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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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refactor(ChainGun): 调整武器属性和子弹生成逻辑
修改ChainGun的数值属性和子弹生成方式,新增split参数控制子弹间距 调整BossBar的样式和位置,删除未使用的shader文件
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@@ -1,6 +1,7 @@
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extends BulletBase
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var count: int = 1
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var splits: float = 10.0
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@onready var anchor: Node2D = $"%anchor"
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@@ -9,6 +10,6 @@ func spawn():
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for i in BulletBase.generate(ComponentManager.getBullet("PurpleCrystalSmall"), launcher, anchor.global_position, rotation):
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i.damage = damage
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var dir = Vector2.from_angle(i.rotation).rotated(deg_to_rad(-90))
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i.global_position += dir * (count - j * 2) * 20 / 2
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i.global_position += dir * (count - j * 2) * splits / 2
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func ai():
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PresetBulletAI.lockLauncher(self, launcher, true)
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@@ -3,9 +3,11 @@ extends Weapon
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func update(to, origin, _entity):
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origin["atk"] += 2 * to * soulLevel
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origin["count"] += 0.25 * to * soulLevel
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origin["count"] = 1 * soulLevel
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origin["split"] /= 1 + 0.05 * to * soulLevel
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return origin
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func attack(entity: EntityBase):
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for i in BulletBase.generate(ComponentManager.getBullet("ChainGun"), entity, entity.texture.global_position, (get_global_mouse_position() - entity.texture.global_position).angle()):
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i.damage = readStore("atk")
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i.count = floor(readStore("count"))
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i.split = readStore("split")
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