropCounts))):
var item = drops[drop]
@@ -250,6 +256,8 @@ func sprint():
func heal(count: float):
health += count
return count
func register():
pass
static func generate(
entity: PackedScene,