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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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:
@@ -0,0 +1,34 @@
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extends BulletBase
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class_name MagicMissleBullet
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var powerScale: int = 3
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var speedV2: Vector2 = Vector2.ZERO
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var accelerating: bool = true
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var roundBullets: Array[MagicMissleBullet]
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func ai():
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if accelerating:
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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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speedV2 *= 0.995
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speed = speedV2.length()
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PresetBulletAI.forward(self , speedV2.angle())
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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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for i in randi_range(1, powerScale):
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("MagicMissle"),
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launcher,
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position,
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entity.position.angle_to_point(position) + PI + randf_range(-1, 1) * deg_to_rad(60)
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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.roundBullets = roundBullets
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bullet.powerScale = powerScale - 1
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roundBullets.append(bullet)
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powerScale = 0
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@@ -0,0 +1 @@
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uid://b1y8r5xrhhso
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@@ -54,24 +54,26 @@ func tryLaunch(action: String, weaponIndex: int):
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chargeStartTime[weaponIndex] = Time.get_ticks_msec()
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chargeParticle.emitting = true
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chargeParticle.speed_scale = 1
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elif weapon.emitType == Weapon.EmitType.CLICK_SHOOT:
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elif weapon.emitType == Weapon.EmitType.CLICK_SHOOT || weapon.emitType == Weapon.EmitType.HOLD_LOOP:
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tryAttack(weaponIndex)
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if Input.is_action_pressed(action):
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if len(weapons) > weaponIndex:
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var weapon = weapons[weaponIndex]
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if chargeStartTime.has(weaponIndex):
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chargeParticle.speed_scale += 0.01 * self.fields.get(FieldStore.Entity.CHARGE_SPEED)
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elif weapon.emitType == Weapon.EmitType.HOLD_SHOOT:
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elif weapon.emitType == Weapon.EmitType.HOLD_SHOOT || weapon.emitType == Weapon.EmitType.HOLD_LOOP:
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tryAttack(weaponIndex)
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if Input.is_action_just_released(action):
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if chargeStartTime.has(weaponIndex):
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var startTime = chargeStartTime[weaponIndex]
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var endTime = Time.get_ticks_msec()
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var chargedTime = endTime - startTime
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chargeStartTime.erase(weaponIndex)
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if len(weapons) > weaponIndex:
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var weapon = weapons[weaponIndex]
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if weapon.emitType == Weapon.EmitType.CHARGE:
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if len(weapons) > weaponIndex:
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var weapon = weapons[weaponIndex]
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if weapon.emitType == Weapon.EmitType.CHARGE:
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if chargeStartTime.has(weaponIndex):
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var startTime = chargeStartTime[weaponIndex]
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var endTime = Time.get_ticks_msec()
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var chargedTime = endTime - startTime
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chargeStartTime.erase(weaponIndex)
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weapon.chargedTime = chargedTime * self.fields.get(FieldStore.Entity.CHARGE_SPEED)
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tryAttack(weaponIndex)
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chargeParticle.emitting = false
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elif weapon.emitType == Weapon.EmitType.HOLD_LOOP:
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weapon.exitLoop(self )
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@@ -0,0 +1,36 @@
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@tool
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extends Weapon
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var roundBullets: Array[MagicMissleBullet] = []
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 1 * to * soulLevel
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origin["cursor-m"] += 0.2 * to * soulLevel
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origin["missle-m"] += 0.02 * to * soulLevel
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origin["track"] += 1 * to * soulLevel
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origin["G"] *= 1.25 ** (soulLevel - 1)
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origin["count"] += 1 * (soulLevel - 1)
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return origin
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func loopStart(entity: EntityBase):
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for i in randi_range(1, readStore("count")):
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("MagicMissle"),
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entity,
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get_global_mouse_position() + Vector2.from_angle(randf_range(0, 2 * PI)) * readStore("track"),
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0
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):
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if bullet is MagicMissleBullet:
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bullet.look_at(get_global_mouse_position())
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bullet.rotation += PI / 2
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bullet.speedV2 += Vector2.from_angle(bullet.rotation) * sqrt((readStore("G") * readStore("cursor-m") / readStore("track") ** 2) * readStore("track")) / 120
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bullet.roundBullets = roundBullets
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bullet.baseDamage = readStore("atk")
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bullet.powerScale = readStore("count")
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roundBullets.append(bullet)
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return true
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func loopExit(_entity: EntityBase):
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for bullet in roundBullets:
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if is_instance_valid(bullet):
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bullet.accelerating = false
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roundBullets.clear()
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@@ -0,0 +1 @@
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uid://clec7nrtesipu
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