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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
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@@ -40,17 +40,22 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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eff.shot()
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launcher.impluse((position - bullet.position).normalized() * bullet.speed ** (1.0 / 2) * 250)
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var targetBaseDamage = bullet.baseDamage
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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 *= atk
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bullet.baseDamage *= reflectRate
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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 bullet.motionType == BulletBase.MotionType.PROJECTILE:
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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 *= atk
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bullet.baseDamage *= reflectRate
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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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elif bullet.motionType == BulletBase.MotionType.SWING:
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bullet.hitbox.disabled = true
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elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
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launcher.storeEnergy(sqrt(bullet.baseDamage))
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var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
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if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
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for b in BulletBase.generate(
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