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mirror of 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
This commit is contained in:
2026-05-09 19:43:44 +08:00
parent a6448813b8
commit 8b14e36031
16 changed files with 138 additions and 57 deletions
@@ -0,0 +1,13 @@
extends BulletBase
class_name InternalDamageBullet
var hoster: EntityBase
func spawn():
if is_instance_valid(hoster):
hoster.died.connect(tryDestroy)
hoster.hit.connect(
func(_damage, bullet: BulletBase, _crit):
if bullet.motionType == BulletBase.MotionType.EXPLOSION:
hitbox.set_deferred("disabled", false)
)
@@ -0,0 +1 @@
uid://d3m2bjkxg82a2
+56 -38
View File
@@ -33,6 +33,18 @@ func generateParryBall(bDamage: float):
):
if b is ParryBallBullet:
b.atk = atk * bDamage
func generateInternalDamage(by: EntityBase, who: EntityBase):
var internalDamages = who.getOrCreateCycleTimer("internalDamages", 3000, 150)
for bullet in BulletBase.generate(
ComponentManager.getBullet("InternalDamage"),
by,
Vector2.ZERO,
0
):
if bullet is InternalDamageBullet:
bullet.baseDamage = atk
bullet.hoster = who
internalDamages.host(bullet)
func spawn():
var varians = randi_range(0, 1)
@@ -51,45 +63,51 @@ func succeedToHit(_dmg: float, entity: EntityBase):
func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
if !is_instance_valid(launcher): return
if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗?
if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
# 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
# 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
if bullet.motionType == BulletBase.MotionType.PROJECTILE:
# 无论如何都要生成格挡特效
parryEffect(bullet)
# 弹反 还是 格挡?
if MathTool.rate(reflectRate):
bullet.look_at(bullet.launcher.getTrackingAnchor())
bullet.launcher = launcher
bullet.baseDamage = reflectRate * atk
bullet.lifeTime *= 2
if bullet.freeAfterSpawn && bullet.autoSpawnAnimation:
bullet.animator.speed_scale *= 0.5
else:
bullet.tryDestroy()
if parryiedTimes < maxParryTimes:
if MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
# 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
# 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
if bullet.motionType == BulletBase.MotionType.PROJECTILE:
# 无论如何都要生成格挡特效
parryEffect(bullet)
# 弹反 还是 格挡?
if MathTool.rate(reflectRate):
bullet.look_at(bullet.launcher.getTrackingAnchor())
bullet.launcher = launcher
bullet.baseDamage = reflectRate * atk
bullet.lifeTime *= 2
if bullet.freeAfterSpawn && bullet.autoSpawnAnimation:
bullet.animator.speed_scale *= 0.5
else:
bullet.tryDestroy()
generateParryBall(bullet.baseDamage)
elif bullet.motionType == BulletBase.MotionType.SWING:
parryEffect(bullet)
bullet.hitbox.set_deferred("disabled", true)
generateParryBall(bullet.baseDamage)
elif bullet.motionType == BulletBase.MotionType.SWING:
parryEffect(bullet)
bullet.hitbox.set_deferred("disabled", true)
generateParryBall(bullet.baseDamage)
elif bullet.motionType == BulletBase.MotionType.STAB:
parryEffect(bullet)
penerateEffect(bullet.launcher, bullet.launcher.position * 1.01)
bullet.hitbox.set_deferred("disabled", true)
bullet.launcher.takeDamage(atk * reflectRate * bullet.getDamage())
bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -2000)
generateParryBall(bullet.baseDamage)
elif bullet.motionType == BulletBase.MotionType.SPRINT:
parryEffect(bullet)
bullet.tryDestroy()
bullet.launcher.velocity *= -0.1
generateParryBall(bullet.baseDamage)
elif bullet.motionType == BulletBase.MotionType.BREATH:
penerateEffect(bullet.launcher, launcher.position)
bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
penerateEffect(bullet.launcher, launcher.position)
launcher.storeEnergy(sqrt(bullet.baseDamage))
generateInternalDamage(launcher, bullet.launcher)
elif bullet.motionType == BulletBase.MotionType.STAB:
parryEffect(bullet)
penerateEffect(bullet.launcher, bullet.launcher.position * 1.01)
bullet.hitbox.set_deferred("disabled", true)
bullet.launcher.takeDamage(atk * reflectRate * bullet.getDamage())
bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -2000)
generateParryBall(bullet.baseDamage)
generateInternalDamage(launcher, bullet.launcher)
elif bullet.motionType == BulletBase.MotionType.SPRINT:
parryEffect(bullet)
bullet.tryDestroy()
bullet.launcher.velocity *= 0
generateParryBall(bullet.baseDamage)
generateInternalDamage(launcher, bullet.launcher)
elif bullet.motionType == BulletBase.MotionType.BREATH:
penerateEffect(bullet.launcher, launcher.position)
bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
penerateEffect(bullet.launcher, launcher.position)
launcher.storeEnergy(sqrt(bullet.baseDamage))
else:
generateInternalDamage(bullet.launcher, launcher)
func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
return null
+5 -5
View File
@@ -17,11 +17,11 @@ func register():
sprintMultiplier = 30
func ai():
PresetEntityAI.distanceAttack(self , currentFocusedBoss, 0, 300, 0)
# PresetEntityAI.distanceAttack(self , currentFocusedBoss, 500, 1000, 1)
# for i in 5:
# tryAttack(i + 2, [3, 4])
# if 1 not in attackingStates:
# PresetEntityAI.follow(self , currentFocusedBoss, 200)
PresetEntityAI.distanceAttack(self , currentFocusedBoss, 500, 1000, 1)
for i in 5:
tryAttack(i + 2, [3, 4])
if 1 not in attackingStates:
PresetEntityAI.follow(self , currentFocusedBoss, 200)
func attack(type: int):
if type == 0:
for bullet in BulletBase.generate(ComponentManager.getBullet("SwingSword"), self , getTrackingAnchor(), getTrackingAnchor().angle_to_point(currentFocusedPosition)):
+1
View File
@@ -9,6 +9,7 @@ enum MotionType {
SPRINT, # 冲撞
BREATH, # 吐息
STAB, # 近战戳刺
EXPLOSION, # 爆炸
}
signal destroied(becauseMap: bool)
+2 -2
View File
@@ -16,7 +16,7 @@ func getStateAngle(index: int):
return lifetime() / period * deg_to_rad(360) - deg_to_rad(360.0 * index / len(bullets))
func forceFilter():
bullets = bullets.filter(is_instance_valid)
func apply():
func apply(where: Vector2):
forceFilter()
for index in len(bullets):
var bullet = bullets[index]
@@ -24,7 +24,7 @@ func apply():
var offset = Vector2.from_angle(newStateAngle)
bullet.cycleStateAngle = newStateAngle
offset.y *= 0.25
bullet.position = bullet.launcher.position + offset * distance
bullet.position = where + offset * distance
bullet.scale = Vector2.ONE * (1 + offset.y)
func host(bullet: BulletBase):
bullets.append(bullet)
+1 -1
View File
@@ -214,7 +214,7 @@ func _physics_process(_delta: float) -> void:
trailParticle.emitting = trailing
for cycler in cycleTimers.values():
if cycler is CycleTimer:
cycler.apply()
cycler.apply(position)
# 通用方法
func impluse(force: Vector2):