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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-03 01:41:53 +08:00

feat(战斗系统): 实现弹反效果并调整相关参数

- 新增Parry效果控制器及关联资源
- 为EffectController添加beforeShot钩子方法
- 调整Parrier子弹的碰撞形状和动画时长
- 实现弹反成功时的击退效果和视觉反馈
- 修改默认波次配置用于测试
This commit is contained in:
2026-03-28 11:55:16 +08:00
parent 826df79c45
commit d9a8af529a
9 changed files with 27 additions and 9 deletions
+8 -1
View File
@@ -20,6 +20,14 @@ func spawn():
eff.texture.scale.x *= -1
eff.texture.sprite_frames = frames
eff.shot()
func succeedToHit(_dmg: float, entity: EntityBase):
if parryiedTimes < maxParryTimes:
parryiedTimes += 1
var eff = EffectController.create(ComponentManager.getEffect("Parry"), entity.position)
eff.rotation = position.angle_to_point(entity.position)
eff.shot()
launcher.impluse((position - entity.position).normalized() * 600)
entity.impluse((entity.position - position).normalized() * 600)
func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗?
if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
@@ -29,7 +37,6 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
eff.modulate = bullet.modulate.blend(bullet.texture.modulate)
eff.rotation = position.angle_to_point(bullet.position)
eff.shot()
CameraManager.shake(250, 300)
launcher.impluse((position - bullet.position).normalized() * (bullet.speed * bullet.getDamage()) ** (1.0 / 3) * 250)
var targetBaseDamage = bullet.baseDamage
# 弹反 还是 格挡?