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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-07-02 08:12:12 +08:00

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
This commit is contained in:
2026-04-25 13:28:43 +08:00
parent 7120eaa79e
commit 87c392d8a4
11 changed files with 29 additions and 17 deletions
+1 -1
View File
@@ -38,7 +38,7 @@ func applyDot():
bullet.arg2 = clAtkSpeed bullet.arg2 = clAtkSpeed
if bullet is AcidP: if bullet is AcidP:
bullet.arg1 = pOffset bullet.arg1 = pOffset
bullet.arg2 = EntityTool.findClosetEntity(get_global_mouse_position(), get_tree(), !launcher.isPlayer(), launcher.isPlayer()) bullet.arg2 = EntityTool.findClosetEntity(launcher.currentFocusedPosition, get_tree(), !launcher.isPlayer(), launcher.isPlayer())
if bullet is AcidC: if bullet is AcidC:
bullet.arg1 = cAtk bullet.arg1 = cAtk
await TickTool.millseconds(1000.0 / f) await TickTool.millseconds(1000.0 / f)
+3 -3
View File
@@ -12,15 +12,15 @@ func register():
hitbox.disabled = true hitbox.disabled = true
func ai(): func ai():
if timeLived() < waitTime: if timeLived() < waitTime:
PresetBulletAI.lockLauncher(self, launcher, true) PresetBulletAI.lockLauncher(self , launcher, true)
rotation = position.angle_to_point(get_global_mouse_position()) + offsetRotation rotation = position.angle_to_point(launcher.currentFocusedPosition) + offsetRotation
return return
else: else:
trail.emitting = true trail.emitting = true
hitbox.disabled = false hitbox.disabled = false
speed = (1 - lifeTimePercent()) * initialSpeed speed = (1 - lifeTimePercent()) * initialSpeed
baseDamage = speed * atk baseDamage = speed * atk
PresetBulletAI.forward(self, rotation) PresetBulletAI.forward(self , rotation)
if speed < 1: if speed < 1:
tryDestroy() tryDestroy()
func succeedToHit(_dmg: float, _entity: EntityBase): func succeedToHit(_dmg: float, _entity: EntityBase):
+1 -1
View File
@@ -8,7 +8,7 @@ func spawn():
CameraManager.playAnimation("bigLaser") CameraManager.playAnimation("bigLaser")
baseDamage *= launcher.fields[FieldStore.Entity.ATTACK_SPEED] baseDamage *= launcher.fields[FieldStore.Entity.ATTACK_SPEED]
func ai(): func ai():
rotation = lerp_angle(rotation, ((get_global_mouse_position() - position).angle()), 0.1) rotation = lerp_angle(rotation, ((launcher.currentFocusedPosition - position).angle()), 0.1)
position = launcher.texture.global_position position = launcher.texture.global_position
func applyDot(): func applyDot():
hitbox.disabled = true hitbox.disabled = true
+2 -2
View File
@@ -21,5 +21,5 @@ func spawn():
await TickTool.millseconds(waitTime) await TickTool.millseconds(waitTime)
tryDestroy() tryDestroy()
func ai(): func ai():
PresetBulletAI.lockLauncher(self, launcher, true) PresetBulletAI.lockLauncher(self , launcher, true)
rotation = position.angle_to_point(get_global_mouse_position()) rotation = position.angle_to_point(launcher.currentFocusedPosition)
+2 -2
View File
@@ -10,8 +10,8 @@ func ai():
if accelerating: if accelerating:
if roundBullets.count(self ) < 1: if roundBullets.count(self ) < 1:
accelerating = false accelerating = false
rotation = lerp_angle(rotation, position.angle_to_point(get_global_mouse_position()), 0.1) rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedPosition), 0.1)
speedV2 += (get_global_mouse_position() - position).normalized() * 1 speedV2 += (launcher.currentFocusedPosition - position).normalized() * 1
elif speed < 1 || baseDamage < 1: elif speed < 1 || baseDamage < 1:
tryDestroy() tryDestroy()
speedV2 *= 0.995 speedV2 *= 0.995
+2 -2
View File
@@ -10,10 +10,10 @@ var dmg5: float = 0
var splitAngle: float = 10 var splitAngle: float = 10
func ai(): func ai():
PresetBulletAI.lockLauncher(self, launcher, true) PresetBulletAI.lockLauncher(self , launcher, true)
rotation = lerp_angle( rotation = lerp_angle(
rotation, rotation,
position.angle_to_point(get_global_mouse_position()), position.angle_to_point(launcher.currentFocusedPosition),
rotates rotates
) )
func succeedToHit(_dmg: float, _entity: EntityBase): func succeedToHit(_dmg: float, _entity: EntityBase):
+1 -1
View File
@@ -6,7 +6,7 @@ class_name WuweiBullet
func ai(): func ai():
if canMove: if canMove:
PresetBulletAI.lockLauncher(self , launcher, true) PresetBulletAI.lockLauncher(self , launcher, true)
PresetBulletAI.trace(self , get_global_mouse_position(), 0.1) PresetBulletAI.trace(self , launcher.currentFocusedPosition, 0.1)
func shoot(): func shoot():
for bullet in BulletBase.generate( for bullet in BulletBase.generate(
+12 -4
View File
