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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-13 15:17:13 +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:
2026-03-25 22:07:21 +08:00
parent cc90a4caab
commit b3c7efd1f4
+2 -3
View File
@@ -30,11 +30,10 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
eff.shot() eff.shot()
CameraManager.shake(250, 300) CameraManager.shake(250, 300)
launcher.impluse((position - bullet.position).normalized() * (bullet.speed * bullet.getDamage()) ** (1.0 / 3) * 250) 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
bullet.look_at(bullet.launcher.position) bullet.look_at(bullet.launcher.position)
bullet.launcher = launcher bullet.launcher = launcher
bullet.baseDamage *= atk
var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100) var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气 if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
for b in BulletBase.generate( for b in BulletBase.generate(