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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00

feat(角色): 添加猫头鹰角色MTY及其冲刺攻击能力

添加新角色MTY(猫头鹰)及其专属子弹MTYSprint
- 实现MTY角色的基本属性和AI行为
- 添加MTYSprint子弹类型及碰撞检测
- 在Wave.gd中添加MTY的生成配置
- 扩展BulletTool工具类添加查找最近子弹功能
This commit is contained in:
2025-12-07 17:04:47 +08:00
parent 4fc1daae0d
commit 3dd5f06bbe
8 changed files with 67 additions and 1 deletions
+17
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@@ -0,0 +1,17 @@
[gd_scene load_steps=4 format=3 uid="uid://digr2lvarxtvf"]
[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_pwer0"]
[ext_resource type="Script" uid="uid://dqgbohkdj8rbj" path="res://scripts/Contents/Bullets/MTYSprint.gd" id="2_rion0"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_rion0"]
radius = 40.0
height = 150.0
[node name="MTYSprint" instance=ExtResource("1_pwer0")]
script = ExtResource("2_rion0")
displayName = "猛冲"
baseDamage = 5.0
penerate = 1.0
[node name="hitbox" parent="." index="1"]
shape = SubResource("CapsuleShape2D_rion0")
+3 -1
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@@ -1,6 +1,7 @@
[gd_scene load_steps=6 format=3 uid="uid://b5ysxff1ujv4l"]
[gd_scene load_steps=7 format=3 uid="uid://b5ysxff1ujv4l"]
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_8og84"]
[ext_resource type="Script" uid="uid://b80jr04qpitly" path="res://scripts/Contents/Characters/MTY.gd" id="2_hjlm2"]
[ext_resource type="Texture2D" uid="uid://cpaafqx7vf443" path="res://resources/characters/bird/mty.png" id="2_i2hh0"]
[sub_resource type="SpriteFrames" id="SpriteFrames_hjlm2"]
@@ -24,6 +25,7 @@ radius = 37.0
height = 126.0
[node name="MTY" instance=ExtResource("1_8og84")]
script = ExtResource("2_hjlm2")
displayName = "猫头鹰"
drops = Array[int]([0, 1, 3])
dropCounts = Array[Vector2]([Vector2(2, 4), Vector2(2, 4), Vector2(1, 3)])
+5
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@@ -0,0 +1,5 @@
extends BulletBase
class_name MTYSprint
func ai():
PresetBulletAI.lockLauncher(self, launcher, true)
@@ -0,0 +1 @@
uid://dqgbohkdj8rbj
+22
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@@ -0,0 +1,22 @@
extends EntityBase
class_name MTY
func register():
fields[FieldStore.Entity.MAX_HEALTH] = 400
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.9
attackCooldownMap[0] = 1500
sprintMultiplier = 5
func spawn():
BulletBase.generate(ComponentManager.getBullet("MTYSprint"), self, position, 0)
func ai():
PresetEntityAI.follow(self, currentFocusedBoss)
tryAttack(0)
func attack(type: int):
if type == 0:
trySprint()
return true
func sprint():
var target = BulletTool.findClosetBulletCanDamage(position, get_tree(), self)
if is_instance_valid(target):
var dir = (target.position - position).rotated(MathTool.randc_from([-1, 1]) * deg_to_rad(90))
move(dir.normalized() * sprintMultiplier, true)
+1
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@@ -0,0 +1 @@
uid://b80jr04qpitly
+1
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@@ -27,6 +27,7 @@ static var WAVE_NORMAL = [
Wave.create("Hen", 1, 3, false, 0, INF, 1),
Wave.create("Cat", 1, 3, false, 0, INF, 1),
Wave.create("Dog", 1, 3, false, 0, INF, 1),
Wave.create("MTY", 0, 1, false, 0, INF, 4),
Wave.create("Chick", 0, 0, true, 9, INF, 20),
Wave.create("KukeMC", 0, 0, true, 19, INF, 20),
Wave.create("Bear", 0, 0, true, 29, INF, 20),
+17
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@@ -12,3 +12,20 @@ static func canDamage(bullet: BulletBase, target: EntityBase) -> bool:
if !GameRule.allowFriendlyFire:
if target.isPlayer() == bullet.launcher.isPlayer() and bullet.launcher.currentFocusedBoss != target: return false
return true
static func findClosetBullet(to: Vector2, fromTree: SceneTree) -> BulletBase:
var result: BulletBase = null
var lastDistance = INF
for bullet in fromTree.get_nodes_in_group("bullets"):
if to.distance_to(bullet.position) < lastDistance:
lastDistance = to.distance_to(bullet.position)
result = bullet
return result
static func findClosetBulletCanDamage(to: Vector2, fromTree: SceneTree, target: EntityBase) -> BulletBase:
var result: BulletBase = null
var lastDistance = INF
for bullet in fromTree.get_nodes_in_group("bullets"):
if canDamage(bullet, target):
if to.distance_to(bullet.position) < lastDistance:
lastDistance = to.distance_to(bullet.position)
result = bullet
return result