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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
refactor(MathTool): 重命名随机数相关方法以提高可读性
将 randv2_range 重命名为 randomVector2In,randc_from 重命名为 randomChoiceFrom,randc_from_weights 重命名为 randChoiceWeightsFrom,并新增 randomRingPoint 方法
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@@ -52,11 +52,11 @@ 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.randv2_range(50)
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bullet.position += MathTool.randomVector2In(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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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([-300, 300]), 300), 0.25)
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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randomChoiceFrom([-300, 300]), 300), 0.25)
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var count = randi_range(6, 8)
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for i in range(count):
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BulletBase.generate(ComponentManager.getBullet("SunDance"), self, weaponPos, deg_to_rad(360.0 / count * i))
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@@ -66,7 +66,7 @@ func attack(type):
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bullet.rotation = 360 / 13.0 * i
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elif type == 3:
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if !is_instance_valid(currentFocusedBoss): return false
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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([500, -500]), 0), 0.25)
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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randomChoiceFrom([500, -500]), 0), 0.25)
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sprintParticle.emitting = true
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canRunAi = false
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currentInvinsible = true
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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.randv2_range(400), 0.25)
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await sprintTo(currentFocusedBoss.position + MathTool.randomVector2In(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.randv2_range(600)
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bullet.look_at(currentFocusedBoss.position + MathTool.randv2_range(50))
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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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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.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90)))
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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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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.randv2_range(500))
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var child = EntityBase.generate(ComponentManager.getCharacter("KukeChild"), position + MathTool.randomVector2In(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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@@ -18,5 +18,5 @@ func attack(type: int):
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func sprint():
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var target = BulletTool.findClosetBulletCanDamage(position, get_tree(), self)
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if is_instance_valid(target):
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var dir = (target.position - position).rotated(MathTool.randc_from([-1, 1]) * deg_to_rad(90))
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var dir = (target.position - position).rotated(MathTool.randomChoiceFrom([-1, 1]) * deg_to_rad(90))
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move(dir.normalized() * sprintMultiplier, true)
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