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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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
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@@ -20,3 +20,4 @@ func hitBullet(bullet: BulletBase):
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if !is_instance_valid(launcher): return
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if BulletTool.canDamage(bullet, launcher):
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baseDamage *= rate2 ** bullet.getDamage()
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InternalDamageBullet.generateBall(launcher, bullet.launcher, sqrt(baseDamage))
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@@ -11,3 +11,16 @@ func spawn():
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if bullet.motionType == BulletBase.MotionType.EXPLOSION:
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hitbox.set_deferred("disabled", false)
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)
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static func generateBall(by: EntityBase, who: EntityBase, atk: float):
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var internalDamages = who.getOrCreateCycleTimer("internalDamages", 3000, 150)
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("InternalDamage"),
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by,
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Vector2.ZERO,
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0
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):
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if bullet is InternalDamageBullet:
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bullet.baseDamage = atk
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bullet.hoster = who
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internalDamages.host(bullet)
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@@ -33,18 +33,6 @@ func generateParryBall(bDamage: float):
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):
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if b is ParryBallBullet:
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b.atk = atk * bDamage
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func generateInternalDamage(by: EntityBase, who: EntityBase):
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var internalDamages = who.getOrCreateCycleTimer("internalDamages", 3000, 150)
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("InternalDamage"),
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by,
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Vector2.ZERO,
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0
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):
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if bullet is InternalDamageBullet:
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bullet.baseDamage = atk
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bullet.hoster = who
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internalDamages.host(bullet)
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func spawn():
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var varians = randi_range(0, 1)
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@@ -85,7 +73,7 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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parryEffect(bullet)
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bullet.hitbox.set_deferred("disabled", true)
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generateParryBall(bullet.baseDamage)
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generateInternalDamage(launcher, bullet.launcher)
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InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
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elif bullet.motionType == BulletBase.MotionType.STAB:
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parryEffect(bullet)
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penerateEffect(bullet.launcher, bullet.launcher.position * 1.01)
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@@ -93,21 +81,25 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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bullet.launcher.takeDamage(atk * reflectRate * bullet.getDamage())
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -2000)
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generateParryBall(bullet.baseDamage)
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generateInternalDamage(launcher, bullet.launcher)
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InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
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elif bullet.motionType == BulletBase.MotionType.SPRINT:
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parryEffect(bullet)
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bullet.tryDestroy()
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bullet.launcher.velocity *= 0
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generateParryBall(bullet.baseDamage)
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generateInternalDamage(launcher, bullet.launcher)
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InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
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elif bullet.motionType == BulletBase.MotionType.BREATH:
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penerateEffect(bullet.launcher, launcher.position)
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
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elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
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penerateEffect(bullet.launcher, launcher.position)
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launcher.storeEnergy(sqrt(bullet.baseDamage))
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elif bullet.motionType == BulletBase.MotionType.EXPLOSION:
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penerateEffect(bullet.launcher, launcher.position)
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for i in 2:
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InternalDamageBullet.generateBall(bullet.launcher, launcher, atk)
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else:
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generateInternalDamage(bullet.launcher, launcher)
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InternalDamageBullet.generateBall(bullet.launcher, launcher, atk)
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func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
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return null
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