mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-07-03 00:32:12 +08:00
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
This commit is contained in:
@@ -14,4 +14,4 @@ func ai():
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PresetBulletAI.trace(self, tracer.getTrackingAnchor(), clamp(speed / 50 * tracePower, 0, 1))
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PresetBulletAI.trace(self, tracer.getTrackingAnchor(), clamp(speed / 50 * tracePower, 0, 1))
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PresetBulletAI.forward(self, rotation)
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PresetBulletAI.forward(self, rotation)
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func destroy(_b):
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func destroy(_b):
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EffectController.create(load("res://components/Effects/LGBTBoom.tscn"), position).shot()
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EffectController.create(ComponentManager.getEffect("LGBTBoom"), position).shot()
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@@ -21,7 +21,7 @@ func ai():
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warn.size = Vector2.ONE * 2 * radius * (timeLived() / countdown)
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warn.size = Vector2.ONE * 2 * radius * (timeLived() / countdown)
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label.text = "NUCLEAR WARNING %.1f" % ((countdown - timeLived()) / 1000)
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label.text = "NUCLEAR WARNING %.1f" % ((countdown - timeLived()) / 1000)
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func destroy(_b):
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func destroy(_b):
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EffectController.create(load("res://components/Effects/NuclearExplosion.tscn"), global_position).shot()
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EffectController.create(ComponentManager.getEffect("NuclearExplosion"), global_position).shot()
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hitbox.disabled = false
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hitbox.disabled = false
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CameraManager.shake(5000, 500, func(_c, t, r): return t * r) # 震屏强度随进度递减
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CameraManager.shake(5000, 500, func(_c, t, r): return t * r) # 震屏强度随进度递减
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await TickTool.frame(5)
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await TickTool.frame(5)
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@@ -3,12 +3,12 @@ extends BulletBase
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func ai():
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func ai():
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PresetBulletAI.forward(self, rotation)
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PresetBulletAI.forward(self, rotation)
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func destroy(_beacuseMap: bool):
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func destroy(_beacuseMap: bool):
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var eff = EffectController.create(load("res://components/Effects/PurpleCrystalExplosion.tscn"), global_position)
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var eff = EffectController.create(ComponentManager.getEffect("PurpleCrystalExplosion"), global_position)
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eff.rotation = rotation
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eff.rotation = rotation
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eff.shot()
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eff.shot()
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func split(index, total, _last):
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func split(index, total, _last):
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BulletBase.generate(
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BulletBase.generate(
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load("res://components/Bullets/PurpleCrystal.tscn"),
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ComponentManager.getBullet("PurpleCrystal"),
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launcher,
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launcher,
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position,
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position,
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rotation + deg_to_rad(360 / total * index),
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rotation + deg_to_rad(360 / total * index),
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@@ -17,7 +17,7 @@ func split(index, total, _last):
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)
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)
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func refract(entity, _index, _total, _last):
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func refract(entity, _index, _total, _last):
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BulletBase.generate(
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BulletBase.generate(
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load("res://components/Bullets/PurpleCrystal.tscn"),
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ComponentManager.getBullet("PurpleCrystal"),
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launcher,
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launcher,
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position,
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position,
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position.angle_to_point(entity.position) if is_instance_valid(entity) else randf_range(0, deg_to_rad(360)),
