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fix(MagicMissle): 修复魔法导弹加速逻辑和伤害传递问题
调整加速条件判断,确保只有存在子弹时才加速 修正子弹销毁条件为基于基础伤害值 修复子弹伤害传递问题,确保基础伤害正确传递给分裂子弹 优化场景结构,调整粒子效果和碰撞体位置
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@@ -8,13 +8,16 @@ var roundBullets: Array[MagicMissleBullet]
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func ai():
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if accelerating:
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if roundBullets.count(self ) < 1:
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accelerating = false
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rotation = lerp_angle(rotation, position.angle_to_point(get_global_mouse_position()), 0.1)
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speedV2 += (get_global_mouse_position() - position).normalized() * 1
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elif speed < 1:
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tryDestroy()
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elif baseDamage < 1:
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tryDestroy()
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speedV2 *= 0.995
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speed = speedV2.length()
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PresetBulletAI.forward(self , speedV2.angle())
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texture.rotation += deg_to_rad(sqrt(speed))
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func succeedToHit(_dmg: float, entity: EntityBase):
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if powerScale > 0 && accelerating && roundBullets.count(self ) > 0:
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@@ -27,8 +30,9 @@ func succeedToHit(_dmg: float, entity: EntityBase):
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):
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if bullet is MagicMissleBullet:
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bullet.position += Vector2.from_angle(bullet.rotation) * 100
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bullet.speedV2 += Vector2.from_angle(bullet.rotation) * 30
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bullet.speedV2 += Vector2.from_angle(bullet.rotation) * 20
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bullet.roundBullets = roundBullets
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bullet.powerScale = powerScale - 1
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bullet.baseDamage = baseDamage
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roundBullets.append(bullet)
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powerScale = 0
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