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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-04 02:37:12 +08:00

refactor(Bullets): 重构格挡子弹逻辑并提取特效创建方法

将ParrierBullet中的特效创建逻辑提取到ParryEffect和ParryEntityEffect类中
修改Volcano子弹的碰撞形状为矩形并更新相关特效调用
调整MuyangDog角色的默认武器为Volcano
统一多个子弹脚本中的函数调用空格格式
This commit is contained in:
2026-05-10 22:30:22 +08:00
parent 0fe8daabb2
commit c52d293718
10 changed files with 40 additions and 40 deletions
+10 -23
View File
@@ -9,19 +9,6 @@ var maxBallCount: int = 5
var atk: float = 1
var reflectRate: float = 1
func parryEffect(bullet: BulletBase):
parryiedTimes += 1
var eff = EffectController.create(ComponentManager.getEffect("Parry"), position + (bullet.position - position).normalized() * 200) # 从子弹位置,面向其他子弹的方向前进150
eff.modulate = bullet.modulate.blend(bullet.texture.modulate)
eff.rotation = position.angle_to_point(bullet.position)
eff.shot()
launcher.impluse((position - bullet.position).normalized() * sqrt(abs(bullet.speed)) * 250)
func penerateEffect(entity: EntityBase, effPos: Vector2):
parryiedTimes += 1
var eff = EffectController.create(ComponentManager.getEffect("ParryEntity"), effPos)
eff.rotation = entity.position.angle_to_point(effPos)
eff.shot()
entity.impluse((entity.position - effPos).normalized() * 450)
func generateParryBall(bDamage: float):
var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
@@ -47,7 +34,7 @@ func spawn():
eff.shot()
func succeedToHit(_dmg: float, entity: EntityBase):
if parryiedTimes < maxParryTimes && MathTool.rate(parryRate):
penerateEffect(entity, entity.position * 1.01)
ParryEntityEffect.createEffectEntity(entity, self )
func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
if !is_instance_valid(launcher): return
if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗?
@@ -57,8 +44,8 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
# 魔法运动和召唤运动的子弹虽不能格挡,但是可以储能,吐息运动的子弹会对发射者产生击退
if bullet.motionType == BulletBase.MotionType.PROJECTILE:
# 无论如何都要生成格挡特效
parryEffect(bullet)
# 弹反 还是 格挡?
ParryEffect.createEffect(bullet, self )
# 弹反 还是 格挡?
if MathTool.rate(reflectRate):
bullet.look_at(bullet.launcher.getTrackingAnchor())
bullet.launcher = launcher
@@ -70,33 +57,33 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
bullet.tryDestroy()
generateParryBall(bullet.baseDamage)
elif bullet.motionType == BulletBase.MotionType.SWING:
parryEffect(bullet)
ParryEffect.createEffect(bullet, self )
bullet.hitbox.set_deferred("disabled", true)
generateParryBall(bullet.baseDamage)
InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
elif bullet.motionType == BulletBase.MotionType.STAB:
parryEffect(bullet)
penerateEffect(bullet.launcher, bullet.launcher.position * 1.01)
ParryEffect.createEffect(bullet, self )
ParryEntityEffect.createEffectEntity(bullet.launcher, self )
bullet.hitbox.set_deferred("disabled", true)
bullet.launcher.takeDamage(atk * reflectRate * bullet.getDamage())
bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -2000)
generateParryBall(bullet.baseDamage)
InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
elif bullet.motionType == BulletBase.MotionType.SPRINT:
parryEffect(bullet)
ParryEffect.createEffect(bullet, self )
bullet.tryDestroy()
bullet.launcher.velocity *= 0
generateParryBall(bullet.baseDamage)
for i in 2:
InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
elif bullet.motionType == BulletBase.MotionType.BREATH:
penerateEffect(bullet.launcher, launcher.position)
ParryEntityEffect.createEffectEntity(bullet.launcher, self )
bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
penerateEffect(bullet.launcher, launcher.position)
ParryEntityEffect.createEffectEntity(bullet.launcher, self )
launcher.storeEnergy(sqrt(bullet.baseDamage))
elif bullet.motionType == BulletBase.MotionType.EXPLOSION:
penerateEffect(bullet.launcher, launcher.position)
ParryEntityEffect.createEffectEntity(bullet.launcher, self )
for i in 2:
InternalDamageBullet.generateBall(bullet.launcher, launcher, sqrt(bullet.getDamage()))
else: