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feat(子弹): 为魔法飞弹添加命中动画和音效
refactor(角色): 将MTY角色从猫头鹰改为狗熊宝宝并调整攻击逻辑 fix(子弹): 修复ParryBall和Parrier子弹的实例有效性检查 style(场景): 清理场景文件中的冗余属性 feat(工具): 为findClosetBulletCanDamage添加最大距离参数 chore(配置): 更新测试用的波次配置
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@@ -5,23 +5,32 @@ func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 400
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.9
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attackCooldownMap[0] = 2000
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attackCooldownMap[1] = 250
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attackCooldownMap[1] = 750
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attackCooldownMap[2] = 450
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sprintMultiplier = 5
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func spawn():
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texture.play("walk")
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss)
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tryAttack(0)
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tryAttack(1)
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PresetEntityAI.follow(self , currentFocusedBoss)
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for i in 3:
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tryAttack(i)
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func attack(type: int):
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if type == 0:
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trySprint()
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elif type == 1:
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BulletBase.generate(ComponentManager.getBullet("MTYSprint"), self, position, 0)
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var track = getTrackingAnchor()
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var bullet = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , 400)
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if is_instance_valid(bullet):
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BulletBase.generate(ComponentManager.getBullet("Parrier"), self , track, track.angle_to_point(bullet.position))
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elif type == 2:
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if is_instance_valid(currentFocusedBoss):
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var track = getTrackingAnchor()
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if currentFocusedBoss.position.distance_to(track) <= 400:
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BulletBase.generate(ComponentManager.getBullet("Parrier"), self , track, track.angle_to_point(currentFocusedBoss.position))
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return true
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func sprint():
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var target = BulletTool.findClosetBulletCanDamage(position, get_tree(), self)
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var track = getTrackingAnchor()
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var target = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , 300)
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if is_instance_valid(target):
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if position.distance_to(target.position) <= 200:
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var dir = (target.position - position).rotated(MathTool.randomChoiceFrom([-1, 1]) * deg_to_rad(90))
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move(dir.normalized() * sprintMultiplier, true)
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var dir = (target.position - track).rotated(MathTool.randomChoiceFrom([-1, 1]) * deg_to_rad(90))
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move(dir.normalized() * sprintMultiplier, true)
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