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position.angle_to_point(entity.position) if is_instance_valid(entity) else randf_range(0, deg_to_rad(360)),
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@@ -39,7 +39,7 @@ func attack(type):
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playSound("attack0")
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playSound("attack0")
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for i in randi_range(20, 30):
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for i in randi_range(20, 30):
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if !is_instance_valid(currentFocusedBoss): return false
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
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for bullet in BulletBase.generate(ComponentManager.getBullet("ArrowSeven"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
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bullet.tracer = currentFocusedBoss
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bullet.tracer = currentFocusedBoss
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bullet.position += MathTool.randv2_range(50)
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bullet.position += MathTool.randv2_range(50)
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await TickTool.millseconds(50)
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await TickTool.millseconds(50)
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@@ -48,10 +48,10 @@ func attack(type):
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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([-300, 300]), 300), 0.25)
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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([-300, 300]), 300), 0.25)
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var count = randi_range(6, 8)
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var count = randi_range(6, 8)
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for i in range(count):
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for i in range(count):
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BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/SunDance.tscn"), self, weaponPos, deg_to_rad(360.0 / count * i))
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BulletBase.generate(ComponentManager.getBullet("SunDance"), self, weaponPos, deg_to_rad(360.0 / count * i))
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elif type == 2:
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elif type == 2:
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for i in range(13):
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for i in range(13):
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for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/ForeverRainbow.tscn"), self, weaponPos, 0):
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for bullet in BulletBase.generate(ComponentManager.getBullet("ForeverRainbow"), self, weaponPos, 0):
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bullet.rotation = 360 / 13.0 * i
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bullet.rotation = 360 / 13.0 * i
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elif type == 3:
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elif type == 3:
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if !is_instance_valid(currentFocusedBoss): return false
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if !is_instance_valid(currentFocusedBoss): return false
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@@ -61,7 +61,7 @@ func attack(type):
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currentInvinsible = true
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currentInvinsible = true
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playSound("attack3")
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playSound("attack3")
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await TickTool.millseconds(500)
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await TickTool.millseconds(500)
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BulletBase.generate(load("res://components/Bullets/BearSprint.tscn"), self, weaponPos, 0)
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BulletBase.generate(ComponentManager.getBullet("BearSprint"), self, weaponPos, 0)
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await trySprint()
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await trySprint()
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sprintParticle.emitting = false
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sprintParticle.emitting = false
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canRunAi = true
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canRunAi = true
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@@ -73,7 +73,7 @@ func attack(type):
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var count = randi_range(8, 12)
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var count = randi_range(8, 12)
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for i in range(count):
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for i in range(count):
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if !is_instance_valid(currentFocusedBoss): return false
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i)):
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for bullet in BulletBase.generate(ComponentManager.getBullet("ArrowSeven"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i)):
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bullet.tracer = currentFocusedBoss
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bullet.tracer = currentFocusedBoss
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await TickTool.millseconds(830.0 / count)
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await TickTool.millseconds(830.0 / count)
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return false
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return false
