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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

refactor: 优化子弹生成逻辑中的变量命名和循环结构

使用更具描述性的变量名 countOfBullet 和 countOfBranch 替换原 count 和 count1
将嵌套循环的迭代变量改为更有意义的 bulletIndex 和 branchIndex
保持原有功能不变,提高代码可读性
This commit is contained in:
2025-09-18 06:48:07 +08:00
parent cf8820d0ec
commit 895f468a4a
+5 -5
View File
@@ -31,12 +31,12 @@ func attack(type):
child.currentFocusedBoss = currentFocusedBoss
child.masterMine = self
elif type == 2:
var count = randi_range(20, 40)
for i in count:
var count1 = randi_range(2, 4)
for j in count1:
var countOfBullet = randi_range(40, 50)
var countOfBranch = randi_range(2, 4)
for bulletIndex in countOfBullet:
for branchIndex in countOfBranch:
fields[FieldStore.Entity.OFFSET_SHOOT] = 0
BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i + 360.0 / count1 * j))
BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / countOfBullet * bulletIndex + 360.0 / countOfBranch * branchIndex))
await TickTool.millseconds(100)
elif type == 3:
BulletBase.generate(preload("res://components/Bullets/BossAttack/KukeMC/HeavyCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))