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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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@@ -1,8 +1,6 @@
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extends EntityBase
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class_name Chick
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@onready var firepot = $"%firepot"
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var played: bool = false
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func register():
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@@ -43,10 +41,7 @@ func attack(type):
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BulletBase.generate(ComponentManager.getBullet("ChickLaser"), self, texture.global_position, deg_to_rad(360.0 / laserCount * i))
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elif type == 2:
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var weaponPos = findWeaponAnchor("normal")
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var target = weaponPos.angle_to_point(currentFocusedBoss.getTrackingAnchor())
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firepot.global_rotation = target
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firepot.shot()
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BulletBase.generate(ComponentManager.getBullet("FireScan"), self, weaponPos, target)
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BulletBase.generate(ComponentManager.getBullet("FireScan"), self, weaponPos, weaponPos.angle_to_point(currentFocusedBoss.getTrackingAnchor()))
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elif type == 3:
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BulletBase.generate(ComponentManager.getBullet("ChickSprint"), self, position, 0)
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trySprint()
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