extends BulletBase class_name ParrierBullet @export var parryRate: float = 1 var parryiedTimes: int = 0 var maxParryTimes: int = 1 func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞 if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗? if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹? parryiedTimes += 1 # 生成格挡特效 var eff = EffectController.create(ComponentManager.getEffect("Parry"), position + (bullet.position - position).normalized() * 150) # 从子弹位置,面向其他子弹的方向前进150 eff.modulate = bullet.modulate.blend(bullet.texture.modulate) eff.shot() # 摧毁其他子弹 bullet.tryDestroy() var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100) if len(cycler.bullets) < 5: # 玩家最多只能拥有5点气 for b in BulletBase.generate( ComponentManager.getBullet("ParryBall"), # 生成气的子弹 launcher, position, 0 ): if b is ParryBallBullet: pass