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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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refactor(BulletBase): 重构子弹分裂和折射逻辑,移除parentScene字段
将子弹分裂和折射的逻辑从静态生成方法改为实例克隆方式,简化代码结构并提高可维护性。移除不再使用的parentScene字段,相关功能通过克隆实例实现。
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@@ -35,7 +35,6 @@ var isChildRefract: bool = false
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var initialSpeed: float = 0
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var initialDamage: float = 0
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var speedScale: float = 1
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var parentScene: PackedScene = null
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var isFirstFrame: bool = true
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func _ready():
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@@ -150,7 +149,9 @@ func trySplit():
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var total = MathTool.shrimpRate(value)
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var last = value - floor(value)
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for i in total:
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split(i, total, last)
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var cloned = duplicate() as BulletBase
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cloned.rotation = deg_to_rad(360.0 / total * i)
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split(cloned, i, total, last)
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func tryRefract():
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if is_instance_valid(launcher) and !isChildRefract:
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var value = launcher.fields.get(FieldStore.Entity.BULLET_REFRACTION)
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@@ -159,7 +160,9 @@ func tryRefract():
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for i in total:
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var entity = EntityTool.findClosetEntity(position, get_tree(), !launcher.isPlayer(), launcher.isPlayer(), [launcher])
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if is_instance_valid(entity):
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refract(entity, i, total, last)
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var cloned = duplicate() as BulletBase
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cloned.look_at(entity.position)
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refract(cloned, entity, i, total, last)
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# 抽象方法
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func firstFrame():
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@@ -176,24 +179,10 @@ func succeedToHit(_dmg: float, _entity: EntityBase):
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pass
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func register():
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pass
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func split(index: int, total: int, _lastBullet: float):
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BulletBase.generate(
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parentScene,
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launcher,
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position,
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rotation + deg_to_rad(360.0 / total * index),
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true,
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isChildRefract
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)
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func refract(entity: EntityBase, _index: int, _total: int, _lastBullet: float):
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BulletBase.generate(
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parentScene,
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launcher,
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position,
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position.angle_to_point(entity.position) if is_instance_valid(entity) else randf_range(0, deg_to_rad(360)),
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isChildSplit,
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true
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)
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func split(_newBullet: BulletBase, _index: int, _total: int, _lastBullet: float):
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pass
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func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
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pass
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static func generate(
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bullet: PackedScene,
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@@ -214,7 +203,6 @@ static func generate(
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instance.isChildRefract = asChildRefract
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instance.launcher = launchBy
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instance.position = spawnPosition
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instance.parentScene = bullet
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instance.rotation = spawnRotation + deg_to_rad(launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT) * randf_range(-1, 1) * int(!ignoreOffset))
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if addToWorld:
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WorldManager.rootNode.call_deferred("add_child", instance)
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