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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器系统): 优化道像武器逻辑并调整能量消耗
- 将子弹过滤逻辑提取为独立方法 forceFilter - 增加攻击前检查气力层的功能 - 降低武器能量需求从50改为25 - 更新武器描述文本以更准确反映机制
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@@ -7,6 +7,8 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["rate2"] *= soulLevel
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origin["rate3"] *= soulLevel
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return origin
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func checkAttack(entity: EntityBase) -> bool:
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return len(entity.getOrCreateCycleTimer("parry", 2000, 100).bullets) > 0
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func attack(entity: EntityBase):
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var parryCounter = entity.getOrCreateCycleTimer("parry", 2000, 100)
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for bullet in BulletBase.generate(
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@@ -27,4 +29,5 @@ func attack(entity: EntityBase):
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for bulle in parryCounter.bullets:
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if bulle is ParryBallBullet:
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bulle.tryDestroy()
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parryCounter.forceFilter()
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return true
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@@ -14,8 +14,10 @@ func lifetime():
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return Time.get_ticks_msec() - startTime
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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 apply():
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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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forceFilter()
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for index in len(bullets):
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var bullet = bullets[index]
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var newStateAngle = lerp_angle(bullet.cycleStateAngle, getStateAngle(index), 0.1)
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