mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-30 16:01:53 +08:00
feat(角色): 添加KukeChild角色并增强KukeMC能力
新增KukeChild角色及相关资源文件,包括贴图、场景和脚本 调整KukeMC属性,增加新攻击类型可召唤KukeChild 修改EntityBase基础逻辑,添加spawnTime属性和timeLived方法 移除Rooster.gd中未使用的heal方法
This commit is contained in:
@@ -96,8 +96,10 @@ var charginup: bool = false
|
||||
var weapons: Array[Weapon] = []
|
||||
var canRunAi: bool = true
|
||||
var currentStage: int = 0
|
||||
var spawnTime: float = 0
|
||||
|
||||
func _ready():
|
||||
spawnTime = WorldManager.getTime()
|
||||
register()
|
||||
var selfStatebar: EntityStateBar = $"%statebar"
|
||||
if isBoss:
|
||||
@@ -166,6 +168,8 @@ func _physics_process(_delta: float) -> void:
|
||||
trailParticle.emitting = trailing
|
||||
|
||||
# 通用方法
|
||||
func timeLived():
|
||||
return WorldManager.getTime() - spawnTime
|
||||
func setStage(stage: int):
|
||||
if currentStage == stage:
|
||||
return
|
||||
@@ -284,30 +288,32 @@ func sprintTo(target: Vector2, speed: float):
|
||||
position = target
|
||||
trailing = false
|
||||
targetableSprinting = false
|
||||
func tryDie(by: BulletBase):
|
||||
func tryDie(by: BulletBase = null):
|
||||
if is_queued_for_deletion(): return
|
||||
for drop in range(min(len(drops), len(dropCounts))):
|
||||
var item = drops[drop]
|
||||
var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
|
||||
for i in range(count):
|
||||
ItemDropped.generate(item, randi_range(1, int(sqrt(count) + GameRule.difficulty)), position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
|
||||
if MathTool.rate(
|
||||
GameRule.appleDropRate +
|
||||
by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) +
|
||||
GameRule.appleDropRateInfluenceByLuckValue * by.launcher.fields[FieldStore.Entity.LUCK_VALUE]
|
||||
) or isBoss:
|
||||
for i in randi_range(appleCount.x, appleCount.y):
|
||||
ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
|
||||
ItemDropped.generate(
|
||||
ItemStore.ItemType.BEACHBALL,
|
||||
fields[FieldStore.Entity.MAX_HEALTH] * randf_range(1 - GameRule.beachballOffset, 1 + GameRule.beachballOffset),
|
||||
position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset)
|
||||
)
|
||||
if isPlayer():
|
||||
if UIState.player == self:
|
||||
UIState.setPanel("GameOver", [displayName, by.launcher.displayName, by.displayName])
|
||||
if is_instance_valid(by):
|
||||
for drop in range(min(len(drops), len(dropCounts))):
|
||||
var item = drops[drop]
|
||||
var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
|
||||
for i in range(count):
|
||||
ItemDropped.generate(item, randi_range(1, int(sqrt(count) + GameRule.difficulty)), position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
|
||||
if MathTool.rate(
|
||||
GameRule.appleDropRate +
|
||||
by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) +
|
||||
GameRule.appleDropRateInfluenceByLuckValue * by.launcher.fields[FieldStore.Entity.LUCK_VALUE]
|
||||
) or isBoss:
|
||||
for i in randi_range(appleCount.x, appleCount.y):
|
||||
ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
|
||||
ItemDropped.generate(
|
||||
ItemStore.ItemType.BEACHBALL,
|
||||
fields[FieldStore.Entity.MAX_HEALTH] * randf_range(1 - GameRule.beachballOffset, 1 + GameRule.beachballOffset),
|
||||
position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset)
|
||||
)
|
||||
if isPlayer():
|
||||
if UIState.player == self:
|
||||
UIState.setPanel("GameOver", [displayName, by.launcher.displayName, by.displayName])
|
||||
EffectController.create(preload("res://components/Effects/DeadBlood.tscn"), texture.global_position).shot()
|
||||
await die()
|
||||
queue_free()
|
||||
func tryHeal(count: float):
|
||||
if inventory[ItemStore.ItemType.APPLE] > 0 and health < fields.get(FieldStore.Entity.MAX_HEALTH):
|
||||
inventory[ItemStore.ItemType.APPLE] -= 1
|
||||
@@ -347,11 +353,12 @@ func ai():
|
||||
func attack(_type: int):
|
||||
pass
|
||||
func die():
|
||||
queue_free()
|
||||
pass
|
||||
func sprint():
|
||||
pass
|
||||
func heal(count: float):
|
||||
health += count
|
||||
DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
|
||||
return count
|
||||
func register():
|
||||
pass
|
||||
|
||||
Reference in New Issue
Block a user