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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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refactor(MathTool): 重命名随机数生成方法并优化蘑菇矿挖爪属性
将 randomVector2In 重命名为 sampleInCircle,randomRingPoint 重命名为 sampleInRing,randChoiceWeightsFrom 重命名为 randomChoiceFromWeights,signBeforeStr 重命名为 toSigned 调整蘑菇矿挖爪的攻击力和掉落率,减少基础伤害至0.5,固定掉落率为0.1,优化物品掉落逻辑
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@@ -52,7 +52,7 @@ func attack(type):
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(ComponentManager.getBullet("ArrowSeven"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
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bullet.tracer = currentFocusedBoss
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bullet.position += MathTool.randomVector2In(50)
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bullet.position += MathTool.sampleInCircle(50)
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await TickTool.millseconds(50)
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return false
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elif type == 1:
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@@ -76,7 +76,7 @@ func attack(type):
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await trySprint()
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sprintParticle.emitting = false
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canRunAi = true
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await sprintTo(currentFocusedBoss.position + MathTool.randomVector2In(400), 0.25)
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await sprintTo(currentFocusedBoss.position + MathTool.sampleInCircle(400), 0.25)
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currentInvinsible = false
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return false
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elif type == 4:
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@@ -102,8 +102,8 @@ func attack(type):
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for i in 16:
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self, currentFocusedBoss.position, 0):
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bullet.position += MathTool.randomVector2In(600)
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bullet.look_at(currentFocusedBoss.position + MathTool.randomVector2In(50))
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bullet.position += MathTool.sampleInCircle(600)
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bullet.look_at(currentFocusedBoss.position + MathTool.sampleInCircle(50))
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await TickTool.millseconds(100)
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return false
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elif type == 7:
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@@ -34,7 +34,7 @@ func attack(type):
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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for i in randi_range(7, 16):
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BulletBase.generate(ComponentManager.getBullet("Diamond"), self, weaponPos + MathTool.randomVector2In(20), rotation + deg_to_rad(randf_range(-90, 90)))
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BulletBase.generate(ComponentManager.getBullet("Diamond"), self, weaponPos + MathTool.sampleInCircle(20), rotation + deg_to_rad(randf_range(-90, 90)))
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elif type == 1:
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var laserCount = randi_range(2, 4)
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for i in laserCount:
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@@ -34,7 +34,7 @@ func attack(type):
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await TickTool.millseconds(randi_range(10, 50))
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elif type == 1 and health < fields[FieldStore.Entity.MAX_HEALTH] * 0.5 and canSummon:
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for i in randi_range(1, 2):
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var child = EntityBase.generate(ComponentManager.getCharacter("KukeChild"), position + MathTool.randomVector2In(500))
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var child = EntityBase.generate(ComponentManager.getCharacter("KukeChild"), position + MathTool.sampleInCircle(500))
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child.currentFocusedBoss = currentFocusedBoss
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child.masterMine = self
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elif type == 2:
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