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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(战斗系统): 重构子弹追踪逻辑,使用实体当前焦点位置替代鼠标位置
修改所有子弹追踪逻辑,统一使用launcher.currentFocusedPosition作为目标位置 在EntityBase中新增currentFocusedPosition字段,用于存储当前焦点位置 调整MTY角色的攻击距离参数,使用常量定义最小招架和攻击距离
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@@ -1,6 +1,9 @@
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extends EntityBase
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class_name MTY
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var MIN_PARRY_DISTANCE = 300
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var MIN_ATTACK_DISTANCE = 400
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 400
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.9
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@@ -13,24 +16,29 @@ func spawn():
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func ai():
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PresetEntityAI.follow(self , currentFocusedBoss)
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for i in 3:
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tryAttack(i)
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if i == 1:
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var track = getTrackingAnchor()
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if is_instance_valid(BulletTool.findClosetBulletCanDamage(track, get_tree(), self , MIN_PARRY_DISTANCE)):
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tryAttack(1)
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else:
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tryAttack(i)
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func attack(type: int):
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if type == 0:
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trySprint()
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elif type == 1:
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var track = getTrackingAnchor()
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var bullet = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , 450)
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var bullet = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , MIN_PARRY_DISTANCE)
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if is_instance_valid(bullet):
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BulletBase.generate(ComponentManager.getBullet("Parrier"), self , track, track.angle_to_point(bullet.position))
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elif type == 2:
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if is_instance_valid(currentFocusedBoss):
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var track = getTrackingAnchor()
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if currentFocusedBoss.position.distance_to(track) <= 400:
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if currentFocusedBoss.position.distance_to(track) <= MIN_ATTACK_DISTANCE:
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BulletBase.generate(ComponentManager.getBullet("Parrier"), self , track, track.angle_to_point(currentFocusedBoss.position))
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return true
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func sprint():
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var track = getTrackingAnchor()
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var target = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , 300)
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var target = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , MIN_PARRY_DISTANCE)
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if is_instance_valid(target):
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var dir = (target.position - track).rotated(MathTool.randomChoiceFrom([-1, 1]) * deg_to_rad(90))
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move(dir.normalized() * sprintMultiplier, true)
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@@ -17,6 +17,7 @@ func register():
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chargeParticle.emitting = false
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func ai():
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currentFocusedPosition = get_global_mouse_position()
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texture.play("walk")
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var direction = Vector2(
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Input.get_axis("m_left", "m_right"),
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