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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-07 20:27:13 +08:00
feat: 添加能量属性到角色,更新攻击逻辑以消耗能量
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@@ -10,6 +10,7 @@ class_name BulletBase
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@export var lifeTime: float = -1 # -1表示无限时间
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@export var indisDamage: bool = false # 是否无差别伤害(不区分敌我)
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@export var canDamageSelf: bool = false # 是否可以伤害发射者
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@export var needEnergy: float = 4.0 # 发射时需要消耗的能量
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var launcher: EntityBase = null
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var spawnInWhen: float = 0
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@@ -37,12 +38,14 @@ func hit(target: Node):
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if !indisDamage && !GameRule.allowFriendlyFire:
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if entity.isPlayer() == launcher.isPlayer(): return
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entity.takeDamage(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE)))
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if !MathTool.rate(fullPenerate(entity)):
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if MathTool.rate(fullPenerate()):
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fields[FieldStore.Bullet.PENERATE] -= entity.fields[FieldStore.Entity.PENARATION_RESISTANCE]
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else:
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destroy()
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func forward(direction: Vector2):
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position += direction.normalized() * fields.get(FieldStore.Bullet.SPEED) * GameRule.bulletSpeedMultiplier
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func fullPenerate(target: EntityBase):
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return fields.get(FieldStore.Bullet.PENERATE) * (1 + launcher.fields.get(FieldStore.Entity.PENERATE)) - target.fields.get(FieldStore.Entity.PENARATION_RESISTANCE)
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func fullPenerate():
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return fields.get(FieldStore.Bullet.PENERATE) + launcher.fields.get(FieldStore.Entity.PENERATE)
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func ai():
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pass
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@@ -61,10 +64,13 @@ static func generate(
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var instances = []
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for i in range(count):
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var instance: BulletBase = bullet.instantiate()
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if launchBy.energy < instance.needEnergy:
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continue
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launchBy.energy -= instance.needEnergy
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instance.launcher = launchBy
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instance.position = spawnPosition
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instance.rotation = spawnRotation + deg_to_rad(randf_range(-launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT), launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT)))
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if addToWorld:
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WorldManager.rootNode.add_child(instance)
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instances.append(instance)
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return instances
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return len(instances)
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