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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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refactor(武器系统): 优化武器攻击逻辑和能量检查
- 将武器攻击前的条件检查提取为独立方法 canAttackBy - 重构能量检查逻辑,增加 isEnergyEnough 方法 - 简化公鸡角色的输入处理,合并重复代码为 tryLaunch 方法 - 调整钢管武器的冷却时间为 3000.0
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@@ -21,7 +21,7 @@ storeType = {
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descriptionTemplate = "按住蓄力扔出钢管,蓄力越久伤害越高。
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基础伤害:$atk,蓄力倍率:$charge"
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needEnergy = 2.0
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cooldown = 1000.0
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cooldown = 3000.0
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("2_mmtf8")
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@@ -25,27 +25,12 @@ func ai():
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move(direction)
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if direction.length() == 0:
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texture.play("idle")
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if Input.is_action_just_pressed("attack"):
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startCharge(0)
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if Input.is_action_just_released("attack"):
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endCharge(0)
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if Input.is_action_just_pressed("attack2"):
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startCharge(1)
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if Input.is_action_just_released("attack2"):
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endCharge(1)
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if Input.is_action_just_pressed("smallSkill"):
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startCharge(2)
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if Input.is_action_just_released("smallSkill"):
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endCharge(2)
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if Input.is_action_just_pressed("superSkill"):
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startCharge(3)
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if Input.is_action_just_released("superSkill"):
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endCharge(3)
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tryLaunch("attack", 0)
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tryLaunch("attack2", 1)
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tryLaunch("smallSkill", 2)
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tryLaunch("superSkill", 3)
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for i in range(3):
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if Input.is_action_just_pressed("cardSkill" + str(i)):
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startCharge(4 + i)
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if Input.is_action_just_released("cardSkill" + str(i)):
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endCharge(4 + i)
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tryLaunch("cardSkill%d" % i, 4 + i)
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if Input.is_action_just_pressed("sprint"):
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trySprint()
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if Input.is_action_just_pressed("heal"):
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@@ -60,21 +45,25 @@ func sprint():
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Input.get_axis("m_up", "m_down")
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) * sprintMultiplier, true)
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func startCharge(weaponIndex: int):
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if len(weapons) > weaponIndex:
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var weapon = weapons[weaponIndex]
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if weapon.chargable:
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chargeStartTime[weaponIndex] = Time.get_ticks_msec()
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chargeParticle.emitting = true
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func endCharge(weaponIndex: int):
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if chargeStartTime.has(weaponIndex):
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var startTime = chargeStartTime[weaponIndex]
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var endTime = Time.get_ticks_msec()
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var chargedTime = endTime - startTime
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chargeStartTime.erase(weaponIndex)
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func tryLaunch(action: String, weaponIndex: int):
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if Input.is_action_just_pressed(action):
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if len(weapons) > weaponIndex:
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var weapon = weapons[weaponIndex]
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if weapon.chargable:
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weapon.chargedTime = chargedTime
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tryAttack(weaponIndex)
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chargeParticle.emitting = false
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if weapon.chargable and weapon.canAttackBy(self):
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chargeStartTime[weaponIndex] = Time.get_ticks_msec()
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chargeParticle.emitting = true
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if Input.is_action_pressed(action):
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if !chargeStartTime.has(weaponIndex):
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tryAttack(weaponIndex)
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if Input.is_action_just_released(action):
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if chargeStartTime.has(weaponIndex):
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var startTime = chargeStartTime[weaponIndex]
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var endTime = Time.get_ticks_msec()
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var chargedTime = endTime - startTime
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chargeStartTime.erase(weaponIndex)
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if len(weapons) > weaponIndex:
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var weapon = weapons[weaponIndex]
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if weapon.chargable:
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weapon.chargedTime = chargedTime
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tryAttack(weaponIndex)
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chargeParticle.emitting = false
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@@ -292,11 +292,12 @@ func finalEnergy(base: float):
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return base / fields.get(FieldStore.Entity.SAVE_ENERGY)
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func fillingProgress(base: float):
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return energy / finalEnergy(base)
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func isEnergyEnough(base: float):
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return energy >= finalEnergy(base)
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func useEnergy(value: float):
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value = finalEnergy(value)
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var state = energy >= value
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var state = isEnergyEnough(value)
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if state:
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energy -= value
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energy -= finalEnergy(value)
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energyChanged.emit(energy, false)
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return state
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func tryAttack(type: int, needChargeUp: bool = false):
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@@ -166,9 +166,11 @@ func playSound(sound: String):
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cloned.play()
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await cloned.finished
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cloned.queue_free()
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func tryAttack(entity: EntityBase):
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func canAttackBy(entity: EntityBase):
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cooldownTimer.speedScale = entity.fields.get(FieldStore.Entity.ATTACK_SPEED)
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if cooldownTimer.isCooldowned():
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return cooldownTimer.isCooldowned() and entity.isEnergyEnough(needEnergy)
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func tryAttack(entity: EntityBase):
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if canAttackBy(entity):
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var result = await attack(entity)
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if result:
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cooldownTimer.start()
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