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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(战斗系统): 增强KukeMC及其子体的战斗能力
- 为KukeChild添加重型紫水晶攻击方式并调整治疗量 - 修改KukeMC的攻击逻辑,在低血量时才会召唤子体 - 调整重型紫水晶的属性和动画效果 - 增加子弹生成时的初始速度和加速度
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@@ -5,13 +5,16 @@ extends BulletBase
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var readyTime: float = 1000
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func register():
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speed = -10
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func spawn():
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trail.emitting = false
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func ai():
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if timeLived() < readyTime:
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PresetBulletAI.lockLauncher(self, launcher, true)
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rotation = launcher.position.angle_to_point(launcher.currentFocusedBoss.position)
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else:
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PresetBulletAI.forward(self, rotation)
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speed += 1
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speed += 2
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trail.emitting = true
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track.visible = false
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@@ -5,14 +5,18 @@ var masterMine: KukeMC
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 25
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.35
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attackCooldownMap[0] = 50
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attackCooldownMap[0] = 500
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attackCooldownMap[1] = 2000
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 700)
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tryAttack(0)
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tryAttack(1)
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if timeLived() > 8000:
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masterMine.tryHeal(50)
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masterMine.tryHeal(200)
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tryDie(null)
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func attack(type):
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if type == 0:
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystalSmall.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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await TickTool.millseconds(randi_range(5, 25))
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elif type == 1:
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BulletBase.generate(preload("res://components/Bullets/BossAttack/KukeMC/HeavyCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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@@ -17,16 +17,15 @@ func ai():
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bullet.position.distance_to(self.position) < 200
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):
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bullet.tryDestroy()
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# for i in len(attackCooldownMap.keys()):
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# tryAttack(i)
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tryAttack(3)
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for i in len(attackCooldownMap.keys()):
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tryAttack(i)
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func attack(type):
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if type == 0:
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for i in randi_range(8, 16):
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fields[FieldStore.Entity.OFFSET_SHOOT] = 25
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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await TickTool.millseconds(randi_range(10, 50))
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elif type == 1:
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elif type == 1 and health < fields[FieldStore.Entity.MAX_HEALTH] * 0.5:
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for i in randi_range(1, 2):
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var child = EntityBase.generate(preload("res://components/Characters/KukeChild.tscn"), position + MathTool.randv2_range(500))
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child.currentFocusedBoss = currentFocusedBoss
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@@ -34,7 +33,7 @@ func attack(type):
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elif type == 2:
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var count = randi_range(20, 40)
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for i in count:
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var count1 = 3
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var count1 = randi_range(2, 4)
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for j in count1:
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fields[FieldStore.Entity.OFFSET_SHOOT] = 0
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i + 360.0 / count1 * j))
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