mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
87c392d8a4
修改所有子弹追踪逻辑,统一使用launcher.currentFocusedPosition作为目标位置 在EntityBase中新增currentFocusedPosition字段,用于存储当前焦点位置 调整MTY角色的攻击距离参数,使用常量定义最小招架和攻击距离
35 lines
904 B
GDScript
35 lines
904 B
GDScript
extends BulletBase
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class_name Volcano
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@onready var textureSword: Sprite2D = $%textureSword
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@onready var anchor: Node2D = $%anchor
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var rotates: float = 0
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var count: int = 0
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var dmg5: float = 0
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var splitAngle: float = 10
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func ai():
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PresetBulletAI.lockLauncher(self , launcher, true)
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rotation = lerp_angle(
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rotation,
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position.angle_to_point(launcher.currentFocusedPosition),
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rotates
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)
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func succeedToHit(_dmg: float, _entity: EntityBase):
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EffectController.create(ComponentManager.getEffect("SwordCut"), textureSword.global_position).shot()
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func generateShadow():
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var startAngle = rotation - deg_to_rad(count * splitAngle / 2)
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for i in count:
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("VolcanoShadow"),
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launcher,
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position,
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startAngle + i * deg_to_rad(splitAngle),
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true,
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true
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):
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if bullet is VolcanoShadow:
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bullet.baseDamage = baseDamage * dmg5
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