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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-08 20:57:13 +08:00

feat(武器): 添加酸蚀风暴武器及五种酸液子弹

实现酸蚀风暴武器系统,包含五种不同类型的酸液子弹:
1. 硫酸:命中时溅射1~3滴酸液
2. 硝酸:造成额外伤害
3. 盐酸:降低敌人移动和攻击速度
4. 碳酸:可无限穿透并逐渐扩大
5. 磷酸:增加敌人散射角

同时调整武器数值平衡,更新VSCode配置中的Godot引擎路径
This commit is contained in:
2026-01-23 23:44:21 +08:00
parent bedf76398e
commit 3eb1f84a21
27 changed files with 236 additions and 78 deletions
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extends BulletBase
class_name AcidBulletBase
enum AcidType {
STRONG,
WEAK,
}
@export var acidType: AcidType = AcidType.STRONG
var arg1: float = 0
var arg2: float = 0
var arg3: float = 0
func register():
scale.y *= MathTool.randomChoiceFrom([-1, 1])
func ai():
PresetBulletAI.forward(self, rotation)
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uid://wt1fn2vjtlen
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extends AcidBulletBase
class_name AcidC
func ai():
super.ai()
scale *= 1.01
modulate.a = 1 - timeLived() / lifeTime
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extends AcidBulletBase
class_name AcidCl
func succeedToHit(_dmg: float, entity: EntityBase):
entity.fields[FieldStore.Entity.MOVEMENT_SPEED] = clamp(entity.fields[FieldStore.Entity.MOVEMENT_SPEED] - arg1, 0.15, INF)
entity.fields[FieldStore.Entity.ATTACK_SPEED] = clamp(entity.fields[FieldStore.Entity.ATTACK_SPEED] - arg2, 0.15, INF)
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uid://dp8e5samuurdn
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extends AcidBulletBase
class_name AcidN
func succeedToHit(_dmg: float, entity: EntityBase):
entity.takeDamage(arg1)
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extends AcidBulletBase
class_name AcidP
func succeedToHit(_dmg: float, entity: EntityBase):
entity.fields[FieldStore.Entity.OFFSET_SHOOT] = clamp(entity.fields[FieldStore.Entity.OFFSET_SHOOT] + arg1, 0, INF)
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extends AcidBulletBase
class_name AcidS
func succeedToHit(_dmg: float, _entity: EntityBase):
for i in randi_range(0, int(arg1)):
for bullet in BulletBase.generate(ComponentManager.getBullet("AcidS"), launcher, position, rotation + deg_to_rad(180 + 90 * randf_range(-1, 1)), true, true):
if bullet is AcidS:
bullet.baseDamage = baseDamage
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@tool
extends Weapon
var acids: Array[String] = ["AcidS", "AcidN", "AcidCl", "AcidP", "AcidC"]
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 0.05 * to * soulLevel
origin["c-atk"] *= soulLevel
origin["cl-atkspeed"] *= soulLevel
origin["cl-speed"] *= soulLevel
origin["n-atk"] *= soulLevel
origin["p-offset"] *= soulLevel
origin["s-count-max"] *= soulLevel
origin["weakatk"] = 0.025 * soulLevel
return origin
func attack(entity: EntityBase):
for bullet in BulletBase.generate(
ComponentManager.getBullet(MathTool.randomChoiceFrom(acids)),
entity,
entity.findWeaponAnchor("normal"),
(get_global_mouse_position() - entity.findWeaponAnchor("normal")).angle()
):
if bullet is AcidBulletBase:
if bullet.acidType == AcidBulletBase.AcidType.STRONG:
bullet.baseDamage = readStore("atk")
else:
bullet.baseDamage = readStore("weakatk")
if bullet is AcidS:
bullet.arg1 = readStore("s-count-max")
if bullet is AcidN:
bullet.arg1 = readStore("n-atk")
if bullet is AcidCl:
bullet.arg1 = readStore("cl-speed")
bullet.arg2 = readStore("cl-atkspeed")
if bullet is AcidP:
bullet.arg1 = readStore("p-offset")
if bullet is AcidC:
bullet.rotation += deg_to_rad(randf_range(-1, 1) * 15)
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uid://bxa5hc7aokisg