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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(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
This commit is contained in:
2026-02-05 20:52:04 +08:00
parent d1bf911c79
commit e1ac836497
4 changed files with 34 additions and 42 deletions
+25 -36
View File
@@ -25,27 +25,12 @@ func ai():
move(direction)
if direction.length() == 0:
texture.play("idle")
if Input.is_action_just_pressed("attack"):
startCharge(0)
if Input.is_action_just_released("attack"):
endCharge(0)
if Input.is_action_just_pressed("attack2"):
startCharge(1)
if Input.is_action_just_released("attack2"):
endCharge(1)
if Input.is_action_just_pressed("smallSkill"):
startCharge(2)
if Input.is_action_just_released("smallSkill"):
endCharge(2)
if Input.is_action_just_pressed("superSkill"):
startCharge(3)
if Input.is_action_just_released("superSkill"):
endCharge(3)
tryLaunch("attack", 0)
tryLaunch("attack2", 1)
tryLaunch("smallSkill", 2)
tryLaunch("superSkill", 3)
for i in range(3):
if Input.is_action_just_pressed("cardSkill" + str(i)):
startCharge(4 + i)
if Input.is_action_just_released("cardSkill" + str(i)):
endCharge(4 + i)
tryLaunch("cardSkill%d" % i, 4 + i)
if Input.is_action_just_pressed("sprint"):
trySprint()
if Input.is_action_just_pressed("heal"):
@@ -60,21 +45,25 @@ func sprint():
Input.get_axis("m_up", "m_down")
) * sprintMultiplier, true)
func startCharge(weaponIndex: int):
if len(weapons) > weaponIndex:
var weapon = weapons[weaponIndex]
if weapon.chargable:
chargeStartTime[weaponIndex] = Time.get_ticks_msec()
chargeParticle.emitting = true
func endCharge(weaponIndex: int):
if chargeStartTime.has(weaponIndex):
var startTime = chargeStartTime[weaponIndex]
var endTime = Time.get_ticks_msec()
var chargedTime = endTime - startTime
chargeStartTime.erase(weaponIndex)
func tryLaunch(action: String, weaponIndex: int):
if Input.is_action_just_pressed(action):
if len(weapons) > weaponIndex:
var weapon = weapons[weaponIndex]
if weapon.chargable:
weapon.chargedTime = chargedTime
tryAttack(weaponIndex)
chargeParticle.emitting = false
if weapon.chargable and weapon.canAttackBy(self):
chargeStartTime[weaponIndex] = Time.get_ticks_msec()
chargeParticle.emitting = true
if Input.is_action_pressed(action):
if !chargeStartTime.has(weaponIndex):
tryAttack(weaponIndex)
if Input.is_action_just_released(action):
if chargeStartTime.has(weaponIndex):
var startTime = chargeStartTime[weaponIndex]
var endTime = Time.get_ticks_msec()
var chargedTime = endTime - startTime
chargeStartTime.erase(weaponIndex)
if len(weapons) > weaponIndex:
var weapon = weapons[weaponIndex]
if weapon.chargable:
weapon.chargedTime = chargedTime
tryAttack(weaponIndex)
chargeParticle.emitting = false