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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 23:11:54 +08:00
Files
Dog-Lynx-And-HCN/scripts/Contents/Bullets/Parrier.gd
T
fallingshrimp 32f1f545e2 feat(武器): 完善扶桑元神武器机制
- 调整格挡子弹的基础伤害为0
- 增加气力上限和格挡次数的可配置性
- 实现乾坤剑伤害随武器等级提升
- 更新武器描述文本以反映新机制
- 修复乾坤剑生命周期与生成速度的同步问题
2026-03-21 14:37:46 +08:00

31 lines
1.1 KiB
GDScript

extends BulletBase
class_name ParrierBullet
@export var parryRate: float = 1
var parryiedTimes: int = 0
var maxParryTimes: int = 1
var maxBallCount: int = 3
var atk: float = 0
func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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 && MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
parryiedTimes += 1
# 生成格挡特效
var eff = EffectController.create(ComponentManager.getEffect("Parry"), position + (bullet.position - position).normalized() * 150) # 从子弹位置,面向其他子弹的方向前进150
eff.modulate = bullet.modulate.blend(bullet.texture.modulate)
eff.shot()
# 摧毁其他子弹
bullet.tryDestroy()
var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有5点气
for b in BulletBase.generate(
ComponentManager.getBullet("ParryBall"), # 生成气的子弹
launcher,
position,
0
):
if b is ParryBallBullet:
b.atk = atk