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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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ba32ccdbba
在applyDot函数中添加等待一帧的逻辑,确保伤害检测不会因跳帧而失效
28 lines
1.1 KiB
GDScript
28 lines
1.1 KiB
GDScript
extends BulletBase
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class_name BigLaser
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var dotTime: float = 100
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var executeAtk: float = 0.25
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func spawn():
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CameraManager.shake(5000, 100) # 激光会运行5秒(5000毫秒),期间震屏超高强度
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CameraManager.playAnimation("bigLaser")
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func ai():
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rotation = lerp_angle(rotation, ((launcher.currentFocusedPosition - position).angle()), 0.1)
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position = launcher.texture.global_position
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func applyDot():
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hitbox.disabled = true
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await TickTool.millseconds(dotTime / launcher.fields[FieldStore.Entity.ATTACK_SPEED])
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await TickTool.frame() # 等至少一帧,防止跳帧导致没检测到伤害
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hitbox.disabled = false
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await TickTool.millseconds(dotTime / launcher.fields[FieldStore.Entity.ATTACK_SPEED])
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await TickTool.frame() # 等至少一帧,防止跳帧导致没检测到伤害
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return true
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func damageOverride(origin: float, something: Variant):
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if something is EntityBase:
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return origin * (1 + (executeAtk if something.getHealthPercent() < 0.3 else 0.0))
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elif something is ObstacleBase:
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return origin * (1 + (executeAtk if something.getHealthPercent() < 0.3 else 0.0))
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else:
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return origin
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