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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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refactor(武器系统): 重构火山武器和火扫弹攻击机制
移除火扫弹的独立脚本和火罐效果,改为直接在子弹中实现 火山武器改为三段伤害机制并调整基础伤害值 添加子弹基础伤害乘数数组支持多段伤害 更新相关场景和资源配置以匹配新机制
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@@ -1,17 +1,97 @@
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[gd_scene load_steps=4 format=3 uid="uid://db2cbgyyjpydp"]
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[gd_scene load_steps=7 format=3 uid="uid://db2cbgyyjpydp"]
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[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_cqre5"]
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[ext_resource type="Script" uid="uid://dlg4g03ppdd2x" path="res://scripts/Contents/Bullets/FireScan.gd" id="2_qprdp"]
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[ext_resource type="PackedScene" uid="uid://dny25qkcvtaa2" path="res://components/Effects/FirePot.tscn" id="3_ybjor"]
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[sub_resource type="Animation" id="Animation_ybjor"]
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resource_name = "spawn"
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step = 0.05
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tracks/0/type = "method"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("%texture/../firePot")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"values": [{
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"args": [],
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"method": &"shot"
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}]
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}
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tracks/1/type = "bezier"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("%hitbox:position:x")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"handle_modes": PackedInt32Array(0, 1),
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"points": PackedFloat32Array(0, -0.25, 0, 0, 250, 500, 0, 0, 0, 0),
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"times": PackedFloat32Array(0, 1)
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}
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("%texture/..:damage")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [15.0, 0.0]
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}
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[sub_resource type="Animation" id="Animation_ikuic"]
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length = 0.001
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tracks/0/type = "bezier"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("%hitbox:position:x")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"handle_modes": PackedInt32Array(0),
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"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0)
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("%texture/..:damage")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [10.0]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_ikuic"]
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_data = {
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&"RESET": SubResource("Animation_ikuic"),
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&"spawn": SubResource("Animation_ybjor")
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}
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_4qcsn"]
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size = Vector2(10, 200)
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size = Vector2(10, 100)
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[node name="FireScan" instance=ExtResource("1_cqre5")]
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script = ExtResource("2_qprdp")
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displayName = "狱炎"
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speed = 15.0
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damage = 15.0
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lifeDistance = 500.0
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displayName = "雪葬"
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penerate = 1.0
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autoSpawnAnimation = true
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freeAfterSpawn = true
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metadata/_edit_vertical_guides_ = [488.0]
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[node name="animator" parent="texture" index="0"]
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libraries = {
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&"": SubResource("AnimationLibrary_ikuic")
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}
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[node name="hitbox" parent="." index="1"]
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shape = SubResource("RectangleShape2D_4qcsn")
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[node name="firePot" parent="." index="2" instance=ExtResource("3_ybjor")]
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