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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
This commit is contained in:
2026-03-07 09:08:39 +08:00
parent ca82cbed12
commit 205d6d8a12
6 changed files with 50 additions and 44 deletions
+1
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@@ -18,3 +18,4 @@ func attack(entity: EntityBase):
var bullet: Bow = i var bullet: Bow = i
bullet.count = readStore("count") bullet.count = readStore("count")
bullet.atk = readStore("atk") bullet.atk = readStore("atk")
return true
+10 -9
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@@ -2,13 +2,14 @@
extends Weapon extends Weapon
func update(to: int, origin: Dictionary, _entity: EntityBase): func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 1 * to * soulLevel origin["atk"] += 1 * to * soulLevel
return origin return origin
func attack(entity: EntityBase): func attack(entity: EntityBase):
var wall = ObstacleBase.generate( var wall = ObstacleBase.generate(
ComponentManager.getObstacle("GrassWall"), ComponentManager.getObstacle("GrassWall"),
get_global_mouse_position(), get_global_mouse_position(),
entity.findWeaponAnchor("normal").angle_to_point(get_global_mouse_position()), entity.findWeaponAnchor("normal").angle_to_point(get_global_mouse_position()),
entity entity
) )
wall.initHealth(readStore("atk")) wall.initHealth(readStore("atk"))
return true
+14 -13
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@@ -2,17 +2,18 @@
extends Weapon extends Weapon
func update(to: int, origin: Dictionary, _entity: EntityBase): func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 2 * to * soulLevel origin["atk"] += 2 * to * soulLevel
origin["count"] += 2 * (soulLevel - 1) origin["count"] += 2 * (soulLevel - 1)
return origin return origin
func attack(entity: EntityBase): func attack(entity: EntityBase):
for i in readStore("count"): for i in readStore("count"):
for bullet in BulletBase.generate( for bullet in BulletBase.generate(
ComponentManager.getBullet("HXD"), ComponentManager.getBullet("HXD"),
entity, entity,
entity.findWeaponAnchor("normal"), entity.findWeaponAnchor("normal"),
entity.findWeaponAnchor("normal").angle_to_point(get_global_mouse_position()) + deg_to_rad(randf_range(-1, 1) * 4) entity.findWeaponAnchor("normal").angle_to_point(get_global_mouse_position()) + deg_to_rad(randf_range(-1, 1) * 4)
): ):
if bullet is HXDBullet: if bullet is HXDBullet:
bullet.maxBouncedTime = readStore("atk") bullet.maxBouncedTime = readStore("atk")
bullet.baseDamage = readStore("atk") bullet.baseDamage = readStore("atk")
return true
+18 -17
View File
@@ -2,21 +2,22 @@
extends Weapon extends Weapon
func update(to: int, origin: Dictionary, _entity: EntityBase): func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 1 * to * soulLevel origin["atk"] += 1 * to * soulLevel
origin["fireatk"] += 0.5 * to * soulLevel origin["fireatk"] += 0.5 * to * soulLevel
origin["max-n"] += 2 * soulLevel origin["max-n"] += 2 * soulLevel
return origin return origin
func attack(entity: EntityBase): func attack(entity: EntityBase):
var bulletName = MathTool.randomChoiceFromWeights(["OxygenFire", "AcidN"], [10, 1]) var bulletName = MathTool.randomChoiceFromWeights(["OxygenFire", "AcidN"], [10, 1])
for i in randi_range(readStore("min-n"), readStore("max-n")) if bulletName == "AcidN" else 1: for i in randi_range(readStore("min-n"), readStore("max-n")) if bulletName == "AcidN" else 1:
for bullet in BulletBase.generate( for bullet in BulletBase.generate(
ComponentManager.getBullet(bulletName), ComponentManager.getBullet(bulletName),
entity, entity,
entity.findWeaponAnchor("normal"), entity.findWeaponAnchor("normal"),
entity.position.angle_to_point(get_global_mouse_position()), entity.position.angle_to_point(get_global_mouse_position()),
): ):
if bullet is OxygenFire: if bullet is OxygenFire:
bullet.baseDamage = readStore("fireatk") bullet.baseDamage = readStore("fireatk")
elif bullet is AcidN: elif bullet is AcidN:
bullet.baseDamage = readStore("atk") bullet.baseDamage = readStore("atk")
bullet.lifeTime *= 0.5 bullet.lifeTime *= 0.5
return true
+6 -5
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@@ -1,6 +1,11 @@
@tool @tool
extends Weapon extends Weapon
func update(to, origin, _entity):
origin["atk"] += 1 * to * soulLevel
origin["dmg"] += 0.02 * to * soulLevel
origin["heal"] += 0.1 * to * soulLevel
return origin
func attack(entity: EntityBase): func attack(entity: EntityBase):
playSound("attack") playSound("attack")
for i in 6: for i in 6:
@@ -11,8 +16,4 @@ func attack(entity: EntityBase):
bullet.energyCollect = readStore("dmg") bullet.energyCollect = readStore("dmg")
bullet.healAmount = readStore("heal") bullet.healAmount = readStore("heal")
await TickTool.millseconds(15000 / 6.0) await TickTool.millseconds(15000 / 6.0)
func update(to, origin, _entity): return true
origin["atk"] += 1 * to * soulLevel
origin["dmg"] += 0.02 * to * soulLevel
origin["heal"] += 0.1 * to * soulLevel
return origin
+1
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@@ -24,3 +24,4 @@ func attack(entity: EntityBase):
bullet.damageMultipliers = [readStore("dmg1"), readStore("dmg2"), readStore("dmg3"), readStore("dmg4")] bullet.damageMultipliers = [readStore("dmg1"), readStore("dmg2"), readStore("dmg3"), readStore("dmg4")]
bullet.count = readStore("count") bullet.count = readStore("count")
bullet.dmg5 = readStore("dmg5") bullet.dmg5 = readStore("dmg5")
return true