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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +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
+3 -3
View File
@@ -183,8 +183,8 @@ _data = {
&"spawn": SubResource("Animation_o5h0y")
}
[sub_resource type="CircleShape2D" id="CircleShape2D_1sgli"]
radius = 78.05767
[sub_resource type="RectangleShape2D" id="RectangleShape2D_1sgli"]
size = Vector2(23.999994, 124)
[node name="Volcano" unique_id=2046549391 instance=ExtResource("1_gd3m7")]
script = ExtResource("2_w1utg")
@@ -212,7 +212,7 @@ texture = ExtResource("2_wwxm2")
[node name="hitbox" parent="." index="1" unique_id=175349408 node_paths=PackedStringArray("target")]
position = Vector2(299.99997, 0.1221919)
rotation = 0.00040731629
shape = SubResource("CircleShape2D_1sgli")
shape = SubResource("RectangleShape2D_1sgli")
script = ExtResource("7_1sgli")
target = NodePath("../texture/anchor/textureSword")
offsetRotation = 45.0
+2 -6
View File
@@ -2,14 +2,10 @@
[ext_resource type="PackedScene" uid="uid://bs863g2s8r770" path="res://components/Abstracts/PlayerBase.tscn" id="1_y3l4w"]
[ext_resource type="Script" uid="uid://bbmb572iba42l" path="res://scripts/Contents/Characters/MuyangDog.gd" id="2_mr6nm"]
[ext_resource type="PackedScene" uid="uid://dqywctcj4y2xi" path="res://components/Weapons/Cogwheel.tscn" id="3_im5m5"]
[ext_resource type="PackedScene" uid="uid://cx7nogfnv7s8t" path="res://components/Weapons/Tree.tscn" id="4_im5m5"]
[ext_resource type="PackedScene" uid="uid://u0djqwuuysp8" path="res://components/Weapons/Volcano.tscn" id="3_e236u"]
[node name="MuyangDog" unique_id=1711205167 instance=ExtResource("1_y3l4w")]
script = ExtResource("2_mr6nm")
displayName = "牧羊犬"
[node name="Cogwheel" parent="weaponStore" parent_id_path=PackedInt32Array(1319091445) index="0" unique_id=89158644 instance=ExtResource("3_im5m5")]
offset_bottom = 688.0
[node name="Tree" parent="weaponStore" parent_id_path=PackedInt32Array(1319091445) index="1" unique_id=185228402 instance=ExtResource("4_im5m5")]
[node name="Volcano" parent="weaponStore" parent_id_path=PackedInt32Array(1319091445) index="0" unique_id=204992396 instance=ExtResource("3_e236u")]
+2 -2
View File
@@ -10,14 +10,14 @@ var delta = 0.01
func spawn():
texture.play(str(randi_range(0, 2)))
func ai():
PresetBulletAI.forward(self, rotation)
PresetBulletAI.forward(self , rotation)
func succeedToHit(_dmg: float, entity: EntityBase):
if entity.isBoss:
launcher.fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= 1 + delta
addTimes += 1
if is_instance_valid(lastHit):
if lastHit.get_class() == entity.get_class():
entity.bulletHit(self, true)
entity.bulletHit(self , true)
lastHit = entity
if bouncedTime < maxBouncedTime:
var newEntity = EntityTool.findClosetEntity(position, get_tree(), !launcher.isPlayer(), launcher.isPlayer(), [entity])
+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:
+1 -1
View File
@@ -4,7 +4,7 @@ class_name PipeBullet
var energy: float = 0
func ai():
PresetBulletAI.forward(self, rotation)
PresetBulletAI.forward(self , rotation)
texture.rotation += initialSpeed * (1 - lifeTimePercent()) / 100
speed = initialSpeed * (1 - lifeTimePercent())
baseDamage = energy
+1 -1
View File
@@ -2,7 +2,7 @@ extends BulletBase
class_name RainbowCat
func ai():
PresetBulletAI.forward(self, rotation)
PresetBulletAI.forward(self , rotation)
func succeedToHit(_dmg: float, _entity: EntityBase):
EffectController.create(ComponentManager.getEffect("CatBoom"), position).shot()
rotation_degrees = randf_range(0, 360)
+2 -2
View File
@@ -8,12 +8,12 @@ var count: int = 0
func register():
hitbox.shape = hitbox.shape.duplicate()
func ai():
PresetBulletAI.forward(self, rotation)
PresetBulletAI.forward(self , rotation)
speed = (1 - lifeTimePercent()) * initialSpeed
func destroy(_beacuseMap: bool):
hitbox.shape.radius = radius
EffectController.create(ComponentManager.getEffect("RedCrystalExplosion"), global_position).shot()
if !is_instance_valid(launcher):return
if !is_instance_valid(launcher): return
for i in randi_range(1, count):
for bullet in BulletBase.generate(ComponentManager.getBullet("CrystalBlock"), launcher, position, deg_to_rad(randf_range(0, 360))):
if bullet is CrystalBlockBullet:
+3 -2
View File
@@ -16,8 +16,9 @@ func ai():
position.angle_to_point(launcher.currentFocusedPosition),
rotates
)
func succeedToHit(_dmg: float, _entity: EntityBase):
EffectController.create(ComponentManager.getEffect("SwordCut"), textureSword.global_position).shot()
func succeedToHit(_dmg: float, entity: EntityBase):
entity.impluse((entity.getTrackingAnchor() - position).normalized() * 500)
ParryEntityEffect.createEffectEntity(entity, self )
func generateShadow():
var startAngle = rotation - deg_to_rad(count * splitAngle / 2)
+8
View File
@@ -3,3 +3,11 @@ class_name ParryEffect
func beforeShot():
CameraManager.shake(300, 500)
static func createEffect(bullet: BulletBase, parrier: ParrierBullet):
parrier.parryiedTimes += 1
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
eff.modulate = bullet.modulate.blend(bullet.texture.modulate)
eff.rotation = parrier.position.angle_to_point(bullet.position)
eff.shot()
parrier.launcher.impluse((parrier.position - bullet.position).normalized() * sqrt(abs(bullet.speed)) * 250)
+8
View File
@@ -3,3 +3,11 @@ class_name ParryEntityEffect
func beforeShot():
CameraManager.shake(50, 200)
static func createEffectEntity(entity: EntityBase, by: BulletBase):
if by is ParrierBullet:
by.parryiedTimes += 1
var eff = EffectController.create(ComponentManager.getEffect("ParryEntity"), entity.position)
eff.rotation = by.position.angle_to_point(entity.position)
eff.shot()
entity.impluse((entity.position - by.position).normalized() * 450)