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fix(Characters/Dog): 调整狗的攻击冷却时间和攻击方式
减少狗的攻击冷却时间范围并简化攻击逻辑,移除多子弹发射的等待时间,使战斗节奏更快
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@@ -4,17 +4,15 @@ func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 120
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fields[FieldStore.Entity.MAX_HEALTH] = 120
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.2
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.2
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fields[FieldStore.Entity.OFFSET_SHOOT] = 0
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fields[FieldStore.Entity.OFFSET_SHOOT] = 0
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attackCooldownMap[0] = randi_range(3000, 5000)
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attackCooldownMap[0] = randi_range(100, 500)
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func spawn():
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func spawn():
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texture.play("walk")
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texture.play("walk")
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func ai():
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 300)
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PresetEntityAI.follow(self , currentFocusedBoss, 300)
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tryAttack(0)
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tryAttack(0)
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func attack(type):
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func attack(type):
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if type == 0:
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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var weaponPos = findWeaponAnchor("normal")
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var angle = weaponPos.angle_to_point(currentFocusedBoss.position)
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var angle = weaponPos.angle_to_point(currentFocusedBoss.position)
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for i in 3:
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BulletBase.generate(ComponentManager.getBullet("DogCircle"), self , weaponPos, angle)
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BulletBase.generate(ComponentManager.getBullet("DogCircle"), self, weaponPos, angle)
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await TickTool.millseconds(100)
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return true
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return true
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