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refactor(Bullets): 优化子弹格挡逻辑并提取公共方法
重构Parrier.gd中的格挡逻辑,将重复代码提取为parryEffect和penerateEffect方法 调整FoxZhua子弹的追踪位置和场景配置 修改waveDebugConfig使用测试BOSS而非测试小怪
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=11 format=3 uid="uid://btqtch0v58e7h"]
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[gd_scene format=3 uid="uid://btqtch0v58e7h"]
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[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_461id"]
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[ext_resource type="Texture2D" uid="uid://ddvmfyk2g4r1m" path="res://resources/bullets/fox-zhua/zhua.webp" id="2_45k2a"]
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@@ -192,33 +192,31 @@ _data = {
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radius = 91.0
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height = 290.0
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[node name="FoxZhua" instance=ExtResource("1_461id")]
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[node name="FoxZhua" unique_id=1451377674 instance=ExtResource("1_461id")]
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script = ExtResource("2_rl21b")
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canTrace = true
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displayName = "爪"
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speed = 0.07
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motionType = 0
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penerate = 1.0
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indisDamage = true
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canDamageSelf = true
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autoSpawnAnimation = true
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freeAfterSpawn = true
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[node name="texture" parent="." index="0"]
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[node name="texture" parent="." index="0" unique_id=162977358]
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modulate = Color(1, 1, 1, 0)
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position = Vector2(-400, 0)
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rotation = -0.7853982
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scale = Vector2(0.5, 0.5)
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sprite_frames = SubResource("SpriteFrames_rl21b")
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[node name="animator" parent="texture" index="0"]
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libraries = {
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&"": SubResource("AnimationLibrary_45k2a")
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}
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[node name="animator" parent="texture" index="0" unique_id=1114087117]
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libraries/ = SubResource("AnimationLibrary_45k2a")
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[node name="hand" type="Sprite2D" parent="texture" index="1"]
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[node name="hand" type="Sprite2D" parent="texture" index="1" unique_id=314757183]
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position = Vector2(50, 0)
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texture = ExtResource("2_45k2a")
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[node name="hitbox" parent="." index="1"]
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position = Vector2(369, -1)
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[node name="hitbox" parent="." index="1" unique_id=175349408]
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shape = SubResource("CapsuleShape2D_45k2a")
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disabled = true
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