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refactor: 使用ComponentManager统一管理资源加载
将所有直接使用`load("res://components/...")`加载资源的代码替换为通过`ComponentManager`统一管理的方式,提高代码的可维护性和资源管理的统一性
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@@ -34,11 +34,11 @@ 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(load("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), 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 and health < fields[FieldStore.Entity.MAX_HEALTH] * 0.5 and canSummon:
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for i in randi_range(1, 2):
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var child = EntityBase.generate(load("res://components/Characters/KukeChild.tscn"), position + MathTool.randv2_range(500))
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var child = EntityBase.generate(ComponentManager.getCharacter("KukeChild"), position + MathTool.randv2_range(500))
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child.currentFocusedBoss = currentFocusedBoss
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child.masterMine = self
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elif type == 2:
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@@ -47,7 +47,7 @@ func attack(type):
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for bulletIndex in countOfBullet:
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for branchIndex in countOfBranch:
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fields[FieldStore.Entity.OFFSET_SHOOT] = 0
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BulletBase.generate(load("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / countOfBullet * bulletIndex + 360.0 / countOfBranch * branchIndex))
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BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / countOfBullet * bulletIndex + 360.0 / countOfBranch * branchIndex))
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await TickTool.millseconds(100)
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elif type == 3:
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BulletBase.generate(load("res://components/Bullets/BossAttack/KukeMC/HeavyCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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BulletBase.generate(ComponentManager.getBullet("HeavyCrystal"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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