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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器系统): 新增红水晶武器及相关资源
添加红水晶武器系统,包括武器、子弹、特效和音效资源 - 新增红水晶武器脚本及场景,实现爆炸伤害功能 - 添加红水晶子弹逻辑,支持半径爆炸效果 - 加入红水晶爆炸特效和音效 - 更新角色武器库包含红水晶武器 - 调整现有水晶武器描述和数值 - 扩展子弹基类支持首帧回调 - 更新特效控制器支持音效播放等待
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@@ -36,6 +36,7 @@ var initialSpeed: float = 0
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var initialDamage: float = 0
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var speedScale: float = 1
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var parentScene: PackedScene = null
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var isFirstFrame: bool = true
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func _ready():
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initialSpeed = speed
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@@ -85,6 +86,9 @@ func _physics_process(_delta: float) -> void:
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targetEntity.getTrackingAnchor(),
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launcher.fields.get(FieldStore.Entity.BULLET_TRACE) / 10
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)
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if isFirstFrame:
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firstFrame()
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isFirstFrame = false
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ai()
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else:
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tryDestroy()
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@@ -122,6 +126,8 @@ func timeLived():
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return WorldManager.getTime() - spawnInWhen
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func distanceLived():
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return position.distance_to(spawnInWhere)
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func lifeTimePercent():
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return timeLived() / lifeTime
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func lifeDistancePercent():
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return distanceLived() / lifeDistance
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func dotLoop():
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@@ -156,6 +162,8 @@ func tryRefract():
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refract(entity, i, total, last)
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# 抽象方法
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func firstFrame():
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pass
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func ai():
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pass
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func destroy(_beacuseMap: bool):
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@@ -24,6 +24,10 @@ func shot():
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if oneShot:
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await cloned.finished
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cloned.queue_free()
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if spawnSound:
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var sound: AudioStreamPlayer2D = sounds.get_node(spawnSound)
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if sound.playing:
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await sound.finished
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queue_free()
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static func create(scene: PackedScene, spawnPosition: Vector2, parent: Node2D = null) -> EffectController:
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