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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-24 20:42:30 +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
+4 -5
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@@ -1,7 +1,7 @@
[gd_scene load_steps=10 format=3 uid="uid://bymprh2qel2oj"] [gd_scene load_steps=10 format=3 uid="uid://bymprh2qel2oj"]
[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_c4fl5"] [ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_c4fl5"]
[ext_resource type="Script" path="res://scripts/Contents/Bullets/SevenSoul.gd" id="2_egs34"] [ext_resource type="Script" uid="uid://tkgkjb7v65j8" path="res://scripts/Contents/Bullets/SevenSoul.gd" id="2_egs34"]
[ext_resource type="Texture2D" uid="uid://wy10fc3bqppg" path="res://resources/bullets/seven-soul/soul.png" id="2_itucu"] [ext_resource type="Texture2D" uid="uid://wy10fc3bqppg" path="res://resources/bullets/seven-soul/soul.png" id="2_itucu"]
[sub_resource type="Curve" id="Curve_0y25k"] [sub_resource type="Curve" id="Curve_0y25k"]
@@ -12,7 +12,7 @@ point_count = 3
curve = SubResource("Curve_0y25k") curve = SubResource("Curve_0y25k")
[sub_resource type="Curve" id="Curve_acuqr"] [sub_resource type="Curve" id="Curve_acuqr"]
max_value = 4.0 _limits = [0.0, 4.0, 0.0, 1.0]
_data = [Vector2(0, 1), 0.0, 3.0, 0, 1, Vector2(1, 4), 0.0, 0.0, 0, 0] _data = [Vector2(0, 1), 0.0, 3.0, 0, 1, Vector2(1, 4), 0.0, 0.0, 0, 0]
point_count = 2 point_count = 2
@@ -32,8 +32,7 @@ size = Vector2(30, 100)
[node name="SevenSoul" instance=ExtResource("1_c4fl5")] [node name="SevenSoul" instance=ExtResource("1_c4fl5")]
script = ExtResource("2_egs34") script = ExtResource("2_egs34")
speed = 0.0 baseDamage = 2.0
damage = 0.0
penerate = 1.0 penerate = 1.0
lifeTime = 112000.0 lifeTime = 112000.0
@@ -48,11 +47,11 @@ unique_name_in_owner = true
position = Vector2(100, 0) position = Vector2(100, 0)
emitting = false emitting = false
amount = 1 amount = 1
process_material = SubResource("ParticleProcessMaterial_4d30u")
texture = ExtResource("2_itucu") texture = ExtResource("2_itucu")
lifetime = 0.5 lifetime = 0.5
one_shot = true one_shot = true
local_coords = true local_coords = true
process_material = SubResource("ParticleProcessMaterial_4d30u")
[node name="hitbox" parent="." index="1"] [node name="hitbox" parent="." index="1"]
position = Vector2(100, 0) position = Vector2(100, 0)
+2
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@@ -57,6 +57,8 @@ metadata/_edit_vertical_guides_ = [71.0]
process_mode = 4 process_mode = 4
[node name="SevenSoul" parent="weaponStore" index="0" instance=ExtResource("3_0omr3")] [node name="SevenSoul" parent="weaponStore" index="0" instance=ExtResource("3_0omr3")]
cooldown = 2000.0
debugRebuild = false
[node name="sprint" parent="sounds" index="0"] [node name="sprint" parent="sounds" index="0"]
stream = ExtResource("4_66s6c") stream = ExtResource("4_66s6c")
+4 -2
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@@ -12,14 +12,16 @@ displayName = "bilioicik"
quality = 2 quality = 2
typeTopic = 3 typeTopic = 3
store = { store = {
"atk": 2.0,
"dmg": 0.1, "dmg": 0.1,
"heal": 1.0 "heal": 1.0
} }
storeType = { storeType = {
"atk": 1,
"dmg": 2, "dmg": 2,
"heal": 1 "heal": 1
} }
descriptionTemplate = "召唤7条人类灵魂,敌人子弹命中灵魂时将伤害的$dmg转换为能量并提供$heal点治疗。" descriptionTemplate = "召唤7条灵魂,每条造成$atk点伤害,命中敌人时将伤害的$dmg转换为能量并提供$heal点治疗。"
needEnergy = 150.0 needEnergy = 150.0
cooldown = 180000.0 cooldown = 180000.0
debugRebuild = true debugRebuild = true
@@ -46,4 +48,4 @@ quality = 2
typeTopic = 3 typeTopic = 3
[node name="description" parent="container" index="2"] [node name="description" parent="container" index="2"]
text = "[center]召唤7条人类灵魂,敌人子弹命中灵魂时将伤害的[color=cyan]10%[/color]转换为能量并提供[color=cyan]1[/color]点治疗。[/center]" text = "[center]召唤7条灵魂,每条造成[color=cyan]2[/color]点伤害,命中敌人时将伤害的[color=cyan]10%[/color]转换为能量并提供[color=cyan]1[/color]点治疗。[/center]"
+6 -13
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@@ -1,4 +1,5 @@
