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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-10 13:47:12 +08:00

feat(战斗系统): 增强激光武器效果并添加击退机制

- 增加BigLaser的伤害值和能量消耗
- 为子弹添加击退效果和生成后自动释放功能
- 修改LaserPluse的动画参数并添加锁定发射器脚本
- 调整敌人受击时的能量获取和击退效果
- 更新波次生成配置
This commit is contained in:
2025-08-28 12:34:41 +08:00
parent 19a484643d
commit 31426987a2
7 changed files with 51 additions and 11 deletions
+6
View File
@@ -12,4 +12,10 @@ func applyDot():
await TickTool.millseconds(50)
hitbox.disabled = false
await TickTool.millseconds(50)
BulletBase.generate(
preload("res://components/Bullets/LaserPluse.tscn"),
launcher,
position,
rotation
)
return true
@@ -0,0 +1,16 @@
extends BulletBase
class_name LockLauncher
enum PositionType {
SELF,
TEXTURE,
}
@export var target: PositionType = PositionType.SELF
func ai():
if target == PositionType.SELF:
position = launcher.position
else:
position = launcher.texture.global_position
rotation = launcher.rotation
+2 -2
View File
@@ -11,8 +11,8 @@ var per: int = 0
static var current: int = 0
static var data: Array[Wave] = [
# entity, minCount, maxCount, isBoss, from, to, per
create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 8, INF, 1),
create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 1)
create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 8, INF, 5)
]
static func create(
+4
View File
@@ -13,6 +13,8 @@ class_name BulletBase
@export var needEnergy: float = 0.0 # 发射时需要消耗的能量
@export var autoSpawnAnimation: bool = false
@export var autoLoopAnimation: bool = false
@export var freeAfterSpawn: bool = false
@export var knockback: float = 0 # 击退力,物理引擎单位
@onready var animator: AnimationPlayer = $"%animator"
@onready var hitbox: CollisionShape2D = $"%hitbox"
@@ -30,6 +32,8 @@ func _ready():
if autoSpawnAnimation:
animator.play("spawn")
await animator.animation_finished
if freeAfterSpawn:
destroy()
if autoLoopAnimation:
animator.play("loop")
dotLoop()
+4 -3
View File
@@ -148,12 +148,13 @@ func takeDamage(bullet: BulletBase, crit: bool):
var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
if sprinting:
playSound("miss")
storeEnergy(damage * 1.25)
storeEnergy(damage * 0.5)
damage = 0
else:
playSound("hurt")
bullet.launcher.storeEnergy(damage * 0.05)
storeEnergy(damage * -0.1)
storeEnergy(damage * -0.25)
position += Vector2.from_angle(bullet.position.angle_to_point(position)) * bullet.knockback
hit.emit(damage, bullet, crit)
healthChanged.emit(health)
health -= damage
@@ -162,7 +163,7 @@ func takeDamage(bullet: BulletBase, crit: bool):
bullet.launcher.setBoss(self)
if health <= 0:
if isBoss:
bullet.launcher.storeEnergy(energy)
bullet.launcher.storeEnergy(energy * 0.5)
bullet.launcher.setBoss(null)
tryDie(bullet)
func storeEnergy(value: float):