mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-07-02 00:02:13 +08:00
fix(武器): 为所有武器攻击方法添加返回值
统一所有武器的attack方法,确保返回true以表示攻击成功执行
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@@ -18,3 +18,4 @@ func attack(entity: EntityBase):
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var bullet: Bow = i
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var bullet: Bow = i
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bullet.count = readStore("count")
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bullet.count = readStore("count")
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bullet.atk = readStore("atk")
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bullet.atk = readStore("atk")
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return true
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@@ -2,13 +2,14 @@
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extends Weapon
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extends Weapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 1 * to * soulLevel
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origin["atk"] += 1 * to * soulLevel
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return origin
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return origin
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func attack(entity: EntityBase):
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func attack(entity: EntityBase):
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var wall = ObstacleBase.generate(
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var wall = ObstacleBase.generate(
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ComponentManager.getObstacle("GrassWall"),
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ComponentManager.getObstacle("GrassWall"),
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get_global_mouse_position(),
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get_global_mouse_position(),
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entity.findWeaponAnchor("normal").angle_to_point(get_global_mouse_position()),
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entity.findWeaponAnchor("normal").angle_to_point(get_global_mouse_position()),
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entity
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entity
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)
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)
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wall.initHealth(readStore("atk"))
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wall.initHealth(readStore("atk"))
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return true
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@@ -2,17 +2,18 @@
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extends Weapon
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extends Weapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 2 * to * soulLevel
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origin["atk"] += 2 * to * soulLevel
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origin["count"] += 2 * (soulLevel - 1)
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origin["count"] += 2 * (soulLevel - 1)
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return origin
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return origin
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func attack(entity: EntityBase):
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func attack(entity: EntityBase):
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for i in readStore("count"):
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for i in readStore("count"):
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for bullet in BulletBase.generate(
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("HXD"),
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ComponentManager.getBullet("HXD"),
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entity,
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entity,
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entity.findWeaponAnchor("normal"),
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entity.findWeaponAnchor("normal"),
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entity.findWeaponAnchor("normal").angle_to_point(get_global_mouse_position()) + deg_to_rad(randf_range(-1, 1) * 4)
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entity.findWeaponAnchor("normal").angle_to_point(get_global_mouse_position()) + deg_to_rad(randf_range(-1, 1) * 4)
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):
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):
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if bullet is HXDBullet:
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if bullet is HXDBullet:
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bullet.maxBouncedTime = readStore("atk")
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bullet.maxBouncedTime = readStore("atk")
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bullet.baseDamage = readStore("atk")
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bullet.baseDamage = readStore("atk")
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return true
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@@ -2,21 +2,22 @@
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extends Weapon
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extends Weapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 1 * to * soulLevel
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origin["atk"] += 1 * to * soulLevel
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origin["fireatk"] += 0.5 * to * soulLevel
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origin["fireatk"] += 0.5 * to * soulLevel
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origin["max-n"] += 2 * soulLevel
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origin["max-n"] += 2 * soulLevel
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return origin
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return origin
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func attack(entity: EntityBase):
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func attack(entity: EntityBase):
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var bulletName = MathTool.randomChoiceFromWeights(["OxygenFire", "AcidN"], [10, 1])
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var bulletName = MathTool.randomChoiceFromWeights(["OxygenFire", "AcidN"], [10, 1])
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for i in randi_range(readStore("min-n"), readStore("max-n")) if bulletName == "AcidN" else 1:
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for i in randi_range(readStore("min-n"), readStore("max-n")) if bulletName == "AcidN" else 1:
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for bullet in BulletBase.generate(
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for bullet in BulletBase.generate(
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ComponentManager.getBullet(bulletName),
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ComponentManager.getBullet(bulletName),
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entity,
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entity,
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entity.findWeaponAnchor("normal"),
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entity.findWeaponAnchor("normal"),
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entity.position.angle_to_point(get_global_mouse_position()),
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entity.position.angle_to_point(get_global_mouse_position()),
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):
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):
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if bullet is OxygenFire:
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if bullet is OxygenFire:
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bullet.baseDamage = readStore("fireatk")
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bullet.baseDamage = readStore("fireatk")
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elif bullet is AcidN:
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elif bullet is AcidN:
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bullet.baseDamage = readStore("atk")
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bullet.baseDamage = readStore("atk")
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bullet.lifeTime *= 0.5
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bullet.lifeTime *= 0.5
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return true
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@@ -1,6 +1,11 @@
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@tool
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@tool
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extends Weapon
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extends Weapon
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func update(to, origin, _entity):
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origin["atk"] += 1 * to * soulLevel
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origin["dmg"] += 0.02 * to * soulLevel
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origin["heal"] += 0.1 * to * soulLevel
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return origin
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func attack(entity: EntityBase):
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func attack(entity: EntityBase):
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playSound("attack")
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playSound("attack")
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for i in 6:
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for i in 6:
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@@ -11,8 +16,4 @@ func attack(entity: EntityBase):
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bullet.energyCollect = readStore("dmg")
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bullet.energyCollect = readStore("dmg")
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bullet.healAmount = readStore("heal")
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bullet.healAmount = readStore("heal")
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await TickTool.millseconds(15000 / 6.0)
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await TickTool.millseconds(15000 / 6.0)
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func update(to, origin, _entity):
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return true
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origin["atk"] += 1 * to * soulLevel
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origin["dmg"] += 0.02 * to * soulLevel
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origin["heal"] += 0.1 * to * soulLevel
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return origin
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@@ -24,3 +24,4 @@ func attack(entity: EntityBase):
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bullet.damageMultipliers = [readStore("dmg1"), readStore("dmg2"), readStore("dmg3"), readStore("dmg4")]
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bullet.damageMultipliers = [readStore("dmg1"), readStore("dmg2"), readStore("dmg3"), readStore("dmg4")]
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bullet.count = readStore("count")
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bullet.count = readStore("count")
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bullet.dmg5 = readStore("dmg5")
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bullet.dmg5 = readStore("dmg5")
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return true
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