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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器系统): 重构武器攻击逻辑并添加音效支持
- 将武器攻击逻辑移至Weapon类中,添加tryAttack方法统一处理冷却和能量消耗 - 为武器添加音效支持,包括攻击音效的播放和管理 - 移除子弹生成时的能量消耗检查,改由武器统一处理 - 调整部分武器的属性和配置,如伤害值和冷却时间 - 修复紫水晶子弹的分裂和折射逻辑错误
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@@ -8,7 +8,6 @@ class_name BulletBase
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@export var lifeTime: float = -1 # -1表示无限时间
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@export var indisDamage: bool = false # 是否无差别伤害(不区分敌我)
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@export var canDamageSelf: bool = false # 是否可以伤害发射者
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@export var needEnergy: float = 0.0 # 发射时需要消耗的能量
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@export var autoSpawnAnimation: bool = false
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@export var autoLoopAnimation: bool = false
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@export var autoDestroyAnimation: bool = false
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@@ -139,13 +138,12 @@ static func generate(
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var instances = []
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for i in range(count):
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var instance: BulletBase = bullet.instantiate()
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if launchBy.useEnergy(instance.needEnergy):
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instance.isChildSplit = asChildSplit
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instance.isChildRefract = asChildRefract
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instance.launcher = launchBy
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instance.position = spawnPosition
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instance.rotation = spawnRotation + deg_to_rad(randf_range(-launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT), launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT)))
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if addToWorld:
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WorldManager.rootNode.call_deferred("add_child", instance)
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instances.append(instance)
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instance.isChildSplit = asChildSplit
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instance.isChildRefract = asChildRefract
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instance.launcher = launchBy
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instance.position = spawnPosition
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instance.rotation = spawnRotation + deg_to_rad(randf_range(-launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT), launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT)))
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if addToWorld:
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WorldManager.rootNode.call_deferred("add_child", instance)
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instances.append(instance)
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return len(instances)
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@@ -199,7 +199,7 @@ func tryAttack(type: int, needChargeUp: bool = false):
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weapon = weapons[type]
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var state
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if isPlayer():
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state = weapon.cooldownTimer.start()
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state = true
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else:
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cooldownTimer.cooldown = attackCooldownMap.get(type, defaultCooldownUnit)
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state = cooldownTimer.start()
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@@ -208,13 +208,12 @@ func tryAttack(type: int, needChargeUp: bool = false):
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charginup = true
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await EffectController.create(preload("res://components/Effects/AttackStar.tscn"), damageAnchor.global_position).shot()
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charginup = false
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var done
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if isPlayer():
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done = weapon.attack(self)
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if weapon.tryAttack(self):
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weapon.playSound("attack")
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else:
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done = attack(type)
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if done:
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playSound("attack" + str(type))
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if attack(type):
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playSound("attack" + str(type))
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return state
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func trySprint():
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trailing = true
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