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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00

feat(子弹系统): 添加扫帚系列子弹及相关资源

添加扫帚子弹、扫帚炮和扫帚回旋镖三种新子弹类型
包含子弹脚本、音效、动画和特效资源
修改EnergyBlock实体以支持新子弹的攻击逻辑
更新子弹基类添加销毁信号
This commit is contained in:
2026-05-01 09:12:27 +08:00
parent bd2525a55e
commit 8acb08fd14
27 changed files with 1093 additions and 16 deletions
+5
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@@ -0,0 +1,5 @@
extends BulletBase
class_name BroomBullet
func ai():
PresetBulletAI.lockLauncher(self , launcher, true)
+1
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@@ -0,0 +1 @@
uid://b7bstudbunlxr
@@ -0,0 +1,8 @@
extends BulletBase
class_name BroomBoomerangBullet
func ai():
PresetBulletAI.forward(self , rotation)
speed -= 0.5
if speed < 0 && position.distance_to(launcher.position) < 100:
tryDestroy()
@@ -0,0 +1 @@
uid://k63hoju1eyd
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@@ -0,0 +1,7 @@
extends BulletBase
class_name BroomGun
func shake():
CameraManager.shake(2000, 200)
func ai():
PresetBulletAI.trace(self , launcher.currentFocusedPosition, 0.05)
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@@ -0,0 +1 @@
uid://cuu5b0gibd054
+41 -12
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@@ -1,28 +1,57 @@
extends EntityBase
class_name EnergyBlockEntity
var currentBroom: BroomBullet
func register():
fields[FieldStore.Entity.MAX_HEALTH] = 5000
hit.connect(
func(damage: float, bullet: BulletBase, _crit: bool):
bullet.launcher.storeEnergy(damage)
)
fields[FieldStore.Entity.MAX_HEALTH] = 3000
attackCooldownMap[0] = 6000
attackCooldownMap[1] = 10000
attackCooldownMap[2] = 4000
attackCooldownMap[1] = 3000
attackCooldownMap[2] = 8000
attackCooldownMap[3] = 8000
attackCooldownMap[4] = 3000
attackCooldownMap[4] = 2000
attackCooldownMap[5] = 2000
attackCooldownMap[6] = 5000
attackMutexes = [1, 4]
attackMutexes = [0, 1]
sprintMultiplier = 30
func ai():
for i in 7:
tryAttack(i, [1, 3])
PresetEntityAI.distanceAttack(self , currentFocusedBoss, 0, 300, 0)
for i in 6:
tryAttack(i + 1, [3])
if 1 not in attackingStates:
PresetEntityAI.follow(self , currentFocusedBoss)
func attack(type: int):
if type == 0:
BulletBase.generate(ComponentManager.getBullet("SwingSword"), self , getTrackingAnchor(), getTrackingAnchor().angle_to_point(currentFocusedPosition))
for bullet in BulletBase.generate(ComponentManager.getBullet("SwingSword"), self , getTrackingAnchor(), getTrackingAnchor().angle_to_point(currentFocusedPosition)):
if bullet is SwingSwordBullet:
await bullet.destroied
elif type == 1:
for bullet in BulletBase.generate(ComponentManager.getBullet("Broom"), self , getTrackingAnchor(), getTrackingAnchor().angle_to_point(currentFocusedPosition)):
if is_instance_valid(currentBroom): break
if bullet is BroomBullet:
currentBroom = bullet
await TickTool.frame()
bullet.animator.play("prepare")
await bullet.animator.animation_finished
await chargeUp()
trySprint()
currentBroom.animator.play("attack")
elif type == 2:
for i in 3:
for bullet in BulletBase.generate(ComponentManager.getBullet("BroomGun"), self , position, position.angle_to_point(currentFocusedPosition)):
if bullet is BulletBase:
bullet.position += Vector2.from_angle(bullet.rotation).rotated(deg_to_rad(90)) * i * 100
elif type == 3:
for bullet in BulletBase.generate(ComponentManager.getBullet("Broom"), self , getTrackingAnchor(), 0):
if bullet is BroomBullet:
await TickTool.frame()
bullet.animator.play("rotate")
elif type == 4:
BulletBase.generate(ComponentManager.getBullet("BroomBoomerang"), self , position, position.angle_to_point(currentFocusedPosition))
elif type == 5:
var track = getTrackingAnchor()
var bullet = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , 200)
if is_instance_valid(bullet):
BulletBase.generate(ComponentManager.getBullet("Parrier"), self , track, track.angle_to_point(bullet.position))
func sprint():
move((currentFocusedPosition - position).normalized() * sprintMultiplier, true)
+3
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@@ -10,6 +10,8 @@ enum MotionType {
BREATH, # 吐息
}
signal destroied(becauseMap: bool)
@export var displayName: String = "未知子弹"
@export var speed: float = 10.0
@export var baseDamage: float = 10.0
@@ -188,6 +190,7 @@ func tryDestroy(becauseMap: bool = false):
if autoDestroyAnimation:
animator.play("destroy")
await animator.animation_finished
destroied.emit(becauseMap)
queue_free()
func trySplit():
if is_instance_valid(launcher) and canDuplicateSelf: