mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-12 06:37:13 +08:00
加了后坐力然后优化了能量显示的逻辑,司马trae
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@@ -15,4 +15,4 @@ func applyDot():
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await TickTool.millseconds(100 / launcher.fields[FieldStore.Entity.ATTACK_SPEED])
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return true
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func succeedToHit(_dmg: float):
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fields[FieldStore.Bullet.DAMAGE] *= 1.05
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fields[FieldStore.Bullet.DAMAGE] *= 1.03
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@@ -12,7 +12,7 @@ static var current: int = 0
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static var data: Array[Wave] = [
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# entity, minCount, maxCount, isBoss, from, to, per
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create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
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create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 8, INF, 5),
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create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 5),
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]
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static func create(
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@@ -15,6 +15,7 @@ class_name BulletBase
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@export var autoLoopAnimation: bool = false
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@export var freeAfterSpawn: bool = false
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@export var knockback: float = 0 # 击退力,物理引擎单位
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@export var recoil: float = 0 # 后坐力,物理引擎单位
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@onready var animator: AnimationPlayer = $"%animator"
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@onready var hitbox: CollisionShape2D = $"%hitbox"
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@@ -46,6 +47,7 @@ func _process(_delta: float) -> void:
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destroy()
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func _physics_process(_delta: float) -> void:
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if is_instance_valid(launcher) and (launcher.isPlayer() or is_instance_valid(launcher.currentFocusedBoss)):
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launcher.position -= Vector2.from_angle(rotation) * recoil
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ai()
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func hit(target: Node):
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@@ -83,7 +83,7 @@ func _ready():
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currentFocusedBoss = get_tree().get_nodes_in_group("players")[0]
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applyLevel()
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health = fields.get(FieldStore.Entity.MAX_HEALTH)
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energy = fields.get(FieldStore.Entity.MAX_ENERGY) * 0.5
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energy = fields.get(FieldStore.Entity.MAX_ENERGY)
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healthChanged.connect(
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func(newHealth):
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if is_instance_valid(statebar):
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@@ -26,7 +26,7 @@ func _process(_delta):
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bossbar.visible = !!bossbar.entity
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func _physics_process(_delta):
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if is_instance_valid(player):
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energyLabel.text = "%.2f" % player.energy
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energyLabel.text = "%.2f" % clamp(player.energy, 0, player.fields.get(FieldStore.Entity.MAX_ENERGY))
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energyMaxLabel.text = "%.1f" % player.fields.get(FieldStore.Entity.MAX_ENERGY)
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for i in items.get_children():
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var item = i as ItemShow
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