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feat(子弹系统): 将子弹添加到子弹组并调整KukeMC的检测逻辑
- 在BulletBase.gd中为生成的子弹实例添加"bullets"组 - 修改KukeMC.gd的ai逻辑,改为检测"bullets"组而非"bullet"组 - 调整KukeMC的子弹检测距离从100增加到200 - 移除KukeMC对bosses组的检测逻辑 - 在Wave.gd中将默认数据改为testBoss波次并添加KukeMC - 为KukeMC场景添加脚本并设置初始生命值
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@@ -1,15 +1,11 @@
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extends EntityBase
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class_name KukeMC
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 1000
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func ai():
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for bullet in get_tree().get_nodes_in_group("bullet"):
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for bullet in get_tree().get_nodes_in_group("bullets"):
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if (
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bullet is LGBTBullet and
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bullet.position.distance_to(self.position) < 100
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bullet.position.distance_to(self.position) < 200
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):
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bullet.tryDestroy()
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for entity in get_tree().get_nodes_in_group("bosses"):
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if (
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entity.name == "FurryR" and
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entity.position.distance_to(self.position) < 100
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):
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entity.takeDamage(114514)
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@@ -17,11 +17,12 @@ static var presetWaves = {
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create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 19, INF, 10),
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],
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"testBoss": [
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create(preload("res://components/Characters/Chick.tscn"), 1, 1, true, 0, INF, 1),
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create(preload("res://components/Characters/Bear.tscn"), 1, 1, true, 0, INF, 1),
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# create(preload("res://components/Characters/Chick.tscn"), 1, 1, true, 0, INF, 1),
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# create(preload("res://components/Characters/Bear.tscn"), 1, 1, true, 0, INF, 1),
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create(preload("res://components/Characters/KukeMC.tscn"), 1, 1, true, 0, INF, 1),
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]
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}
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static var data = presetWaves["normal"]
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static var data = presetWaves["testBoss"]
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static func create(
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entity_: PackedScene,
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