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@@ -82,7 +82,7 @@ func attack(type):
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var count = randi_range(20, 30)
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var count = randi_range(20, 30)
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for i in range(count):
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for i in range(count):
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if !is_instance_valid(currentFocusedBoss): return false
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0):
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for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self, currentFocusedBoss.position, 0):
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bullet.rotation = deg_to_rad(360.0 / count * i)
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bullet.rotation = deg_to_rad(360.0 / count * i)
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await TickTool.millseconds(1670.0 / count)
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await TickTool.millseconds(1670.0 / count)
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return false
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return false
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@@ -90,7 +90,7 @@ func attack(type):
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playSound("attack6")
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playSound("attack6")
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for i in 16:
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for i in 16:
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if !is_instance_valid(currentFocusedBoss): return false
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if !is_instance_valid(currentFocusedBoss): return false
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for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0):
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for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self, currentFocusedBoss.position, 0):
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bullet.position += MathTool.randv2_range(600)
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bullet.position += MathTool.randv2_range(600)
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bullet.look_at(currentFocusedBoss.position + MathTool.randv2_range(50))
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bullet.look_at(currentFocusedBoss.position + MathTool.randv2_range(50))
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await TickTool.millseconds(100)
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await TickTool.millseconds(100)
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@@ -102,7 +102,7 @@ func attack(type):
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if !is_instance_valid(currentFocusedBoss): return false
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if !is_instance_valid(currentFocusedBoss): return false
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playSound("attack7")
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playSound("attack7")
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for i in 16:
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for i in 16:
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for bullet in BulletBase.generate(load("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, currentFocusedBoss.position, 0):
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for bullet in BulletBase.generate(ComponentManager.getBullet("LightGun"), self, currentFocusedBoss.position, 0):
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bullet.rotation_degrees += initAngle
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bullet.rotation_degrees += initAngle
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bullet.rotation -= angle / 2
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bullet.rotation -= angle / 2
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bullet.rotation += angle / 16 * i
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bullet.rotation += angle / 16 * i
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@@ -26,19 +26,19 @@ func attack(type):
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if type == 0:
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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var weaponPos = findWeaponAnchor("normal")
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for i in randi_range(10, 20):
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for i in randi_range(10, 20):
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BulletBase.generate(load("res://components/Bullets/Diamond.tscn"), self, weaponPos + MathTool.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90)))
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BulletBase.generate(ComponentManager.getBullet("Diamond"), self, weaponPos + MathTool.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90)))
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elif type == 1:
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elif type == 1:
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var laserCount = randi_range(2, 4)
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var laserCount = randi_range(2, 4)
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for i in laserCount:
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for i in laserCount:
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BulletBase.generate(load("res://components/Bullets/ChickLaser.tscn"), self, texture.global_position, deg_to_rad(360.0 / laserCount * i))
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BulletBase.generate(ComponentManager.getBullet("ChickLaser"), self, texture.global_position, deg_to_rad(360.0 / laserCount * i))
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elif type == 2:
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elif type == 2:
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var weaponPos = findWeaponAnchor("normal")
