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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00
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fallingshrimp 418ebf73e5 feat(角色): 更新KukeMC角色资源与逻辑
添加KukeMC角色的新动画资源(pico-a.svg, pico-b.svg, pico-c.svg, pico-d.svg)
调整角色基础属性和技能逻辑:
- 增加百分比生命值计算方法
- 修改攻击冷却时间和治疗机制
- 优化子弹生成逻辑
- 更新角色纹理和动画帧
- 调整碰撞框大小和位置
2026-01-24 08:44:44 +08:00

54 lines
2.1 KiB
GDScript

extends EntityBase
class_name KukeMC
var canSummon: bool = true
func spawn():
texture.play("walk")
func register():
fields[FieldStore.Entity.MAX_HEALTH] = 3500
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
attackCooldownMap[0] = 4000
attackCooldownMap[1] = 4000
attackCooldownMap[2] = 20000
attackCooldownMap[3] = 8000
inventory[ItemStore.ItemType.APPLE] = INF
healthChanged.connect(
func(_h):
if getHealthPercent() < 0.25:
canSummon = false
for child in EntityTool.findEntityByClass("KukeChild", get_tree()):
if child.masterMine == self:
child.tryKill()
tryHeal(percentHealth(0.1))
)
func ai():
PresetEntityAI.follow(self, currentFocusedBoss, 500)
for i in len(attackCooldownMap.keys()):
tryAttack(i, i in [0])
func attack(type):
if type == 0:
for i in randi_range(8, 16):
fields[FieldStore.Entity.OFFSET_SHOOT] = 25
for bullet in BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position)):
if bullet is BulletBase:
bullet.baseDamage *= 0.5
await TickTool.millseconds(randi_range(10, 50))
elif type == 1 and getHealthPercent() < 0.5 and canSummon:
for i in randi_range(1, 2):
var child = EntityBase.generate(ComponentManager.getCharacter("KukeChild"), position + MathTool.sampleInCircle(500))
child.currentFocusedBoss = currentFocusedBoss
child.masterMine = self
elif type == 2:
var bulletCount = randi_range(20, 40)
var branchCount = randi_range(1, 3)
for bulletIndex in bulletCount:
for branchIndex in branchCount:
fields[FieldStore.Entity.OFFSET_SHOOT] = 0
for bullet in BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / bulletCount * bulletIndex + 360.0 / branchCount * branchIndex)):
if bullet is BulletBase:
bullet.baseDamage *= 0.5
await TickTool.millseconds(100)
elif type == 3:
BulletBase.generate(ComponentManager.getBullet("HeavyCrystal"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))