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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
feat(战斗系统): 添加内伤机制和爆炸类型子弹
为子弹系统添加新的爆炸类型(MotionType.EXPLOSION) 实现内伤机制,包括内伤子弹和相关逻辑 修改多个子弹场景以使用爆炸类型 调整格挡系统,增加内伤效果 更新武器描述和角色配置
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@@ -0,0 +1,13 @@
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extends BulletBase
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class_name InternalDamageBullet
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var hoster: EntityBase
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func spawn():
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if is_instance_valid(hoster):
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hoster.died.connect(tryDestroy)
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hoster.hit.connect(
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func(_damage, bullet: BulletBase, _crit):
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if bullet.motionType == BulletBase.MotionType.EXPLOSION:
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hitbox.set_deferred("disabled", false)
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)
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@@ -0,0 +1 @@
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uid://d3m2bjkxg82a2
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@@ -33,6 +33,18 @@ func generateParryBall(bDamage: float):
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):
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if b is ParryBallBullet:
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b.atk = atk * bDamage
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func generateInternalDamage(by: EntityBase, who: EntityBase):
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var internalDamages = who.getOrCreateCycleTimer("internalDamages", 3000, 150)
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("InternalDamage"),
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by,
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Vector2.ZERO,
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0
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):
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if bullet is InternalDamageBullet:
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bullet.baseDamage = atk
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bullet.hoster = who
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internalDamages.host(bullet)
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func spawn():
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var varians = randi_range(0, 1)
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@@ -51,45 +63,51 @@ func succeedToHit(_dmg: float, entity: EntityBase):
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func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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if !is_instance_valid(launcher): return
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if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗?
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if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
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# 可以格挡 挥舞运动(近战攻击)、射弹运动(远程攻击)和猛冲运动 的子弹,射弹如果被弹反则不会产生气力
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# 魔法运动和召唤运动的子弹虽不能格挡,但是可以储能,吐息运动的子弹会对发射者产生击退
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if bullet.motionType == BulletBase.MotionType.PROJECTILE:
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# 无论如何都要生成格挡特效
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parryEffect(bullet)
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# 弹反 还是 格挡?
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if MathTool.rate(reflectRate):
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bullet.look_at(bullet.launcher.getTrackingAnchor())
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bullet.launcher = launcher
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bullet.baseDamage = reflectRate * atk
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bullet.lifeTime *= 2
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if bullet.freeAfterSpawn && bullet.autoSpawnAnimation:
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bullet.animator.speed_scale *= 0.5
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else:
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bullet.tryDestroy()
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if parryiedTimes < maxParryTimes:
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if MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
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# 可以格挡 挥舞运动(近战攻击)、射弹运动(远程攻击)和猛冲运动 的子弹,射弹如果被弹反则不会产生气力
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# 魔法运动和召唤运动的子弹虽不能格挡,但是可以储能,吐息运动的子弹会对发射者产生击退
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if bullet.motionType == BulletBase.MotionType.PROJECTILE:
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# 无论如何都要生成格挡特效
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parryEffect(bullet)
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# 弹反 还是 格挡?
