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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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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@@ -3,7 +3,9 @@
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[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_4sjx4"]
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[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_4sjx4"]
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[ext_resource type="Script" uid="uid://b1y8r5xrhhso" path="res://scripts/Contents/Bullets/MagicMissle.gd" id="2_lrw10"]
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[ext_resource type="Script" uid="uid://b1y8r5xrhhso" path="res://scripts/Contents/Bullets/MagicMissle.gd" id="2_lrw10"]
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[ext_resource type="Texture2D" uid="uid://bl1i26ovfpxwc" path="res://resources/bullets/magic-missle/tr.webp" id="2_ross6"]
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[ext_resource type="Texture2D" uid="uid://bl1i26ovfpxwc" path="res://resources/bullets/magic-missle/tr.webp" id="2_ross6"]
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[ext_resource type="Texture2D" uid="uid://drikpnrvqisb0" path="res://resources/bullets/magic-missle/ninesols.png" id="2_rugh7"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_rugh7"]
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height = 76.0
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[sub_resource type="Curve" id="Curve_lrw10"]
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[sub_resource type="Curve" id="Curve_lrw10"]
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_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.2, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.2, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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@@ -41,25 +43,21 @@ scale_max = 0.9
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scale_curve = SubResource("CurveTexture_lrw10")
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scale_curve = SubResource("CurveTexture_lrw10")
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alpha_curve = SubResource("CurveTexture_3jny5")
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alpha_curve = SubResource("CurveTexture_3jny5")
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_rugh7"]
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height = 76.0
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[node name="MagicMissle" unique_id=5571707 instance=ExtResource("1_4sjx4")]
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[node name="MagicMissle" unique_id=5571707 instance=ExtResource("1_4sjx4")]
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script = ExtResource("2_lrw10")
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script = ExtResource("2_lrw10")
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penerate = 1.0
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penerate = 1.0
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penerateDamageReduction = 0.1
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penerateDamageReduction = 0.1
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[node name="static" type="Sprite2D" parent="texture" parent_id_path=PackedInt32Array(162977358) index="2" unique_id=1008850333]
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[node name="static" type="Sprite2D" parent="texture" parent_id_path=PackedInt32Array(162977358) index="2" unique_id=1008850333]
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texture = ExtResource("2_rugh7")
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[node name="trail" type="GPUParticles2D" parent="texture/static" index="0" unique_id=1403224943]
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z_index = -1
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position = Vector2(-35, 1)
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amount = 50
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texture = ExtResource("2_ross6")
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texture = ExtResource("2_ross6")
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visibility_rect = Rect2(-1000, -1000, 2000, 2000)
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process_material = SubResource("ParticleProcessMaterial_mgg76")
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[node name="hitbox" parent="." index="1" unique_id=175349408]
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[node name="hitbox" parent="." index="1" unique_id=175349408]
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rotation = 1.5707964
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rotation = 1.5707964
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shape = SubResource("CapsuleShape2D_rugh7")
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shape = SubResource("CapsuleShape2D_rugh7")
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[node name="trail" type="GPUParticles2D" parent="." index="2" unique_id=1403224943]
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z_index = -1
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amount = 50
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texture = ExtResource("2_ross6")
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visibility_rect = Rect2(-1000, -1000, 2000, 2000)
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process_material = SubResource("ParticleProcessMaterial_mgg76")
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@@ -8,13 +8,16 @@ var roundBullets: Array[MagicMissleBullet]
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func ai():
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func ai():
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if accelerating:
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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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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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speedV2 += (get_global_mouse_position() - position).normalized() * 1
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elif speed < 1:
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elif baseDamage < 1:
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tryDestroy()
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tryDestroy()
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speedV2 *= 0.995
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speedV2 *= 0.995
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speed = speedV2.length()
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speed = speedV2.length()
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PresetBulletAI.forward(self , speedV2.angle())
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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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func succeedToHit(_dmg: float, entity: EntityBase):
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if powerScale > 0 && accelerating && roundBullets.count(self ) > 0:
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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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):
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if bullet is MagicMissleBullet:
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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.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.roundBullets = roundBullets
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bullet.powerScale = powerScale - 1
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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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roundBullets.append(bullet)
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powerScale = 0
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powerScale = 0
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