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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): 为爆炸攻击添加内伤效果并重构内伤生成逻辑

- 在InfinitySword.gd中添加爆炸攻击时生成内伤球的功能
- 将内伤生成逻辑提取到InternalDamage.gd中的静态方法generateBall
- 移除Parrier.gd中重复的内伤生成代码,改用新的generateBall方法
- 更新Tree.tscn中的描述文本,添加对爆炸攻击产生内伤的说明
- 调整WeaponCardBase.tscn的UI布局,为描述文本添加滚动容器
This commit is contained in:
2026-05-09 20:09:58 +08:00
parent cf9568bcac
commit 9c1c739deb
5 changed files with 35 additions and 18 deletions
@@ -20,3 +20,4 @@ func hitBullet(bullet: BulletBase):
if !is_instance_valid(launcher): return
if BulletTool.canDamage(bullet, launcher):
baseDamage *= rate2 ** bullet.getDamage()
InternalDamageBullet.generateBall(launcher, bullet.launcher, sqrt(baseDamage))
@@ -11,3 +11,16 @@ func spawn():
if bullet.motionType == BulletBase.MotionType.EXPLOSION:
hitbox.set_deferred("disabled", false)
)
static func generateBall(by: EntityBase, who: EntityBase, atk: float):
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)
+8 -16
View File
@@ -33,18 +33,6 @@ 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)
@@ -85,7 +73,7 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
parryEffect(bullet)
bullet.hitbox.set_deferred("disabled", true)
generateParryBall(bullet.baseDamage)
generateInternalDamage(launcher, bullet.launcher)
InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
elif bullet.motionType == BulletBase.MotionType.STAB:
parryEffect(bullet)
penerateEffect(bullet.launcher, bullet.launcher.position * 1.01)
@@ -93,21 +81,25 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
bullet.launcher.takeDamage(atk * reflectRate * bullet.getDamage())
bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -2000)
generateParryBall(bullet.baseDamage)
generateInternalDamage(launcher, bullet.launcher)
InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
elif bullet.motionType == BulletBase.MotionType.SPRINT:
parryEffect(bullet)
bullet.tryDestroy()
bullet.launcher.velocity *= 0
generateParryBall(bullet.baseDamage)
generateInternalDamage(launcher, bullet.launcher)
InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
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))
elif bullet.motionType == BulletBase.MotionType.EXPLOSION:
penerateEffect(bullet.launcher, launcher.position)
for i in 2:
InternalDamageBullet.generateBall(bullet.launcher, launcher, atk)
else:
generateInternalDamage(bullet.launcher, launcher)
InternalDamageBullet.generateBall(bullet.launcher, launcher, atk)
func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
return null