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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 15:01:53 +08:00
Files
Dog-Lynx-And-HCN/scripts/Contents/Bullets/MagicMissle.gd
T
fallingshrimp 2714e2c8bd fix(Bullets/MagicMissle): 修复魔法导弹伤害计算问题
修正当魔法导弹未加速时未造成伤害的问题,并优化销毁条件判断
2026-04-18 11:46:56 +08:00

41 lines
1.3 KiB
GDScript

extends BulletBase
class_name MagicMissleBullet
var powerScale: int = 3
var speedV2: Vector2 = Vector2.ZERO
var accelerating: bool = true
var roundBullets: Array[MagicMissleBullet]
func ai():
if accelerating:
if roundBullets.count(self ) < 1:
accelerating = false
rotation = lerp_angle(rotation, position.angle_to_point(get_global_mouse_position()), 0.1)
speedV2 += (get_global_mouse_position() - position).normalized() * 1
elif speed < 1 || baseDamage < 1:
tryDestroy()
speedV2 *= 0.995
speed = speedV2.length()
PresetBulletAI.forward(self , speedV2.angle())
texture.rotation += deg_to_rad(sqrt(speed))
func succeedToHit(_dmg: float, entity: EntityBase):
if !accelerating:
entity.takeDamage(baseDamage, true)
if powerScale > 0 && accelerating && roundBullets.count(self ) > 0:
for i in randi_range(1, powerScale):
for bullet in BulletBase.generate(
ComponentManager.getBullet("MagicMissle"),
launcher,
position,
entity.position.angle_to_point(position) + PI + randf_range(-1, 1) * deg_to_rad(60)
):
if bullet is MagicMissleBullet:
bullet.position += Vector2.from_angle(bullet.rotation) * 100
bullet.speedV2 += Vector2.from_angle(bullet.rotation) * 20
bullet.roundBullets = roundBullets
bullet.powerScale = powerScale - 1
bullet.baseDamage = baseDamage
roundBullets.append(bullet)
powerScale = 0