mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 23:11:54 +08:00
fix(Bullets/Parrier): 调整弹反子弹的伤害计算逻辑
将弹反后的子弹基础伤害乘以攻击力,以平衡游戏性
This commit is contained in:
@@ -30,11 +30,10 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
|
||||
eff.shot()
|
||||
CameraManager.shake(250, 300)
|
||||
launcher.impluse((position - bullet.position).normalized() * (bullet.speed * bullet.getDamage()) ** (1.0 / 3) * 250)
|
||||
# 摧毁其他子弹
|
||||
# bullet.tryDestroy()
|
||||
# 试一下改成弹反的平衡性有没有问题
|
||||
# 弹反
|
||||
bullet.look_at(bullet.launcher.position)
|
||||
bullet.launcher = launcher
|
||||
bullet.baseDamage *= atk
|
||||
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(
|
||||
|
||||
Reference in New Issue
Block a user