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feat(子弹系统): 新增BREATH运动类型并更新相关子弹配置
- 在BulletBase.gd枚举中添加BREATH运动类型 - 为多种子弹场景文件添加motionType属性配置 - 在Parrier.gd中实现BREATH类型的碰撞处理逻辑 - 更新多个子弹场景文件的格式和唯一ID
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@@ -6,13 +6,13 @@
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[ext_resource type="Shader" uid="uid://dfd73rom161o4" path="res://shaders/FilledRing.gdshader" id="5_txsro"]
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[ext_resource type="Script" uid="uid://cgb01lelfg73p" path="res://scripts/Statemachine/ShaderStage.gd" id="6_6g0ep"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_1mqkh"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_of0mu"]
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shader = ExtResource("5_txsro")
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shader_parameter/inner = 1.0
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shader_parameter/outer = 1.0
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shader_parameter/alpha = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_5xjim"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_txsro"]
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shader = ExtResource("5_txsro")
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shader_parameter/inner = 0.98
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shader_parameter/outer = 1.0
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@@ -84,17 +84,18 @@ script = ExtResource("2_165xl")
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displayName = "蹦蹦炸弹"
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speed = 4.0
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baseDamage = 30.0
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motionType = 3
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lifeTime = 10000.0
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autoLoopAnimation = true
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[node name="warnbg" type="Node2D" parent="." index="0" unique_id=122409585]
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material = SubResource("ShaderMaterial_1mqkh")
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material = SubResource("ShaderMaterial_of0mu")
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script = ExtResource("6_6g0ep")
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size = Vector2(250, 125)
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color = Color(0, 0, 0, 0.2)
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[node name="warn" type="Node2D" parent="." index="1" unique_id=804964529]
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material = SubResource("ShaderMaterial_5xjim")
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material = SubResource("ShaderMaterial_txsro")
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script = ExtResource("6_6g0ep")
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size = Vector2(250, 125)
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color = Color(1, 0, 0, 1)
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