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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器): 新增道教石像武器及其相关效果
实现道教石像武器,包含以下功能: - 添加天地之剑攻击逻辑,根据攻击速度、生命值和气层数计算伤害 - 新增无量斩子弹类型和特效 - 为公鸡角色添加新武器配置 - 更新相关动画和音效资源
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@@ -1,5 +1,12 @@
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extends BulletBase
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class_name InfinitySwordBullet
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var implused: Array[EntityBase] = []
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func ai():
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PresetBulletAI.forward(self , rotation)
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func succeedToHit(_dmg: float, entity: EntityBase):
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if implused.has(entity): return
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else:
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implused.append(entity)
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entity.impluse(Vector2.from_angle(rotation) * 1500)
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@@ -1,5 +1,22 @@
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extends BulletBase
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class_name WuweiBullet
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@export var canMove: bool = true
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func ai():
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if canMove:
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PresetBulletAI.lockLauncher(self , launcher, true)
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look_at(get_global_mouse_position())
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func shoot():
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pass
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("InfinitySword"),
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launcher,
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position + Vector2.from_angle(rotation) * 400,
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rotation
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):
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if bullet is InfinitySwordBullet:
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bullet.baseDamage = baseDamage
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func beReady():
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canMove = false
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EffectController.create(ComponentManager.getEffect("Danger"), findAnchor("Spawn")).shot()
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@@ -0,0 +1,16 @@
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@tool
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extends Weapon
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func attack(entity: EntityBase):
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("Wuwei"),
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entity,
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entity.position,
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entity.position.angle_to_point(get_global_mouse_position())
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):
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if bullet is WuweiBullet:
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bullet.baseDamage = readStore("atk")
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bullet.baseDamage *= (readStore("rate2") + 1) ** ((1.0 - entity.fields[FieldStore.Entity.ATTACK_SPEED]) * 100)
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bullet.baseDamage *= (readStore("rate1") + 1) ** (entity.fields[FieldStore.Entity.MAX_HEALTH] - entity.health)
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bullet.baseDamage *= (readStore("rate3") + 1) ** len(entity.getOrCreateCycleTimer("parry", 2000, 100).bullets)
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return true
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@@ -0,0 +1 @@
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uid://cu42bwm2r05p6
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@@ -104,6 +104,12 @@ func _physics_process(_delta: float) -> void:
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else:
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tryDestroy()
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func findAnchor(anch: String):
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var node = get_node_or_null("%anchor" + anch)
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if node is Node2D:
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return node.global_position
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else:
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return Vector2.ZERO
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func setupCuttable(cutSpeed: float):
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area_entered.connect(
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func(body):
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