mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-29 23:41:54 +08:00
566531c856
- 隐藏Bear角色的mask - 提高Bear和KukeMC子弹的伤害值 - 增加KukeMC的最大生命值 - 设置World场景的currentInvinsible为true - 调整KukeChild的攻击冷却时间和存活时间 - 为HeavyCrystal子弹添加初始伤害值
43 lines
1.8 KiB
GDScript
43 lines
1.8 KiB
GDScript
extends EntityBase
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class_name KukeMC
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 3000
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
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attackCooldownMap[0] = 2000
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attackCooldownMap[1] = 5000
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attackCooldownMap[2] = 20000
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attackCooldownMap[3] = 2000
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inventory[ItemStore.ItemType.APPLE] = INF
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 500)
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for bullet in get_tree().get_nodes_in_group("bullets"):
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if (
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bullet is LGBTBullet and
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bullet.position.distance_to(self.position) < 200
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):
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bullet.tryDestroy()
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for i in len(attackCooldownMap.keys()):
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tryAttack(i)
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func attack(type):
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if type == 0:
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for i in randi_range(8, 16):
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fields[FieldStore.Entity.OFFSET_SHOOT] = 25
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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await TickTool.millseconds(randi_range(10, 50))
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elif type == 1 and health < fields[FieldStore.Entity.MAX_HEALTH] * 0.5:
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for i in randi_range(1, 2):
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var child = EntityBase.generate(preload("res://components/Characters/KukeChild.tscn"), position + MathTool.randv2_range(500))
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child.currentFocusedBoss = currentFocusedBoss
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child.masterMine = self
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elif type == 2:
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var countOfBullet = randi_range(40, 50)
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var countOfBranch = randi_range(1, 3)
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for bulletIndex in countOfBullet:
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for branchIndex in countOfBranch:
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fields[FieldStore.Entity.OFFSET_SHOOT] = 0
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / countOfBullet * bulletIndex + 360.0 / countOfBranch * branchIndex))
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await TickTool.millseconds(100)
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elif type == 3:
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BulletBase.generate(preload("res://components/Bullets/BossAttack/KukeMC/HeavyCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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