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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(蓝水晶): 添加蓝水晶子弹追踪和分裂功能
为蓝水晶子弹添加追踪开关和速度提升属性 实现命中敌人时概率分裂钻石的功能 添加武器升华选项以增强蓝水晶能力
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@@ -2,6 +2,10 @@ extends BulletBase
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class_name BlueCrystalBullet
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var tracer: EntityBase = null
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var canTrace: bool = true
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var speedBoost: float = 0
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var splitRate: float = 0
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@onready var trail: GPUParticles2D = $%trail
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func ai():
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@@ -9,12 +13,22 @@ func ai():
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var tracker = tracer.getTrackingAnchor()
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var targetAngle = position.angle_to_point(tracker)
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trail.rotation = - Vector2.from_angle(rotation).angle_to(Vector2.from_angle(targetAngle)) / (speed / initialSpeed)
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PresetBulletAI.trace(self, tracker, 0.07)
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if canTrace:
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PresetBulletAI.trace(self , tracker, 0.07)
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else:
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trail.rotation = 0
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speed += 0.1
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PresetBulletAI.forward(self, rotation)
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speed += 0.1 * (1 + speedBoost)
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PresetBulletAI.forward(self , rotation)
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func destroy(_beacuseMap: bool):
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var eff = EffectController.create(ComponentManager.getEffect("BlueCrystalExplosion"), global_position)
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eff.rotation = rotation
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eff.shot()
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func succeedToHit(_dmg: float, entity: EntityBase):
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if entity == tracer:
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canTrace = false
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if MathTool.rate(splitRate):
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for diamond in BulletBase.generate(ComponentManager.getBullet("Diamond2"), entity, position, deg_to_rad(randf_range(0, 360))):
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if diamond is Diamond2Bullet:
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diamond.baseDamage = baseDamage * 0.8
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diamond.parent = self
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diamond.penerate += penerate
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@@ -1,18 +1,64 @@
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@tool
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extends Weapon
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func sublimateOptions() -> Array[SublimateOption]:
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return [
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SublimateOption.new(
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"晶核提纯",
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"蓝水晶与钻石伤害+1",
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func(w: Weapon, _e):
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w.addStoreExtra("atk", 1),
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1,
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CategoryStore.Quality.COMMON
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),
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SublimateOption.new(
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"钻石护盾",
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"环绕钻石数量+1",
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func(w: Weapon, _e):
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w.addStoreExtra("count", 1),
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1,
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CategoryStore.Quality.RARE
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),
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SublimateOption.new(
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"贯穿棱镜",
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"穿透+10%",
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func(w: Weapon, _e):
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w.addStoreExtra("penerate", 0.1),
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1,
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CategoryStore.Quality.EPIC
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),
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SublimateOption.new(
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"碎晶裂变",
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"蓝水晶命中敌人时,有8%概率分裂出1颗钻石(伤害-20%)",
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func(w: Weapon, _e):
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w.addStoreExtra("splitRate", 0.08),
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1,
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CategoryStore.Quality.LEGENDARY
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),
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SublimateOption.new(
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"动能贯穿",
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"蓝水晶飞行速度+10%",
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func(w: Weapon, _e):
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w.addStoreExtra("speed", 0.1),
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1,
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CategoryStore.Quality.COMMON
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),
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]
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 2 * to * soulLevel
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origin["count"] = 1 + 1 * soulLevel
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return origin
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func attack(entity: EntityBase):
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for i in BulletBase.generate(ComponentManager.getBullet("BlueCrystal"), entity, entity.findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
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if i is BlueCrystalBullet:
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i.tracer = EntityTool.findClosetEntity(get_global_mouse_position(), get_tree(), !entity.isPlayer(), entity.isPlayer())
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i.baseDamage = readStore("atk")
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for crystal in BulletBase.generate(ComponentManager.getBullet("BlueCrystal"), entity, entity.findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
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if crystal is BlueCrystalBullet:
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crystal.tracer = EntityTool.findClosetEntity(get_global_mouse_position(), get_tree(), !entity.isPlayer(), entity.isPlayer())
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crystal.baseDamage = readStore("atk")
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crystal.penerate += readStoreExtra("penerate")
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crystal.speedBoost = readStoreExtra("speed")
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for index in readStore("count"):
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for j in BulletBase.generate(ComponentManager.getBullet("Diamond2"), entity, i.position, deg_to_rad(360.0 / readStore("count") * index)):
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if j is Diamond2Bullet:
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j.baseDamage = readStore("atk")
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j.parent = i
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for diamond in BulletBase.generate(ComponentManager.getBullet("Diamond2"), entity, crystal.position, deg_to_rad(360.0 / readStore("count") * index)):
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if diamond is Diamond2Bullet:
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diamond.baseDamage = readStore("atk")
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diamond.parent = crystal
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diamond.penerate += readStoreExtra("penerate")
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return true
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