@@ -1,6 +1,9 @@
extends EntityBase extends EntityBase
class_name MTY class_name MTY
var MIN_PARRY_DISTANCE = 300
var MIN_ATTACK_DISTANCE = 400
func register(): func register():
fields[FieldStore.Entity.MAX_HEALTH] = 400 fields[FieldStore.Entity.MAX_HEALTH] = 400
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.9 fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.9
@@ -13,24 +16,29 @@ func spawn():
func ai(): func ai():
PresetEntityAI.follow(self , currentFocusedBoss) PresetEntityAI.follow(self , currentFocusedBoss)
for i in 3: for i in 3:
tryAttack(i) if i == 1:
var track = getTrackingAnchor()
if is_instance_valid(BulletTool.findClosetBulletCanDamage(track, get_tree(), self , MIN_PARRY_DISTANCE)):
tryAttack(1)
else:
tryAttack(i)
func attack(type: int): func attack(type: int):
if type == 0: if type == 0:
trySprint() trySprint()
elif type == 1: elif type == 1:
var track = getTrackingAnchor() var track = getTrackingAnchor()
var bullet = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , 450) var bullet = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , MIN_PARRY_DISTANCE)
if is_instance_valid(bullet): if is_instance_valid(bullet):
BulletBase.generate(ComponentManager.getBullet("Parrier"), self , track, track.angle_to_point(bullet.position)) BulletBase.generate(ComponentManager.getBullet("Parrier"), self , track, track.angle_to_point(bullet.position))
elif type == 2: elif type == 2:
if is_instance_valid(currentFocusedBoss): if is_instance_valid(currentFocusedBoss):
var track = getTrackingAnchor() var track = getTrackingAnchor()
if currentFocusedBoss.position.distance_to(track) <= 400: if currentFocusedBoss.position.distance_to(track) <= MIN_ATTACK_DISTANCE:
BulletBase.generate(ComponentManager.getBullet("Parrier"), self , track, track.angle_to_point(currentFocusedBoss.position)) BulletBase.generate(ComponentManager.getBullet("Parrier"), self , track, track.angle_to_point(currentFocusedBoss.position))
return true return true
func sprint(): func sprint():
var track = getTrackingAnchor() var track = getTrackingAnchor()
var target = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , 300) var target = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , MIN_PARRY_DISTANCE)
if is_instance_valid(target): if is_instance_valid(target):
var dir = (target.position - track).rotated(MathTool.randomChoiceFrom([-1, 1]) * deg_to_rad(90)) var dir = (target.position - track).rotated(MathTool.randomChoiceFrom([-1, 1]) * deg_to_rad(90))
move(dir.normalized() * sprintMultiplier, true) move(dir.normalized() * sprintMultiplier, true)
+1
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@@ -17,6 +17,7 @@ func register():
chargeParticle.emitting = false chargeParticle.emitting = false
func ai(): func ai():
currentFocusedPosition = get_global_mouse_position()
texture.play("walk") texture.play("walk")
var direction = Vector2( var direction = Vector2(
Input.get_axis("m_left", "m_right"), Input.get_axis("m_left", "m_right"),
+1 -1
View File
@@ -51,7 +51,7 @@ static var WAVE_MOWING = [
Wave.create("MTY", 1, 5, false, 0, INF, 1), Wave.create("MTY", 1, 5, false, 0, INF, 1),
] ]
static var WAVE_TESTMOB = [ static var WAVE_TESTMOB = [
Wave.create("MTY", 1, 10, false, 0, INF, 1) Wave.create("MTY", 1, 1, false, 0, INF, 1)
] ]
static var WAVE_EMPTY = [] static var WAVE_EMPTY = []
static var waveReleaseConfig = [WAVE_TESTBOSS, 1] static var waveReleaseConfig = [WAVE_TESTBOSS, 1]
+3
View File
@@ -108,6 +108,7 @@ var trailing: bool = false
var lastDirection: int = 1 var lastDirection: int = 1
var currentFocusedBoss: EntityBase = null var currentFocusedBoss: EntityBase = null
var currentFocusedPosition: Vector2 = Vector2.ZERO
var charginup: bool = false var charginup: bool = false
var weapons: Array[Weapon] = [] var weapons: Array[Weapon] = []
var weaponBag: Array[String] = [] var weaponBag: Array[String] = []
@@ -187,6 +188,8 @@ func _physics_process(_delta: float) -> void:
if !isPlayer() && !currentFocusedBoss: if !isPlayer() && !currentFocusedBoss:
currentFocusedBoss = MathTool.randomChoiceFrom(get_tree().get_nodes_in_group("players")) currentFocusedBoss = MathTool.randomChoiceFrom(get_tree().get_nodes_in_group("players"))
animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.2)) animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.2))
if is_instance_valid(currentFocusedBoss):
currentFocusedPosition = currentFocusedBoss.position
if sprinting: if sprinting:
if sprintAi(): if sprintAi():
sprinting = false sprinting = false