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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(BulletBase): 添加子弹运动类型枚举并修改弹反逻辑

为子弹基类添加运动类型枚举(MotionType),包含四种运动方式。修改Parrier子弹的弹反逻辑,根据子弹运动类型执行不同处理:
- 投射物:保持原有弹反或格挡逻辑
- 挥砍:禁用碰撞箱
- 魔法或召唤:为发射者存储能量
This commit is contained in:
2026-04-30 06:39:56 +08:00
parent 7c6ce67fb7
commit 95bd4e4ebb
2 changed files with 24 additions and 11 deletions
+16 -11
View File
@@ -40,17 +40,22 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
eff.shot()
launcher.impluse((position - bullet.position).normalized() * bullet.speed ** (1.0 / 2) * 250)
var targetBaseDamage = bullet.baseDamage
# 弹反 还是 格挡?
if MathTool.rate(reflectRate):
bullet.look_at(bullet.launcher.getTrackingAnchor())
bullet.launcher = launcher
bullet.baseDamage *= atk
bullet.baseDamage *= reflectRate
bullet.lifeTime *= 2
if bullet.freeAfterSpawn && bullet.autoSpawnAnimation:
bullet.animator.speed_scale *= 0.5
else:
bullet.tryDestroy()
if bullet.motionType == BulletBase.MotionType.PROJECTILE:
# 弹反 还是 格挡?
if MathTool.rate(reflectRate):
bullet.look_at(bullet.launcher.getTrackingAnchor())
bullet.launcher = launcher
bullet.baseDamage *= atk
bullet.baseDamage *= reflectRate
bullet.lifeTime *= 2
if bullet.freeAfterSpawn && bullet.autoSpawnAnimation:
bullet.animator.speed_scale *= 0.5
else:
bullet.tryDestroy()
elif bullet.motionType == BulletBase.MotionType.SWING:
bullet.hitbox.disabled = true
elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
launcher.storeEnergy(sqrt(bullet.baseDamage))
var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
for b in BulletBase.generate(
+8
View File
@@ -1,9 +1,17 @@
extends Area2D
class_name BulletBase
enum MotionType {
SWING,
PROJECTILE,
MAGIC,
SUMMON
}
@export var displayName: String = "未知子弹"
@export var speed: float = 10.0
@export var baseDamage: float = 10.0
@export var motionType: MotionType = MotionType.PROJECTILE
@export var damageMultipliers: Array[float] = [1.0]
@export var usingDamageMultiplier: int = 0
@export var penerate: float = 0.0