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var weaponPos = findWeaponAnchor("normal")
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var target = weaponPos.angle_to_point(currentFocusedBoss.position)
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var target = weaponPos.angle_to_point(currentFocusedBoss.position)
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firepot.global_rotation = target
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firepot.global_rotation = target
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firepot.shot()
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firepot.shot()
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BulletBase.generate(load("res://components/Bullets/FireScan.tscn"), self, weaponPos, target)
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BulletBase.generate(ComponentManager.getBullet("FireScan"), self, weaponPos, target)
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elif type == 3:
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elif type == 3:
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BulletBase.generate(load("res://components/Bullets/ChickSprint.tscn"), self, position, 0)
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BulletBase.generate(ComponentManager.getBullet("ChickSprint"), self, position, 0)
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trySprint()
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trySprint()
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return true
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return true
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func sprint():
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func sprint():
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@@ -14,5 +14,5 @@ func attack(type):
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if type == 0:
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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var weaponPos = findWeaponAnchor("normal")
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for i in randi_range(1, 4):
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for i in randi_range(1, 4):
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BulletBase.generate(load("res://components/Bullets/Star.tscn"), self, weaponPos, (currentFocusedBoss.position - position).angle())
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BulletBase.generate(ComponentManager.getBullet("Star"), self, weaponPos, (currentFocusedBoss.position - position).angle())
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return true
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return true
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@@ -16,9 +16,9 @@ func ai():
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tryKill()
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tryKill()
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func attack(type):
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func attack(type):
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if type == 0:
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if type == 0:
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BulletBase.generate(load("res://components/Bullets/PurpleCrystalSmall.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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BulletBase.generate(ComponentManager.getBullet("PurpleCrystalSmall"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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await TickTool.millseconds(randi_range(5, 25))
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await TickTool.millseconds(randi_range(5, 25))
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elif type == 1:
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elif type == 1:
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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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func kill():
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func kill():
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masterMine.tryHeal(100)
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masterMine.tryHeal(100)
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@@ -34,11 +34,11 @@ func attack(type):
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if type == 0:
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if type == 0:
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for i in randi_range(8, 16):
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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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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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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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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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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.currentFocusedBoss = currentFocusedBoss
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child.masterMine = self
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child.masterMine = self
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elif type == 2:
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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 bulletIndex in countOfBullet:
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for branchIndex in countOfBranch:
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for branchIndex in countOfBranch:
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fields[FieldStore.Entity.OFFSET_SHOOT] = 0
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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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await TickTool.millseconds(100)
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elif type == 3:
