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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

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
This commit is contained in:
2026-04-30 18:32:34 +08:00
parent 550718c742
commit 5cef96cd34
4 changed files with 50 additions and 36 deletions
+9 -11
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=11 format=3 uid="uid://btqtch0v58e7h"] [gd_scene format=3 uid="uid://btqtch0v58e7h"]
[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_461id"] [ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_461id"]
[ext_resource type="Texture2D" uid="uid://ddvmfyk2g4r1m" path="res://resources/bullets/fox-zhua/zhua.webp" id="2_45k2a"] [ext_resource type="Texture2D" uid="uid://ddvmfyk2g4r1m" path="res://resources/bullets/fox-zhua/zhua.webp" id="2_45k2a"]
@@ -192,33 +192,31 @@ _data = {
radius = 91.0 radius = 91.0
height = 290.0 height = 290.0
[node name="FoxZhua" instance=ExtResource("1_461id")] [node name="FoxZhua" unique_id=1451377674 instance=ExtResource("1_461id")]
script = ExtResource("2_rl21b") script = ExtResource("2_rl21b")
canTrace = true canTrace = true
displayName = "爪" displayName = "爪"
speed = 0.07 speed = 0.07
motionType = 0
penerate = 1.0 penerate = 1.0
indisDamage = true
canDamageSelf = true canDamageSelf = true
autoSpawnAnimation = true autoSpawnAnimation = true
freeAfterSpawn = true freeAfterSpawn = true
[node name="texture" parent="." index="0"] [node name="texture" parent="." index="0" unique_id=162977358]
modulate = Color(1, 1, 1, 0) modulate = Color(1, 1, 1, 0)
position = Vector2(-400, 0)
rotation = -0.7853982 rotation = -0.7853982
scale = Vector2(0.5, 0.5) scale = Vector2(0.5, 0.5)
sprite_frames = SubResource("SpriteFrames_rl21b") sprite_frames = SubResource("SpriteFrames_rl21b")
[node name="animator" parent="texture" index="0"] [node name="animator" parent="texture" index="0" unique_id=1114087117]
libraries = { libraries/ = SubResource("AnimationLibrary_45k2a")
&"": SubResource("AnimationLibrary_45k2a")
}
[node name="hand" type="Sprite2D" parent="texture" index="1"] [node name="hand" type="Sprite2D" parent="texture" index="1" unique_id=314757183]
position = Vector2(50, 0) position = Vector2(50, 0)
texture = ExtResource("2_45k2a") texture = ExtResource("2_45k2a")
[node name="hitbox" parent="." index="1"] [node name="hitbox" parent="." index="1" unique_id=175349408]
position = Vector2(369, -1)
shape = SubResource("CapsuleShape2D_45k2a") shape = SubResource("CapsuleShape2D_45k2a")
disabled = true disabled = true
+1 -1
View File
@@ -5,4 +5,4 @@ class_name FoxZhua
func ai(): func ai():
if canTrace: if canTrace:
PresetBulletAI.lerpPosition(self, launcher.currentFocusedBoss.getTrackingAnchor() - Vector2(0, 200), speed) PresetBulletAI.lerpPosition(self , launcher.currentFocusedBoss.getTrackingAnchor(), speed)
+39 -23
View File
@@ -9,6 +9,32 @@ var maxBallCount: int = 5
var atk: float = 1 var atk: float = 1
var reflectRate: float = 1 var reflectRate: float = 1
func parryEffect(bullet: BulletBase):
# 生成格挡特效
parryiedTimes += 1
var eff = EffectController.create(ComponentManager.getEffect("Parry"), position + (bullet.position - position).normalized() * 200) # 从子弹位置,面向其他子弹的方向前进150
eff.modulate = bullet.modulate.blend(bullet.texture.modulate)
eff.rotation = position.angle_to_point(bullet.position)
eff.shot()
launcher.impluse((position - bullet.position).normalized() * bullet.speed ** (1.0 / 2) * 250)
func penerateEffect(entity: EntityBase):
parryiedTimes += 1
var eff = EffectController.create(ComponentManager.getEffect("ParryEntity"), position)
eff.rotation = position.angle_to_point(position)
eff.shot()
entity.impluse((position - entity.position).normalized() * 450)
func generateParryBall(targetBaseDamage: float):
var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
for b in BulletBase.generate(
ComponentManager.getBullet("ParryBall"), # 生成气的子弹
launcher,
position,
0
):
if b is ParryBallBullet:
b.atk = atk * targetBaseDamage
func spawn(): func spawn():
var varians = randi_range(0, 1) var varians = randi_range(0, 1)
var inverts = [2] var inverts = [2]
@@ -22,25 +48,17 @@ func spawn():
eff.shot() eff.shot()
func succeedToHit(_dmg: float, entity: EntityBase): func succeedToHit(_dmg: float, entity: EntityBase):
if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): if parryiedTimes < maxParryTimes && MathTool.rate(parryRate):
parryiedTimes += 1 penerateEffect(entity)
var effSpawn = entity.texture.global_position
var eff = EffectController.create(ComponentManager.getEffect("ParryEntity"), effSpawn)
eff.rotation = position.angle_to_point(effSpawn)
eff.shot()
entity.impluse((effSpawn - position).normalized() * 450)
func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞 func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
if !is_instance_valid(launcher): return if !is_instance_valid(launcher): return
if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗? if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗?
