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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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@@ -108,6 +108,7 @@ var trailing: bool = false
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var lastDirection: int = 1
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var currentFocusedBoss: EntityBase = null
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var currentFocusedPosition: Vector2 = Vector2.ZERO
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var charginup: bool = false
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var weapons: Array[Weapon] = []
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var weaponBag: Array[String] = []
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@@ -187,6 +188,8 @@ func _physics_process(_delta: float) -> void:
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if !isPlayer() && !currentFocusedBoss:
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currentFocusedBoss = MathTool.randomChoiceFrom(get_tree().get_nodes_in_group("players"))
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animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.2))
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if is_instance_valid(currentFocusedBoss):
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currentFocusedPosition = currentFocusedBoss.position
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if sprinting:
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if sprintAi():
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sprinting = false
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