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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00
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fallingshrimp 87c392d8a4 feat(战斗系统): 重构子弹追踪逻辑,使用实体当前焦点位置替代鼠标位置
修改所有子弹追踪逻辑,统一使用launcher.currentFocusedPosition作为目标位置
在EntityBase中新增currentFocusedPosition字段,用于存储当前焦点位置
调整MTY角色的攻击距离参数,使用常量定义最小招架和攻击距离
2026-04-25 13:28:43 +08:00

46 lines
1.2 KiB
GDScript

extends BulletBase
class_name AcidStormBullet
var acids: Array[String] = ["AcidS", "AcidN", "AcidCl", "AcidP", "AcidC"]
var strongAtk: float = 0
var weakAtk: float = 0
var sCountMax: int = 0
var nAtk: float = 0
var clSpeed: float = 0
var clAtkSpeed: float = 0
var cAtk: float = 0
var pOffset: float = 0
var f: float = 0
func ai():
PresetBulletAI.forward(self , rotation)
func applyDot():
var acid = MathTool.randomChoiceFrom(acids)
for bullet in BulletBase.generate(
ComponentManager.getBullet(acid),
launcher,
position,
0,
):
if bullet is AcidBulletBase:
bullet.storm = self
if bullet.acidType == AcidBulletBase.AcidType.STRONG:
bullet.baseDamage = strongAtk
else:
bullet.baseDamage = weakAtk
if bullet is AcidS:
bullet.arg1 = sCountMax
if bullet is AcidN:
bullet.arg1 = nAtk
if bullet is AcidCl:
bullet.arg1 = clSpeed
bullet.arg2 = clAtkSpeed
if bullet is AcidP:
bullet.arg1 = pOffset
bullet.arg2 = EntityTool.findClosetEntity(launcher.currentFocusedPosition, get_tree(), !launcher.isPlayer(), launcher.isPlayer())
if bullet is AcidC:
bullet.arg1 = cAtk
await TickTool.millseconds(1000.0 / f)
return true