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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
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@@ -31,12 +31,12 @@ func attack(type):
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child.currentFocusedBoss = currentFocusedBoss
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child.masterMine = self
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elif type == 2:
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var count = randi_range(20, 40)
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for i in count:
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var count1 = randi_range(2, 4)
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for j in count1:
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var countOfBullet = randi_range(40, 50)
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var countOfBranch = randi_range(2, 4)
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for bulletIndex in countOfBullet:
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for branchIndex in countOfBranch:
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fields[FieldStore.Entity.OFFSET_SHOOT] = 0
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i + 360.0 / count1 * j))
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / countOfBullet * bulletIndex + 360.0 / countOfBranch * branchIndex))
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await TickTool.millseconds(100)
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elif type == 3:
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BulletBase.generate(preload("res://components/Bullets/BossAttack/KukeMC/HeavyCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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