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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(SevenSoul): 增强七魂武器功能并修复子弹伤害逻辑

为七魂武器添加攻击力属性并调整伤害和治疗机制
修复子弹工具中空引用检查缺失的问题
移除子弹基类中冗余的空检查逻辑
更新武器描述以反映新功能
调整子弹粒子效果和伤害计算方式
This commit is contained in:
2025-11-30 15:46:18 +08:00
parent 2006087495
commit 7ab849129f
7 changed files with 25 additions and 23 deletions
+6 -13
View File
@@ -1,4 +1,5 @@
extends BulletBase
class_name SevenSoulBullet
var colors = [
"#2BEAFF",
@@ -11,27 +12,19 @@ var colors = [
var index = 0
var generationDuration: float = 15000
var pingAfterGeneration: float = 5000
var energyCollect: float = 0
var healAmount: float = 0
@onready var heart = $"%heart"
@onready var effect: GPUParticles2D = $"%effect"
func register():
area_entered.connect(
func(area):
var bullet = BulletTool.fromArea(area)
if bullet and BulletTool.canDamage(bullet, launcher):
launcher.storeEnergy(baseDamage * 2)
)
func spawn():
modulate = Color(colors[index % colors.size()])
effect.emitting = true
func ai():
rotation_degrees = 360.0 / colors.size() * index + timeLived() / generationDuration * 360 - index / 6.0 * 360.0
heart.global_rotation_degrees = 0
PresetBulletAI.lockLauncher(self, launcher, true)
func applyDot():
if timeLived() > generationDuration * ((6.0 - index) / 6.0) + pingAfterGeneration:
BulletBase.generate(ComponentManager.getBullet("SoulBall"), launcher, heart.global_position, heart.global_position.angle_to_point(get_global_mouse_position()))
await TickTool.millseconds(100)
return true
func succeedToHit(_dmg: float, _entity: EntityBase):
launcher.storeEnergy(getDamage() * energyCollect)
launcher.tryHeal(healAmount)
+8 -2
View File
@@ -4,9 +4,15 @@ extends Weapon
func attack(entity: EntityBase):
playSound("attack")
for i in 6:
for j in BulletBase.generate(ComponentManager.getBullet("SevenSoul"), entity, entity.texture.global_position, 0):
j.index = i
for bullet in BulletBase.generate(ComponentManager.getBullet("SevenSoul"), entity, entity.texture.global_position, 0):
if bullet is SevenSoulBullet:
bullet.index = i
bullet.baseDamage = readStore("atk")
bullet.energyCollect = readStore("dmg")
bullet.healAmount = readStore("heal")
await TickTool.millseconds(15000 / 6.0)
func update(to, origin, _entity):
origin["atk"] += 1 * to * soulLevel
origin["dmg"] += 0.02 * to * soulLevel
origin["heal"] += 0.1 * to * soulLevel
return origin