mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
3a8c48dae7
refactor(角色): 将MTY角色从猫头鹰改为狗熊宝宝并调整攻击逻辑 fix(子弹): 修复ParryBall和Parrier子弹的实例有效性检查 style(场景): 清理场景文件中的冗余属性 feat(工具): 为findClosetBulletCanDamage添加最大距离参数 chore(配置): 更新测试用的波次配置
43 lines
1.6 KiB
GDScript
43 lines
1.6 KiB
GDScript
class_name BulletTool
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static func fromArea(area: Area2D) -> BulletBase:
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if area is BulletBase:
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return area as BulletBase
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else:
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return null
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static func canDamage(bullet: BulletBase, target: EntityBase) -> bool:
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if !bullet or !target or !bullet.launcher: return false
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if target.currentInvinsible: return false
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var launcherIsPlayer = bullet.launcher.isPlayer()
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if bullet.launcher is SummonBase:
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var summon = bullet.launcher as SummonBase
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if is_instance_valid(summon.myMaster):
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launcherIsPlayer = summon.myMaster.isPlayer()
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if !GameRule.allowFriendlyFire and !bullet.allowFriendlyDamage:
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if target.isPlayer() == launcherIsPlayer and bullet.launcher.currentFocusedBoss != target:
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return false
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if !bullet.canDamageSelf:
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if target == bullet.launcher:
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return false
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return true
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static func findClosetBullet(to: Vector2, fromTree: SceneTree) -> BulletBase:
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var result: BulletBase = null
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var lastDistance = INF
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for bullet in fromTree.get_nodes_in_group("bullets"):
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if to.distance_to(bullet.position) < lastDistance:
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lastDistance = to.distance_to(bullet.position)
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result = bullet
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return result
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static func findClosetBulletCanDamage(to: Vector2, fromTree: SceneTree, target: EntityBase, maxDistance: float = INF) -> BulletBase:
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var result: BulletBase = null
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var lastDistance = INF
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for bullet in fromTree.get_nodes_in_group("bullets"):
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if canDamage(bullet, target):
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if to.distance_to(bullet.position) < lastDistance:
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lastDistance = to.distance_to(bullet.position)
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result = bullet
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if is_instance_valid(result):
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if result.position.distance_to(to) > maxDistance:
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return null
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return result
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