|
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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+10
-10
@@ -10,26 +10,26 @@ var per: int = 0
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static var current: int = 0
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static var current: int = 0
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static var WAVE_NORMAL = [
|
static var WAVE_NORMAL = [
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Wave.create(load("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
|
Wave.create(ComponentManager.getCharacter("Hen"), 1, 5, false, 0, INF, 1),
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Wave.create(load("res://components/Characters/Chick.tscn"), 0, 0, true, 9, INF, 15),
|
Wave.create(ComponentManager.getCharacter("Chick"), 0, 0, true, 9, INF, 15),
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Wave.create(load("res://components/Characters/Bear.tscn"), 0, 0, true, 19, INF, 10),
|
Wave.create(ComponentManager.getCharacter("Bear"), 0, 0, true, 19, INF, 10),
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Wave.create(load("res://components/Characters/KukeMC.tscn"), 0, 0, true, 14, INF, 20),
|
Wave.create(ComponentManager.getCharacter("KukeMC"), 0, 0, true, 14, INF, 20),
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||||||
]
|
]
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static var WAVE_TESTBOSS_ALL = [
|
static var WAVE_TESTBOSS_ALL = [
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Wave.create(load("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 10),
|
Wave.create(ComponentManager.getCharacter("Chick"), 0, 0, true, 0, INF, 10),
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Wave.create(load("res://components/Characters/KukeMC.tscn"), 0, 0, true, 1, INF, 10),
|
Wave.create(ComponentManager.getCharacter("KukeMC"), 0, 0, true, 1, INF, 10),
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||||||
Wave.create(load("res://components/Characters/Bear.tscn"), 0, 0, true, 2, INF, 10),
|
Wave.create(ComponentManager.getCharacter("Bear"), 0, 0, true, 2, INF, 10),
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||||||
]
|
]
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static var WAVE_TESTBOSS_KUKE = [
|
static var WAVE_TESTBOSS_KUKE = [
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Wave.create(load("res://components/Characters/KukeMC.tscn"), 0, 0, true, 0, INF, 10),
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Wave.create(ComponentManager.getCharacter("KukeMC"), 0, 0, true, 0, INF, 10),
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||||||
]
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]
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static var WAVE_EMPTY = []
|
static var WAVE_EMPTY = []
|
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static var data = WAVE_NORMAL
|
static var data = WAVE_NORMAL
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||||||
|
|
||||||
static func customStart():
|
static func customStart():
|
||||||
if false:
|
if false:
|
||||||
var furryr = EntityBase.generate(load("res://components/Characters/Bear.tscn"), MathTool.randv2_range(500), true, false)
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var furryr = EntityBase.generate(ComponentManager.getCharacter("Bear"), MathTool.randv2_range(500), true, false)
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var kukemc = EntityBase.generate(load("res://components/Characters/KukeMC.tscn"), MathTool.randv2_range(500), true, false)
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var kukemc = EntityBase.generate(ComponentManager.getCharacter("KukeMC"), MathTool.randv2_range(500), true, false)
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furryr.currentFocusedBoss = kukemc
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furryr.currentFocusedBoss = kukemc
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kukemc.currentFocusedBoss = furryr
|
kukemc.currentFocusedBoss = furryr
|
||||||
static func create(
|
static func create(
|
||||||
|
|||||||
@@ -8,7 +8,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
|
|||||||
return origin
|
return origin
|
||||||
func attack(entity: EntityBase):
|
func attack(entity: EntityBase):
|
||||||
var weaponPos = entity.findWeaponAnchor("normal")
|
var weaponPos = entity.findWeaponAnchor("normal")
|
||||||
for bullet in BulletBase.generate(load("res://components/Bullets/BigLaser.tscn"), entity, weaponPos, (get_global_mouse_position() - weaponPos).angle()):
|
for bullet in BulletBase.generate(ComponentManager.getBullet("BigLaser"), entity, weaponPos, (get_global_mouse_position() - weaponPos).angle()):
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||||||
var bigLaser: BigLaser = bullet
|
var bigLaser: BigLaser = bullet
|
||||||
bigLaser.dotTime = readStore("time") * 1000
|
bigLaser.dotTime = readStore("time") * 1000
|
||||||
bigLaser.damage = readStore("atk")
|
bigLaser.damage = readStore("atk")
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ func attack(entity: EntityBase):
|
|||||||
var facingAngle = (get_global_mouse_position() - weaponPos).angle()
|
var facingAngle = (get_global_mouse_position() - weaponPos).angle()
|
||||||
var startAngle = facingAngle - deg_to_rad(readStore("angle") * (readStore("count") / 2))
|
var startAngle = facingAngle - deg_to_rad(readStore("angle") * (readStore("count") / 2))
|
||||||
for i in range(int(readStore("count"))):
|
for i in range(int(readStore("count"))):
|
||||||
for j in BulletBase.generate(load("res://components/Bullets/LGBTBullet.tscn"), entity, weaponPos, startAngle + deg_to_rad(readStore("angle") * i)):
|
for j in BulletBase.generate(ComponentManager.getBullet("LGBTBullet"), entity, weaponPos, startAngle + deg_to_rad(readStore("angle") * i)):
|
||||||
var bullet: LGBTBullet = j
|
var bullet: LGBTBullet = j
|
||||||
bullet.damage = readStore("atk")
|
bullet.damage = readStore("atk")
|
||||||
bullet.tracer = EntityTool.findClosetEntity(get_global_mouse_position(), get_tree(), !entity.isPlayer(), entity.isPlayer())
