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fix(EntityBase): 修正伤害处理中healthChanged信号触发顺序
refactor(Rooster): 更新武器配置,添加新武器并调整顺序
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@@ -229,8 +229,8 @@ func takeDamage(bullet: BulletBase, crit: bool):
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storeEnergy(damage * -0.5)
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position += Vector2.from_angle(bullet.position.angle_to_point(position)) * bullet.knockback
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hit.emit(damage, bullet, crit)
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healthChanged.emit(health)
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health -= damage
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healthChanged.emit(health)
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DamageLabel.create(damage, crit || perfectMiss, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
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if isBoss and bullet.launcher.isPlayer():
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bullet.launcher.setBoss(self)
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