if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹? if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
parryiedTimes += 1
# 生成格挡特效
var eff = EffectController.create(ComponentManager.getEffect("Parry"), position + (bullet.position - position).normalized() * 200) # 从子弹位置,面向其他子弹的方向前进150
eff.modulate = bullet.modulate.blend(bullet.texture.modulate)
eff.rotation = position.angle_to_point(bullet.position)
eff.shot()
launcher.impluse((position - bullet.position).normalized() * bullet.speed ** (1.0 / 2) * 250)
var targetBaseDamage = bullet.baseDamage var targetBaseDamage = bullet.baseDamage
# 可以格挡 挥舞运动(近战攻击)、射弹运动(远程攻击)和猛冲运动 的子弹,射弹如果被弹反则不会产生气力
# 魔法运动和召唤运动的子弹虽不能格挡,但是可以储能,吐息运动的子弹会对发射者产生击退
if bullet.motionType == BulletBase.MotionType.PROJECTILE: if bullet.motionType == BulletBase.MotionType.PROJECTILE:
# 无论如何都要生成格挡特效
parryEffect(bullet)
# 弹反 还是 格挡? # 弹反 还是 格挡?
if MathTool.rate(reflectRate): if MathTool.rate(reflectRate):
bullet.look_at(bullet.launcher.getTrackingAnchor()) bullet.look_at(bullet.launcher.getTrackingAnchor())
@@ -52,26 +70,24 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
bullet.animator.speed_scale *= 0.5 bullet.animator.speed_scale *= 0.5
else: else:
bullet.tryDestroy() bullet.tryDestroy()
generateParryBall(targetBaseDamage)
elif bullet.motionType == BulletBase.MotionType.SWING: elif bullet.motionType == BulletBase.MotionType.SWING:
parryEffect(bullet)
bullet.hitbox.disabled = true bullet.hitbox.disabled = true
generateParryBall(targetBaseDamage)
elif bullet.motionType == BulletBase.MotionType.SPRINT: elif bullet.motionType == BulletBase.MotionType.SPRINT:
parryEffect(bullet)
bullet.tryDestroy() bullet.tryDestroy()
bullet.launcher.velocity *= -0.1 bullet.launcher.velocity *= -0.1
generateParryBall(targetBaseDamage)
elif bullet.motionType == BulletBase.MotionType.BREATH: elif bullet.motionType == BulletBase.MotionType.BREATH:
penerateEffect(bullet.launcher)
bullet.hitbox.disable = true bullet.hitbox.disable = true
bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500) bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC: elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
penerateEffect(bullet.launcher)
launcher.storeEnergy(sqrt(bullet.baseDamage)) launcher.storeEnergy(sqrt(bullet.baseDamage))
var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
for b in BulletBase.generate(
ComponentManager.getBullet("ParryBall"), # 生成气的子弹
launcher,
position,
0
):
if b is ParryBallBullet:
b.atk = atk * targetBaseDamage
func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float): func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
return null return null
func split(_newBullet: BulletBase, _index: int, _total: int, _lastBullet: float): func split(_newBullet: BulletBase, _index: int, _total: int, _lastBullet: float):
+1 -1
View File
@@ -57,7 +57,7 @@ static var WAVE_TESTMOB = [
] ]
static var WAVE_EMPTY = [] static var WAVE_EMPTY = []
static var waveReleaseConfig = [WAVE_TESTBOSS, 1] static var waveReleaseConfig = [WAVE_TESTBOSS, 1]
static var waveDebugConfig = [WAVE_TESTMOB, 1] static var waveDebugConfig = [WAVE_TESTBOSS, 1]
static var current: int = startWith(waveReleaseConfig[1]) if WorldManager.isRelease() else startWith(waveDebugConfig[1]) static var current: int = startWith(waveReleaseConfig[1]) if WorldManager.isRelease() else startWith(waveDebugConfig[1])
static var data = waveReleaseConfig[0] if WorldManager.isRelease() else waveDebugConfig[0] static var data = waveReleaseConfig[0] if WorldManager.isRelease() else waveDebugConfig[0]