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

feat(武器系统): 为BigLaser武器添加执行伤害和升华选项

- 在ObstacleBase和EntityBase中添加getHealthPercent方法用于获取生命值百分比
- 修改bulletHit方法支持伤害覆盖参数
- 为BigLaser武器添加5个升华选项,包括临界斩杀效果
- 实现damageOverride方法根据目标生命值动态调整伤害
- 修复store数值可能为负数的问题
This commit is contained in:
2026-05-10 14:58:05 +08:00
parent a0372f0867
commit 6b7801e1ce
6 changed files with 66 additions and 7 deletions
+8
View File
@@ -2,6 +2,7 @@ extends BulletBase
class_name BigLaser
var dotTime: float = 100
var executeAtk: float = 0.25
func spawn():
CameraManager.shake(5000, 100) # 激光会运行5秒(5000毫秒),期间震屏超高强度
@@ -17,3 +18,10 @@ func applyDot():
await TickTool.millseconds(dotTime / launcher.fields[FieldStore.Entity.ATTACK_SPEED])
await TickTool.frame() # 等至少一帧,防止跳帧导致没检测到伤害
return true
func damageOverride(origin: float, something: Variant):
if something is EntityBase:
return origin * (1 + (executeAtk if something.getHealthPercent() < 0.3 else 0.0))
elif something is ObstacleBase:
return origin * (1 + (executeAtk if something.getHealthPercent() < 0.3 else 0.0))
else:
return origin
+48
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@@ -2,6 +2,51 @@
extends Weapon
class_name BigLaserWeapon
func sublimateOptions() -> Array[SublimateOption]:
return [
SublimateOption.new(
"湮灭强化",
"伤害+15",
func(w: Weapon, _e):
w.addStoreExtra("atk", 15),
1,
CategoryStore.Quality.COMMON
),
SublimateOption.new(
"高频激荡",
"间隔-0.01秒",
func(w: Weapon, _e):
w.addStoreExtra("time", -0.01),
1,
CategoryStore.Quality.RARE
),
SublimateOption.new(
"临界斩杀",
"对生命值低于30%的敌人,伤害+25%",
func(w: Weapon, _e):
w.addStoreExtra("executeAtk", 0.25),
1,
CategoryStore.Quality.EPIC
),
SublimateOption.new(
"蓄能聚焦",
"射线伤害+30,但伤害间隔+0.03秒",
func(w: Weapon, _e):
w.addStoreExtra("atk", 30)
w.addStoreExtra("time", 0.03),
1,
CategoryStore.Quality.LEGENDARY
),
SublimateOption.new(
"空间撕裂",
"射线持续时间+0.3秒",
func(w: Weapon, _e):
w.addStoreExtra("duration", 0.3),
2,
CategoryStore.Quality.COMMON
),
]
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 5 * to * soulLevel
origin["time"] /= 1 + 0.05 * to * soulLevel
@@ -12,4 +57,7 @@ func attack(entity: EntityBase):
var bigLaser: BigLaser = bullet
bigLaser.dotTime = readStore("time") * 1000
bigLaser.baseDamage = readStore("atk")
bigLaser.executeAtk = readStoreExtra("executeAtk")
await TickTool.frame()
bigLaser.animator.speed_scale = 5 / (5 + readStoreExtra("duration"))
return true
+5 -3
View File
@@ -141,10 +141,10 @@ func setupCuttable(cutSpeed: float):
)
func getDamage():
return baseDamage * damageMultipliers[usingDamageMultiplier]
func calculateDamage(crit: bool):
func calculateDamage(crit: bool, entity: Variant):
var baseDmg = getDamage() * launcher.fields.get(FieldStore.Entity.DAMAGE_MULTIPILER) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset)
var damage = baseDmg + baseDmg * int(crit) * launcher.fields.get(FieldStore.Entity.CRIT_DAMAGE)
return damage
return damageOverride(damage, entity)
func determineCrit():
return MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE) + GameRule.critRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE])
func hitEntity(target: Node):
@@ -161,7 +161,7 @@ func hitObstacle(target: Node):
var obstacle = target as ObstacleBase
if is_instance_valid(obstacle.launcher):
if not BulletTool.canDamage(self , obstacle.launcher): return
obstacle.takeDamage(calculateDamage(determineCrit()))
obstacle.takeDamage(calculateDamage(determineCrit(), target))
if MathTool.rate(fullPenerate() - obstacle.penerateResistance):
baseDamage *= 1.0 - penerateDamageReduction
else:
@@ -257,6 +257,8 @@ func refract(newBullet: BulletBase, _entity: EntityBase, _index: int, _total: in
return newBullet
func hitBullet(_bullet: BulletBase):
pass
func damageOverride(origin: float, _something: Variant):
return origin
static func generate(
bullet: PackedScene,
+2 -2
View File
@@ -282,10 +282,10 @@ func takeDamage(baseDamage: float, crit: bool = false, perfectMiss: bool = false
if health <= 0:
tryDie(null)
return resultDamage
func bulletHit(bullet: BulletBase, crit: bool):
func bulletHit(bullet: BulletBase, crit: bool, damageOverride = "none"):
# 当受伤时
hurtAnimator.play("hurt")
var damage = bullet.calculateDamage(crit)
var damage = bullet.calculateDamage(crit) if damageOverride == "none" else damageOverride
var perfectMiss = false
if sprinting:
playSound("miss")
+2
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@@ -44,6 +44,8 @@ func takeDamage(damage: float):
func tryDie():
die()
queue_free()
func getHealthPercent():
return health / healthMax
func die():
pass
+1 -2
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@@ -241,7 +241,7 @@ func rebuildSublimateOptions(showNext: bool):
sublimateOptionsBox.add_child(instance)
disruptSublimateOptions()
func readStore(key: String):
return store.get(key, 0) + readStoreExtra(key)
return clamp(store.get(key, 0) + readStoreExtra(key), 0, INF)
func playSound(sound: String):
var body = sounds.get_node_or_null(sound)
if body is AudioStreamPlayer2D:
@@ -284,7 +284,6 @@ func addStoreExtra(key: String, value: float):
if !storeExtra.has(key):
storeExtra[key] = 0
storeExtra[key] += value
storeExtra[key] = clamp(storeExtra[key], 0, INF)
func readStoreExtra(key: String):
return storeExtra.get(key, 0)
func getSublimateOptions() -> Array[SublimateOption]: