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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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refactor(Statemachine): 替换Time.get_ticks_msec为WorldManager.getTime
统一使用WorldManager.getTime获取时间,提高代码一致性并便于未来时间管理逻辑的修改
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@@ -27,7 +27,7 @@ var spawnInWhere: Vector2 = Vector2.ZERO
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func _ready():
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func _ready():
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area_entered.connect(hit)
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area_entered.connect(hit)
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spawnInWhen = Time.get_ticks_msec()
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spawnInWhen = WorldManager.getTime()
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spawnInWhere = position
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spawnInWhere = position
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spawn()
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spawn()
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dotLoop()
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dotLoop()
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@@ -40,7 +40,7 @@ func _ready():
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animator.play("loop")
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animator.play("loop")
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func _process(_delta: float) -> void:
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func _process(_delta: float) -> void:
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if lifeTime > 0:
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if lifeTime > 0:
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if Time.get_ticks_msec() - spawnInWhen >= lifeTime:
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if WorldManager.getTime() - spawnInWhen >= lifeTime:
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destroy()
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destroy()
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if lifeDistance > 0:
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if lifeDistance > 0:
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if position.distance_to(spawnInWhere) >= lifeDistance:
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if position.distance_to(spawnInWhere) >= lifeDistance:
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@@ -67,7 +67,7 @@ func forward(direction: Vector2):
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func fullPenerate():
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func fullPenerate():
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return fields.get(FieldStore.Bullet.PENERATE) + launcher.fields.get(FieldStore.Entity.PENERATE) + GameRule.penerateRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]
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return fields.get(FieldStore.Bullet.PENERATE) + launcher.fields.get(FieldStore.Entity.PENERATE) + GameRule.penerateRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]
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func timeLived():
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func timeLived():
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return Time.get_ticks_msec() - spawnInWhen
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return WorldManager.getTime() - spawnInWhen
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func dotLoop():
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func dotLoop():
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if await applyDot():
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if await applyDot():
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await dotLoop()
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await dotLoop()
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@@ -176,11 +176,11 @@ func useEnergy(value: float):
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energyChanged.emit(energy)
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energyChanged.emit(energy)
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return state
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return state
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func isCooldowned():
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func isCooldowned():
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return Time.get_ticks_msec() - lastAttack >= cooldownUnit / fields.get(FieldStore.Entity.ATTACK_SPEED)
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return WorldManager.getTime() - lastAttack >= cooldownUnit / fields.get(FieldStore.Entity.ATTACK_SPEED)
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func startCooldown():
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func startCooldown():
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var state = isCooldowned()
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var state = isCooldowned()
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if state:
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if state:
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lastAttack = Time.get_ticks_msec()
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lastAttack = WorldManager.getTime()
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return state
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return state
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func tryAttack(type: int):
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func tryAttack(type: int):
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var state = startCooldown()
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var state = startCooldown()
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