extends BulletBase extends BulletBase
class_name SevenSoulBullet
var colors = [ var colors = [
"#2BEAFF", "#2BEAFF",
@@ -11,27 +12,19 @@ var colors = [
var index = 0 var index = 0
var generationDuration: float = 15000 var generationDuration: float = 15000
var pingAfterGeneration: float = 5000 var pingAfterGeneration: float = 5000
var energyCollect: float = 0
var healAmount: float = 0
@onready var heart = $"%heart" @onready var heart = $"%heart"
@onready var effect: GPUParticles2D = $"%effect" @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(): func spawn():
modulate = Color(colors[index % colors.size()]) modulate = Color(colors[index % colors.size()])
effect.emitting = true effect.emitting = true
func ai(): func ai():
rotation_degrees = 360.0 / colors.size() * index + timeLived() / generationDuration * 360 - index / 6.0 * 360.0 rotation_degrees = 360.0 / colors.size() * index + timeLived() / generationDuration * 360 - index / 6.0 * 360.0
heart.global_rotation_degrees = 0 heart.global_rotation_degrees = 0
PresetBulletAI.lockLauncher(self, launcher, true) PresetBulletAI.lockLauncher(self, launcher, true)
func applyDot(): func succeedToHit(_dmg: float, _entity: EntityBase):
if timeLived() > generationDuration * ((6.0 - index) / 6.0) + pingAfterGeneration: launcher.storeEnergy(getDamage() * energyCollect)
BulletBase.generate(ComponentManager.getBullet("SoulBall"), launcher, heart.global_position, heart.global_position.angle_to_point(get_global_mouse_position())) launcher.tryHeal(healAmount)
await TickTool.millseconds(100)
return true
+8 -2
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@@ -4,9 +4,15 @@ extends Weapon
func attack(entity: EntityBase): func attack(entity: EntityBase):
playSound("attack") playSound("attack")
for i in 6: for i in 6:
for j in BulletBase.generate(ComponentManager.getBullet("SevenSoul"), entity, entity.texture.global_position, 0): for bullet in BulletBase.generate(ComponentManager.getBullet("SevenSoul"), entity, entity.texture.global_position, 0):
j.index = i 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) await TickTool.millseconds(15000 / 6.0)
func update(to, origin, _entity): func update(to, origin, _entity):
origin["atk"] += 1 * to * soulLevel origin["atk"] += 1 * to * soulLevel
origin["dmg"] += 0.02 * to * soulLevel
origin["heal"] += 0.1 * to * soulLevel
return origin return origin
-1
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@@ -104,7 +104,6 @@ func getDamage():
return baseDamage * damageMultipliers[usingDamageMultiplier] return baseDamage * damageMultipliers[usingDamageMultiplier]
func hit(target: Node): func hit(target: Node):
var entity: EntityBase = EntityTool.fromHurtbox(target) var entity: EntityBase = EntityTool.fromHurtbox(target)
if !entity || !launcher: return
if !BulletTool.canDamage(self, entity): return if !BulletTool.canDamage(self, entity): return
var resultDamage = entity.bulletHit(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE) + GameRule.critRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE])) var resultDamage = entity.bulletHit(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE) + GameRule.critRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]))
succeedToHit(resultDamage, entity) succeedToHit(resultDamage, entity)
+1
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@@ -6,6 +6,7 @@ static func fromArea(area: Area2D) -> BulletBase:
else: else:
return null return null
static func canDamage(bullet: BulletBase, target: EntityBase) -> bool: static func canDamage(bullet: BulletBase, target: EntityBase) -> bool:
if !bullet or !target: return false
if target.currentInvinsible: return false if target.currentInvinsible: return false
if !bullet.canDamageSelf && target == bullet.launcher: return false if !bullet.canDamageSelf && target == bullet.launcher: return false
if !GameRule.allowFriendlyFire: if !GameRule.allowFriendlyFire: