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refactor(Statemachine): 引入CooldownTimer类重构攻击冷却逻辑
将攻击冷却逻辑从EntityBase中提取到独立的CooldownTimer类 简化EntityBase代码并提高可维护性
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@@ -0,0 +1,12 @@
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class_name CooldownTimer
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var cooldown: float = 100
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var lastStart: int = 0
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func isCooldowned():
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return WorldManager.getTime() - lastStart >= cooldown
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func startCooldown():
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var state = isCooldowned()
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if state:
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lastStart = WorldManager.getTime()
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return state
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@@ -64,6 +64,7 @@ var inventoryMax = {
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@export var dropCounts: Array[Vector2] = []
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@export var appleCount: Vector2i = Vector2(0, 2) # 死亡后掉落的苹果数量
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@export var level: int = 1
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@export var weapons: Array[Weapon] = []
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@onready var animatree: AnimationTree = $"%animatree"
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@onready var texture: AnimatedSprite2D = $"%texture"
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@@ -80,9 +81,9 @@ var sprinting: bool = false
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var trailing: bool = false
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var lastDirection: int = 1
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var lastAttack: int = 0
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var currentFocusedBoss: EntityBase = null
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var charginup: bool = false
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var cooldownTimer = CooldownTimer.new()
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func _ready():
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register()
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@@ -188,15 +189,11 @@ func useEnergy(value: float):
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energy -= value
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energyChanged.emit(energy)
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return state
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func isCooldowned(type: int):
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return WorldManager.getTime() - lastAttack >= attackCooldownMap.get(type, defaultCooldownUnit) / fields.get(FieldStore.Entity.ATTACK_SPEED)
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func startCooldown(type: int):
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var state = isCooldowned(type)
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if state:
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lastAttack = WorldManager.getTime()
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return state
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func tryAttack(type: int, needChargeUp: bool = false):
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var state = startCooldown(type)
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var state
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if !isPlayer():
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cooldownTimer.cooldown = attackCooldownMap.get(type, defaultCooldownUnit)
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state = cooldownTimer.startCooldown()
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if state:
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if needChargeUp:
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charginup = true
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