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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 c52d293718 refactor(Bullets): 重构格挡子弹逻辑并提取特效创建方法
将ParrierBullet中的特效创建逻辑提取到ParryEffect和ParryEntityEffect类中
修改Volcano子弹的碰撞形状为矩形并更新相关特效调用
调整MuyangDog角色的默认武器为Volcano
统一多个子弹脚本中的函数调用空格格式
2026-05-10 22:30:22 +08:00

96 lines
4.2 KiB
GDScript

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 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):
ParryEntityEffect.createEffectEntity(entity, self )
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:
if 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.createEffect(bullet, self )
# 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.createEffect(bullet, self )
bullet.hitbox.set_deferred("disabled", true)
generateParryBall(bullet.baseDamage)
InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
elif bullet.motionType == BulletBase.MotionType.STAB:
ParryEffect.createEffect(bullet, self )
ParryEntityEffect.createEffectEntity(bullet.launcher, self )
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)
InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
elif bullet.motionType == BulletBase.MotionType.SPRINT:
ParryEffect.createEffect(bullet, self )
bullet.tryDestroy()
bullet.launcher.velocity *= 0
generateParryBall(bullet.baseDamage)
for i in 2:
InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
elif bullet.motionType == BulletBase.MotionType.BREATH:
ParryEntityEffect.createEffectEntity(bullet.launcher, self )
bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
ParryEntityEffect.createEffectEntity(bullet.launcher, self )
launcher.storeEnergy(sqrt(bullet.baseDamage))
elif bullet.motionType == BulletBase.MotionType.EXPLOSION:
ParryEntityEffect.createEffectEntity(bullet.launcher, self )
for i in 2:
InternalDamageBullet.generateBall(bullet.launcher, launcher, sqrt(bullet.getDamage()))
else:
InternalDamageBullet.generateBall(bullet.launcher, launcher, atk)
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