|
bullet.tracer = EntityTool.findClosetEntity(get_global_mouse_position(), get_tree(), !entity.isPlayer(), entity.isPlayer())
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ func update(to, origin, _entity):
|
|||||||
return origin
|
return origin
|
||||||
func attack(entity: EntityBase):
|
func attack(entity: EntityBase):
|
||||||
var weaponPos = entity.findWeaponAnchor("normal")
|
var weaponPos = entity.findWeaponAnchor("normal")
|
||||||
for i in BulletBase.generate(load("res://components/Bullets/Meowmere.tscn"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position())):
|
for i in BulletBase.generate(ComponentManager.getBullet("Meowmere"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position())):
|
||||||
i.damage = readStore("atk")
|
i.damage = readStore("atk")
|
||||||
for i in readStore("count"):
|
for i in readStore("count"):
|
||||||
BulletBase.generate(load("res://components/Bullets/RainbowCat.tscn"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position()))
|
BulletBase.generate(ComponentManager.getBullet("RainbowCat"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position()))
|
||||||
|
|||||||
@@ -8,7 +8,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
|
|||||||
return origin
|
return origin
|
||||||
func attack(entity: EntityBase):
|
func attack(entity: EntityBase):
|
||||||
var weaponPos = entity.findWeaponAnchor("normal")
|
var weaponPos = entity.findWeaponAnchor("normal")
|
||||||
for j in BulletBase.generate(load("res://components/Bullets/MushroomPickaxe.tscn"), entity, entity.texture.global_position, weaponPos.angle_to_point(get_global_mouse_position())):
|
for j in BulletBase.generate(ComponentManager.getBullet("MushroomPickaxe"), entity, entity.texture.global_position, weaponPos.angle_to_point(get_global_mouse_position())):
|
||||||
var bullet: MushroomPickaxe = j
|
var bullet: MushroomPickaxe = j
|
||||||
bullet.damage = readStore("atk")
|
bullet.damage = readStore("atk")
|
||||||
bullet.rate = readStore("rate")
|
bullet.rate = readStore("rate")
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
|
|||||||
return origin
|
return origin
|
||||||
func attack(entity: EntityBase):
|
func attack(entity: EntityBase):
|
||||||
var weaponPos = entity.findWeaponAnchor("normal")
|
var weaponPos = entity.findWeaponAnchor("normal")
|
||||||
for j in BulletBase.generate(load("res://components/Bullets/NuclearBomb.tscn"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position())):
|
for j in BulletBase.generate(ComponentManager.getBullet("NuclearBomb"), entity, weaponPos, weaponPos.angle_to_point(get_global_mouse_position())):
|
||||||
var bullet: NuclearBomb = j
|
var bullet: NuclearBomb = j
|
||||||
bullet.damage = readStore("atk")
|
bullet.damage = readStore("atk")
|
||||||
bullet.radius = readStore("radius")
|
bullet.radius = readStore("radius")
|
||||||
|
|||||||
@@ -7,6 +7,6 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
|
|||||||
return origin
|
return origin
|
||||||
func attack(entity: EntityBase):
|
func attack(entity: EntityBase):
|
||||||
var weaponPos = entity.findWeaponAnchor("normal")
|
var weaponPos = entity.findWeaponAnchor("normal")
|
||||||
for bullet in BulletBase.generate(load("res://components/Bullets/PurpleCrystal.tscn"), entity, weaponPos, (get_global_mouse_position() - weaponPos).angle()):
|
for bullet in BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), entity, weaponPos, (get_global_mouse_position() - weaponPos).angle()):
|
||||||
bullet.damage = readStore("atk")
|
bullet.damage = readStore("atk")
|
||||||
return true
|
return true
|
||||||
|
|||||||
@@ -11,7 +11,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
|
|||||||
func attack(entity: EntityBase):
|
func attack(entity: EntityBase):
|
||||||
var weaponPos = entity.findWeaponAnchor("normal")
|
var weaponPos = entity.findWeaponAnchor("normal")
|
||||||
for i in range(int(randi_range(readStore("mincount"), readStore("maxcount")))):
|
for i in range(int(randi_range(readStore("mincount"), readStore("maxcount")))):
|
||||||
for j in BulletBase.generate(load("res://components/Bullets/VectorStar.tscn"), entity, weaponPos, deg_to_rad(randf_range(0, 360))):
|
for j in BulletBase.generate(ComponentManager.getBullet("VectorStar"), entity, weaponPos, deg_to_rad(randf_range(0, 360))):
|
||||||
var bullet: VectorStar = j
|
var bullet: VectorStar = j
|
||||||
bullet.damage = readStore("atk")
|
bullet.damage = readStore("atk")
|
||||||
bullet.tracer = EntityTool.findClosetEntity(get_global_mouse_position(), get_tree(), !entity.isPlayer(), entity.isPlayer())
|
bullet.tracer = EntityTool.findClosetEntity(get_global_mouse_position(), get_tree(), !entity.isPlayer(), entity.isPlayer())
|
||||||
|
|||||||
@@ -266,7 +266,7 @@ func tryAttack(type: int, needChargeUp: bool = false):
|
|||||||
if state:
|
if state:
|
||||||
if needChargeUp:
|
if needChargeUp:
|
||||||
charginup = true
|
charginup = true
|
||||||
await EffectController.create(load("res://components/Effects/AttackStar.tscn"), damageAnchor.global_position).shot()
|
await EffectController.create(ComponentManager.getEffect("AttackStar"), damageAnchor.global_position).shot()
|
||||||
charginup = false
|
charginup = false
|
||||||
if isPlayer():
|
if isPlayer():
|
||||||
if await weapon.tryAttack(self):
|
if await weapon.tryAttack(self):
|
||||||
@@ -317,7 +317,7 @@ func tryDie(by: BulletBase = null):
|
|||||||
if isPlayer():
|
if isPlayer():
|
||||||
if UIState.player == self:
|
if UIState.player == self:
|
||||||
UIState.setPanel("GameOver", [displayName, by.launcher.displayName, by.displayName])
|
UIState.setPanel("GameOver", [displayName, by.launcher.displayName, by.displayName])
|
||||||
EffectController.create(load("res://components/Effects/DeadBlood.tscn"), texture.global_position).shot()
|
EffectController.create(ComponentManager.getEffect("DeadBlood"), texture.global_position).shot()
|
||||||
await die()
|
await die()
|
||||||
died.emit()
|
died.emit()
|
||||||
queue_free()
|
queue_free()
|
||||||
|
|||||||
Reference in New Issue
Block a user