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if MathTool.rate(reflectRate):
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bullet.look_at(bullet.launcher.getTrackingAnchor())
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bullet.launcher = launcher
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bullet.baseDamage = reflectRate * atk
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bullet.lifeTime *= 2
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if bullet.freeAfterSpawn && bullet.autoSpawnAnimation:
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bullet.animator.speed_scale *= 0.5
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else:
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bullet.tryDestroy()
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generateParryBall(bullet.baseDamage)
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elif bullet.motionType == BulletBase.MotionType.SWING:
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parryEffect(bullet)
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bullet.hitbox.set_deferred("disabled", true)
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generateParryBall(bullet.baseDamage)
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elif bullet.motionType == BulletBase.MotionType.SWING:
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parryEffect(bullet)
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bullet.hitbox.set_deferred("disabled", true)
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generateParryBall(bullet.baseDamage)
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elif bullet.motionType == BulletBase.MotionType.STAB:
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parryEffect(bullet)
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penerateEffect(bullet.launcher, bullet.launcher.position * 1.01)
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bullet.hitbox.set_deferred("disabled", true)
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bullet.launcher.takeDamage(atk * reflectRate * bullet.getDamage())
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -2000)
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generateParryBall(bullet.baseDamage)
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elif bullet.motionType == BulletBase.MotionType.SPRINT:
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parryEffect(bullet)
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bullet.tryDestroy()
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bullet.launcher.velocity *= -0.1
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generateParryBall(bullet.baseDamage)
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elif bullet.motionType == BulletBase.MotionType.BREATH:
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penerateEffect(bullet.launcher, launcher.position)
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
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elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
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penerateEffect(bullet.launcher, launcher.position)
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launcher.storeEnergy(sqrt(bullet.baseDamage))
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generateInternalDamage(launcher, bullet.launcher)
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elif bullet.motionType == BulletBase.MotionType.STAB:
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parryEffect(bullet)
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penerateEffect(bullet.launcher, bullet.launcher.position * 1.01)
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bullet.hitbox.set_deferred("disabled", true)
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bullet.launcher.takeDamage(atk * reflectRate * bullet.getDamage())
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -2000)
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generateParryBall(bullet.baseDamage)
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generateInternalDamage(launcher, bullet.launcher)
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elif bullet.motionType == BulletBase.MotionType.SPRINT:
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parryEffect(bullet)
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bullet.tryDestroy()
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bullet.launcher.velocity *= 0
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generateParryBall(bullet.baseDamage)
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generateInternalDamage(launcher, bullet.launcher)
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elif bullet.motionType == BulletBase.MotionType.BREATH:
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penerateEffect(bullet.launcher, launcher.position)
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
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elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
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penerateEffect(bullet.launcher, launcher.position)
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launcher.storeEnergy(sqrt(bullet.baseDamage))
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else:
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generateInternalDamage(bullet.launcher, launcher)
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func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
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return null
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@@ -17,11 +17,11 @@ func register():
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sprintMultiplier = 30
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func ai():
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PresetEntityAI.distanceAttack(self , currentFocusedBoss, 0, 300, 0)
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# PresetEntityAI.distanceAttack(self , currentFocusedBoss, 500, 1000, 1)
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# for i in 5:
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# tryAttack(i + 2, [3, 4])
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# if 1 not in attackingStates:
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# PresetEntityAI.follow(self , currentFocusedBoss, 200)
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PresetEntityAI.distanceAttack(self , currentFocusedBoss, 500, 1000, 1)
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for i in 5:
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tryAttack(i + 2, [3, 4])
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if 1 not in attackingStates:
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PresetEntityAI.follow(self , currentFocusedBoss, 200)
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func attack(type: int):
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if type == 0:
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for bullet in BulletBase.generate(ComponentManager.getBullet("SwingSword"), self , getTrackingAnchor(), getTrackingAnchor().angle_to_point(currentFocusedPosition)):
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@@ -9,6 +9,7 @@ enum MotionType {
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SPRINT, # 冲撞
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BREATH, # 吐息
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STAB, # 近战戳刺
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EXPLOSION, # 爆炸
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}
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signal destroied(becauseMap: bool)
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@@ -16,7 +16,7 @@ func getStateAngle(index: int):
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return lifetime() / period * deg_to_rad(360) - deg_to_rad(360.0 * index / len(bullets))
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func forceFilter():
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bullets = bullets.filter(is_instance_valid)
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func apply():
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func apply(where: Vector2):
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forceFilter()
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for index in len(bullets):
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var bullet = bullets[index]
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@@ -24,7 +24,7 @@ func apply():
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var offset = Vector2.from_angle(newStateAngle)
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bullet.cycleStateAngle = newStateAngle
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offset.y *= 0.25
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bullet.position = bullet.launcher.position + offset * distance
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bullet.position = where + offset * distance
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bullet.scale = Vector2.ONE * (1 + offset.y)
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func host(bullet: BulletBase):
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bullets.append(bullet)
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@@ -214,7 +214,7 @@ func _physics_process(_delta: float) -> void:
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trailParticle.emitting = trailing
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for cycler in cycleTimers.values():
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if cycler is CycleTimer:
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cycler.apply()
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cycler.apply(position)
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# 通用方法
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func impluse(force: Vector2):
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