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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-31 00:11:54 +08:00

feat(武器系统): 添加魔法导弹武器及配套子弹逻辑

实现魔法导弹武器系统,包括:
1. 新增HOLD_LOOP发射类型武器
2. 添加魔法导弹子弹类实现追踪和分裂逻辑
3. 修改武器基类支持循环攻击模式
4. 更新角色控制器支持新武器类型
5. 添加相关资源文件和配置
This commit is contained in:
2026-04-18 08:12:27 +08:00
parent 6129902a78
commit 2dd47a4f3e
11 changed files with 196 additions and 34 deletions
+34
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@@ -0,0 +1,34 @@
extends BulletBase
class_name MagicMissleBullet
var powerScale: int = 3
var speedV2: Vector2 = Vector2.ZERO
var accelerating: bool = true
var roundBullets: Array[MagicMissleBullet]
func ai():
if accelerating:
rotation = lerp_angle(rotation, position.angle_to_point(get_global_mouse_position()), 0.1)
speedV2 += (get_global_mouse_position() - position).normalized() * 1
elif speed < 1:
tryDestroy()
speedV2 *= 0.995
speed = speedV2.length()
PresetBulletAI.forward(self , speedV2.angle())
func succeedToHit(_dmg: float, entity: EntityBase):
if powerScale > 0 && accelerating && roundBullets.count(self ) > 0:
for i in randi_range(1, powerScale):
for bullet in BulletBase.generate(
ComponentManager.getBullet("MagicMissle"),
launcher,
position,
entity.position.angle_to_point(position) + PI + randf_range(-1, 1) * deg_to_rad(60)
):
if bullet is MagicMissleBullet:
bullet.position += Vector2.from_angle(bullet.rotation) * 100
bullet.speedV2 += Vector2.from_angle(bullet.rotation) * 30
bullet.roundBullets = roundBullets
bullet.powerScale = powerScale - 1
roundBullets.append(bullet)
powerScale = 0
@@ -0,0 +1 @@
uid://b1y8r5xrhhso
+12 -10
View File
@@ -54,24 +54,26 @@ func tryLaunch(action: String, weaponIndex: int):
chargeStartTime[weaponIndex] = Time.get_ticks_msec()
chargeParticle.emitting = true
chargeParticle.speed_scale = 1
elif weapon.emitType == Weapon.EmitType.CLICK_SHOOT:
elif weapon.emitType == Weapon.EmitType.CLICK_SHOOT || weapon.emitType == Weapon.EmitType.HOLD_LOOP:
tryAttack(weaponIndex)
if Input.is_action_pressed(action):
if len(weapons) > weaponIndex:
var weapon = weapons[weaponIndex]
if chargeStartTime.has(weaponIndex):
chargeParticle.speed_scale += 0.01 * self.fields.get(FieldStore.Entity.CHARGE_SPEED)
elif weapon.emitType == Weapon.EmitType.HOLD_SHOOT:
elif weapon.emitType == Weapon.EmitType.HOLD_SHOOT || weapon.emitType == Weapon.EmitType.HOLD_LOOP:
tryAttack(weaponIndex)
if Input.is_action_just_released(action):
if chargeStartTime.has(weaponIndex):
var startTime = chargeStartTime[weaponIndex]
var endTime = Time.get_ticks_msec()
var chargedTime = endTime - startTime
chargeStartTime.erase(weaponIndex)
if len(weapons) > weaponIndex:
var weapon = weapons[weaponIndex]
if weapon.emitType == Weapon.EmitType.CHARGE:
if len(weapons) > weaponIndex:
var weapon = weapons[weaponIndex]
if weapon.emitType == Weapon.EmitType.CHARGE:
if chargeStartTime.has(weaponIndex):
var startTime = chargeStartTime[weaponIndex]
var endTime = Time.get_ticks_msec()
var chargedTime = endTime - startTime
chargeStartTime.erase(weaponIndex)
weapon.chargedTime = chargedTime * self.fields.get(FieldStore.Entity.CHARGE_SPEED)
tryAttack(weaponIndex)
chargeParticle.emitting = false
elif weapon.emitType == Weapon.EmitType.HOLD_LOOP:
weapon.exitLoop(self )
+36
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@@ -0,0 +1,36 @@
@tool
extends Weapon
var roundBullets: Array[MagicMissleBullet] = []
