extends BulletBase class_name ParrierBullet @export var parryRate: float = 1 var parryiedTimes: int = 0 var maxParryTimes: int = 1 var maxBallCount: int = 5 var atk: float = 1 var reflectRate: float = 1 func parryEffect(bullet: BulletBase): parryiedTimes += 1 var eff = EffectController.create(ComponentManager.getEffect("Parry"), position + (bullet.position - position).normalized() * 200) # 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.rotation = position.angle_to_point(bullet.position) eff.shot() launcher.impluse((position - bullet.position).normalized() * sqrt(abs(bullet.speed)) * 250) func penerateEffect(entity: EntityBase, effPos: Vector2): parryiedTimes += 1 var eff = EffectController.create(ComponentManager.getEffect("ParryEntity"), effPos) eff.rotation = entity.position.angle_to_point(effPos) eff.shot() entity.impluse((entity.position - effPos).normalized() * 450) func generateParryBall(bDamage: float): var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100) if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气 for b in BulletBase.generate( ComponentManager.getBullet("ParryBall"), # 生成气的子弹 launcher, position, 0 ): if b is ParryBallBullet: b.atk = atk * bDamage func spawn(): var varians = randi_range(0, 1) var inverts = [2] var frames = load("res://resources/effects/parrier/%d/%d.tres" % [varians, varians]) var eff = EffectController.create(ComponentManager.getEffect("Parrier"), position) eff.rotation = rotation eff.texture.scale.y *= MathTool.randomChoiceFrom([-1, 1]) if varians in inverts: eff.texture.scale.x *= -1 eff.texture.sprite_frames = frames eff.shot() func succeedToHit(_dmg: float, entity: EntityBase): if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): penerateEffect(entity, entity.position * 1.01) func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞 if !is_instance_valid(launcher): return 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? # 可以格挡 挥舞运动(近战攻击)、射弹运动(远程攻击)和猛冲运动 的子弹,射弹如果被弹反则不会产生气力 # 魔法运动和召唤运动的子弹虽不能格挡,但是可以储能,吐息运动的子弹会对发射者产生击退 if bullet.motionType == BulletBase.MotionType.PROJECTILE: # 无论如何都要生成格挡特效 parryEffect(bullet) # 弹反 还是 格挡? if MathTool.rate(reflectRate): bullet.look_at(bullet.launcher.getTrackingAnchor()) bullet.launcher = launcher bullet.baseDamage = reflectRate * atk bullet.lifeTime *= 2 if bullet.freeAfterSpawn && bullet.autoSpawnAnimation: bullet.animator.speed_scale *= 0.5 else: bullet.tryDestroy() generateParryBall(bullet.baseDamage) elif bullet.motionType == BulletBase.MotionType.SWING: parryEffect(bullet) bullet.hitbox.set_deferred("disabled", true) generateParryBall(bullet.baseDamage) elif bullet.motionType == BulletBase.MotionType.STAB: parryEffect(bullet) penerateEffect(bullet.launcher, bullet.launcher.position * 1.01) bullet.hitbox.set_deferred("disabled", true) bullet.launcher.takeDamage(atk * reflectRate * bullet.getDamage()) bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -2000) generateParryBall(bullet.baseDamage) elif bullet.motionType == BulletBase.MotionType.SPRINT: parryEffect(bullet) bullet.tryDestroy() bullet.launcher.velocity *= -0.1 generateParryBall(bullet.baseDamage) elif bullet.motionType == BulletBase.MotionType.BREATH: penerateEffect(bullet.launcher, launcher.position) bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500) elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC: penerateEffect(bullet.launcher, launcher.position) launcher.storeEnergy(sqrt(bullet.baseDamage)) func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float): return null func split(_newBullet: BulletBase, _index: int, _total: int, _lastBullet: float): return null