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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
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@@ -9,19 +9,6 @@ var maxBallCount: int = 5
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var atk: float = 1
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var reflectRate: float = 1
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func parryEffect(bullet: BulletBase):
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parryiedTimes += 1
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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
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eff.modulate = bullet.modulate.blend(bullet.texture.modulate)
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eff.rotation = position.angle_to_point(bullet.position)
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eff.shot()
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launcher.impluse((position - bullet.position).normalized() * sqrt(abs(bullet.speed)) * 250)
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func penerateEffect(entity: EntityBase, effPos: Vector2):
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parryiedTimes += 1
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var eff = EffectController.create(ComponentManager.getEffect("ParryEntity"), effPos)
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eff.rotation = entity.position.angle_to_point(effPos)
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eff.shot()
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entity.impluse((entity.position - effPos).normalized() * 450)
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func generateParryBall(bDamage: float):
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var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
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if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
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@@ -47,7 +34,7 @@ func spawn():
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eff.shot()
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func succeedToHit(_dmg: float, entity: EntityBase):
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if parryiedTimes < maxParryTimes && MathTool.rate(parryRate):
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penerateEffect(entity, entity.position * 1.01)
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ParryEntityEffect.createEffectEntity(entity, self )
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func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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if !is_instance_valid(launcher): return
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if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗?
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@@ -57,8 +44,8 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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# 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
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if bullet.motionType == BulletBase.MotionType.PROJECTILE:
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# 无论如何都要生成格挡特效
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parryEffect(bullet)
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# 弹反 还是 格挡?
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ParryEffect.createEffect(bullet, self )
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# 弹反 还是 格挡?
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if MathTool.rate(reflectRate):
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bullet.look_at(bullet.launcher.getTrackingAnchor())
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bullet.launcher = launcher
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@@ -70,33 +57,33 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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bullet.tryDestroy()
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generateParryBall(bullet.baseDamage)
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elif bullet.motionType == BulletBase.MotionType.SWING:
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parryEffect(bullet)
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ParryEffect.createEffect(bullet, self )
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bullet.hitbox.set_deferred("disabled", true)
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generateParryBall(bullet.baseDamage)
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InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
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elif bullet.motionType == BulletBase.MotionType.STAB:
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parryEffect(bullet)
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penerateEffect(bullet.launcher, bullet.launcher.position * 1.01)
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ParryEffect.createEffect(bullet, self )
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ParryEntityEffect.createEffectEntity(bullet.launcher, self )
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bullet.hitbox.set_deferred("disabled", true)
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bullet.launcher.takeDamage(atk * reflectRate * bullet.getDamage())
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -2000)
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generateParryBall(bullet.baseDamage)
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InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
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elif bullet.motionType == BulletBase.MotionType.SPRINT:
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parryEffect(bullet)
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ParryEffect.createEffect(bullet, self )
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bullet.tryDestroy()
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bullet.launcher.velocity *= 0
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generateParryBall(bullet.baseDamage)
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for i in 2:
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InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
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elif bullet.motionType == BulletBase.MotionType.BREATH:
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penerateEffect(bullet.launcher, launcher.position)
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ParryEntityEffect.createEffectEntity(bullet.launcher, self )
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
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elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
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penerateEffect(bullet.launcher, launcher.position)
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ParryEntityEffect.createEffectEntity(bullet.launcher, self )
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launcher.storeEnergy(sqrt(bullet.baseDamage))
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elif bullet.motionType == BulletBase.MotionType.EXPLOSION:
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penerateEffect(bullet.launcher, launcher.position)
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ParryEntityEffect.createEffectEntity(bullet.launcher, self )
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for i in 2:
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InternalDamageBullet.generateBall(bullet.launcher, launcher, sqrt(bullet.getDamage()))
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else:
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