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 1 * to * soulLevel
origin["cursor-m"] += 0.2 * to * soulLevel
origin["missle-m"] += 0.02 * to * soulLevel
origin["track"] += 1 * to * soulLevel
origin["G"] *= 1.25 ** (soulLevel - 1)
origin["count"] += 1 * (soulLevel - 1)
return origin
func loopStart(entity: EntityBase):
for i in randi_range(1, readStore("count")):
for bullet in BulletBase.generate(
ComponentManager.getBullet("MagicMissle"),
entity,
get_global_mouse_position() + Vector2.from_angle(randf_range(0, 2 * PI)) * readStore("track"),
0
):
if bullet is MagicMissleBullet:
bullet.look_at(get_global_mouse_position())
bullet.rotation += PI / 2
bullet.speedV2 += Vector2.from_angle(bullet.rotation) * sqrt((readStore("G") * readStore("cursor-m") / readStore("track") ** 2) * readStore("track")) / 120
bullet.roundBullets = roundBullets
bullet.baseDamage = readStore("atk")
bullet.powerScale = readStore("count")
roundBullets.append(bullet)
return true
func loopExit(_entity: EntityBase):
for bullet in roundBullets:
if is_instance_valid(bullet):
bullet.accelerating = false
roundBullets.clear()
@@ -0,0 +1 @@
uid://clec7nrtesipu
+3 -1
View File
@@ -38,6 +38,7 @@ var initialDamage: float = 0
var speedScale: float = 1
var isFirstFrame: bool = true
var cycleStateAngle: float = 0
var lastDelta: float = 0
func _ready():
initialSpeed = speed
@@ -83,7 +84,8 @@ func _process(_delta: float) -> void:
if lifeDistance > 0:
if position.distance_to(spawnInWhere) >= lifeDistance:
tryDestroy()
func _physics_process(_delta: float) -> void:
func _physics_process(delta: float) -> void:
lastDelta = delta
if destroying: return
if is_instance_valid(launcher) and (launcher.isPlayer() or is_instance_valid(launcher.currentFocusedBoss)):
launcher.position -= Vector2.from_angle(rotation) * recoil
+30 -7
View File
@@ -6,7 +6,7 @@ enum EmitType {
HOLD_SHOOT,
CLICK_SHOOT,
CHARGE,
HOLD_ONCE
HOLD_LOOP
}
@export var avatarTexture: Texture2D = null
@@ -49,6 +49,7 @@ var cooldownTimer: CooldownTimer = null
var originalStore: Dictionary = {}
var chargedTime: float = 0
var attackSpeed: float = 1
var looping: bool = false
func _ready():
cooldownTimer = CooldownTimer.new()
@@ -188,19 +189,41 @@ func canAttackBy(entity: EntityBase):
cooldownTimer.speedScale = entity.fields.get(FieldStore.Entity.ATTACK_SPEED) * attackSpeed
return cooldownTimer.isCooldowned() and entity.isEnergyEnough(needEnergy) and checkAttack(entity)
func tryAttack(entity: EntityBase):
if canAttackBy(entity):
var result = await attack(entity)
if result:
cooldownTimer.start()
entity.useEnergy(needEnergy)
return result
if looping:
if checkAttack(entity):
return await attack(entity)
else:
exitLoop(entity)
else:
if canAttackBy(entity):
if emitType == EmitType.HOLD_LOOP:
var result = await loopStart(entity)
if result:
looping = true
cooldownTimer.start()
entity.useEnergy(needEnergy)
return result
else:
var result = await attack(entity)
if result:
cooldownTimer.start()
entity.useEnergy(needEnergy)
return result
func charged(base: float, percent: float):
return base * sqrt(1 + chargedTime / 15 * percent)
func exitLoop(entity: EntityBase):
if !looping: return
looping = false
loopExit(entity)
# 抽象
func update(_to: int, origin: Dictionary, _entity: EntityBase):
return origin
func loopStart(_entity: EntityBase):
pass
func checkAttack(_entity: EntityBase) -> bool:
return true
func attack(_entity: EntityBase):
pass
func loopExit(_entity: EntityBase):
pass