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feat(战斗系统): 添加小鸡冲刺攻击技能及相关特效
实现小鸡的冲刺攻击能力,包括: 1. 新增ChickSprint子弹类型及场景 2. 为EntityBase添加拖尾粒子效果 3. 添加攻击蓄力特效和音效 4. 调整小鸡的攻击冷却时间和冲刺倍率 5. 优化TickTool工具类添加until方法 6. 修改世界背景z-index避免遮挡 调整战斗平衡性: 1. 降低默认冲刺倍率 2. 修改测试波次配置 3. 增加新的攻击方式选项
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@@ -55,7 +55,7 @@ var inventoryMax = {
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@export var defaultCooldownUnit: float = 100
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@export var isBoss: bool = false
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@export var displayName: String = "未知实体"
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@export var sprintMultiplier: float = 4
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@export var sprintMultiplier: float = 3
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@export var drops: Array[ItemStore.ItemType] = []
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@export var dropCounts: Array[Vector2] = []
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@export var appleCount: Vector2i = Vector2(0, 2) # 死亡后掉落的苹果数量
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@@ -67,15 +67,18 @@ var inventoryMax = {
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@onready var sounds: Node2D = $"%sounds"
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@onready var hurtAnimator: AnimationPlayer = $"%hurtAnimator"
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@onready var damageAnchor: Node2D = $"%damageAnchor"
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@onready var trailParticle: GPUParticles2D = $"%trailParticle"
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var statebar: EntityStateBar
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var health: float = 0
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var energy: float = 0
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var sprinting: bool = false
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var trailing: bool = false
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var lastDirection: int = 1
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var lastAttack: int = 0
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var currentFocusedBoss: EntityBase = null
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var charginup: bool = false
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func _ready():
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register()
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@@ -127,10 +130,11 @@ func _physics_process(_delta: float) -> void:
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sprinting = false
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else:
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velocity = Vector2.ZERO
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if isPlayer() or is_instance_valid(currentFocusedBoss):
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if (isPlayer() or is_instance_valid(currentFocusedBoss)) and not charginup:
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ai()
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move_and_slide()
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storeEnergy(0.01 * fields.get(FieldStore.Entity.ENERGY_REGENERATION))
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trailParticle.emitting = trailing
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# 通用方法
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func applyLevel():
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@@ -187,16 +191,22 @@ func startCooldown(type: int):
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if state:
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lastAttack = WorldManager.getTime()
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return state
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func tryAttack(type: int):
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func tryAttack(type: int, needChargeUp: bool = false):
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var state = startCooldown(type)
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if state:
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if attack(type):
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if needChargeUp:
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charginup = true
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await EffectController.create(preload("res://components/Effects/AttackStar.tscn"), damageAnchor.global_position).shot()
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charginup = false
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else:
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playSound("attack" + str(type))
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attack(type)
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return state
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func trySprint():
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playSound("sprint")
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sprint()
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sprinting = true
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await TickTool.until(func(): return !sprinting)
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func tryDie(by: BulletBase):
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for drop in range(min(len(drops), len(dropCounts))):
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var item = drops[drop]
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