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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(角色): 调整熊角色的冲刺速度和攻击动画
增加熊角色的冲刺倍率从50到60,优化冲刺移动逻辑使其更稳定 修正熊角色攻击动画的时间点和轨迹点,使动画更流畅
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@@ -92,7 +92,7 @@ tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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tracks/0/keys = {
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"handle_modes": PackedInt32Array(0, 0, 0),
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"handle_modes": PackedInt32Array(0, 0, 0),
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"points": PackedFloat32Array(1, -0.25, 0, 0.25, 0, 2, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0),
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"points": PackedFloat32Array(1, -0.25, 0, 0.25, 0, 2, -0.25, 0, 0.25, 0, 1, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0, 3, 11)
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"times": PackedFloat32Array(0, 3, 11)
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}
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}
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tracks/1/type = "bezier"
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tracks/1/type = "bezier"
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@@ -103,7 +103,7 @@ tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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tracks/1/keys = {
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"handle_modes": PackedInt32Array(0, 0, 0),
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"handle_modes": PackedInt32Array(0, 0, 0),
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"points": PackedFloat32Array(1, -0.25, 0, 0.25, 0, 2, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0),
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"points": PackedFloat32Array(1, -0.25, 0, 0.25, 0, 2, -0.25, 0, 0.25, 0, 1, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0, 3, 11)
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"times": PackedFloat32Array(0, 3, 11)
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}
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}
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tracks/2/type = "bezier"
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tracks/2/type = "bezier"
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@@ -115,7 +115,7 @@ tracks/2/loop_wrap = true
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tracks/2/keys = {
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tracks/2/keys = {
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"handle_modes": PackedInt32Array(0, 0, 0),
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"handle_modes": PackedInt32Array(0, 0, 0),
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"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0, 1, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0),
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"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0, 1, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0, 3, 11)
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"times": PackedFloat32Array(0, 1, 11)
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}
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_edsep"]
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_edsep"]
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@@ -10,7 +10,7 @@ func register():
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attackCooldownMap[1] = 10000
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attackCooldownMap[1] = 10000
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attackCooldownMap[2] = 8000
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attackCooldownMap[2] = 8000
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attackCooldownMap[3] = 13000
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attackCooldownMap[3] = 13000
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sprintMultiplier = 50
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sprintMultiplier = 60
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func spawn():
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func spawn():
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texture.play("walk")
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texture.play("walk")
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func ai():
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func ai():
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@@ -50,4 +50,4 @@ func attack(type):
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return false
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return false
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return true
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return true
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func sprint():
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func sprint():
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move((currentFocusedBoss.position - position).normalized() * sprintMultiplier * Vector2(1, 0), true)
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move(Vector2(sign((currentFocusedBoss.position - position).x * sprintMultiplier), 0), true)
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