1
1
mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +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,