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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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@@ -3,3 +3,11 @@ class_name ParryEffect
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func beforeShot():
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CameraManager.shake(300, 500)
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static func createEffect(bullet: BulletBase, parrier: ParrierBullet):
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parrier.parryiedTimes += 1
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var eff = EffectController.create(ComponentManager.getEffect("Parry"), parrier.position + (bullet.position - parrier.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 = parrier.position.angle_to_point(bullet.position)
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eff.shot()
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parrier.launcher.impluse((parrier.position - bullet.position).normalized() * sqrt(abs(bullet.speed)) * 250)
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@@ -3,3 +3,11 @@ class_name ParryEntityEffect
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func beforeShot():
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CameraManager.shake(50, 200)
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static func createEffectEntity(entity: EntityBase, by: BulletBase):
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if by is ParrierBullet:
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by.parryiedTimes += 1
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var eff = EffectController.create(ComponentManager.getEffect("ParryEntity"), entity.position)
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eff.rotation = by.position.angle_to_point(entity.position)
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eff.shot()
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entity.impluse((entity.position - by.position).normalized() * 450)
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