mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-27 22:41:56 +08:00
5425e95c2f
添加哈士奇角色,包括角色脚本、贴图资源、子弹效果和音效 - 实现哈士奇的基础AI行为和攻击逻辑 - 添加专属子弹"吼叫声波"及其特效 - 更新Wave配置加入哈士奇角色 - 为猫角色添加中文显示名称 - 优化Ring着色器增加透明度参数
93 lines
2.5 KiB
GDScript
93 lines
2.5 KiB
GDScript
class_name Wave
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# 元数据
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var entity: String
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var minCount: int = 1
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var maxCount: int = 1
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var isBoss: bool = false
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var from: float = 0
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var to: float = 0
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var per: int = 0
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# 实例数据
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var entityPosition: Vector2
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func duplicate() -> Wave:
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var wave = Wave.new()
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wave.entity = entity
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wave.minCount = minCount
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wave.maxCount = maxCount
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wave.isBoss = isBoss
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wave.from = from
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wave.to = to
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wave.per = per
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return wave
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static var current: int = startWith(1)
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static var WAVE_NORMAL = [
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# Wave.create("Hen", 1, 5, false, 0, INF, 1),
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# Wave.create("Cat", 1, 5, false, 0, INF, 1),
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Wave.create("Dog", 1, 5, false, 0, INF, 1),
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Wave.create("Chick", 0, 0, true, 9, INF, 15),
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Wave.create("Bear", 0, 0, true, 19, INF, 10),
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Wave.create("KukeMC", 0, 0, true, 14, INF, 20),
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]
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static var WAVE_TESTBOSS_ALL = [
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Wave.create("Chick", 0, 0, true, 0, INF, 3),
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Wave.create("KukeMC", 0, 0, true, 1, INF, 3),
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Wave.create("Bear", 0, 0, true, 2, INF, 3),
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]
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static var WAVE_TESTBOSS_KUKE = [
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Wave.create("KukeMC", 0, 0, true, 0, INF, 10),
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]
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static var WAVE_TESTBOSS_BEAR = [
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Wave.create("Bear", 0, 0, true, 0, INF, 10),
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]
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static var WAVE_TESTBOSS_CHICK = [
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Wave.create("Chick", 0, 0, true, 0, INF, 10),
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]
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static var WAVE_EMPTY = []
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static var data = WAVE_NORMAL
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static func create(
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entity_: String,
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minCount_: int = 1,
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maxCount_: int = 1,
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isBoss_: bool = false,
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from_: float = 0,
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to_: float = 0,
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per_: int = 0
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) -> Wave:
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var wave = Wave.new()
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wave.entity = entity_
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wave.minCount = minCount_
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wave.maxCount = maxCount_
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wave.isBoss = isBoss_
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wave.from = from_
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wave.to = to_
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wave.per = per_
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return wave
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static func entityCountOf(wave: Wave) -> int:
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if wave.from <= current and wave.to >= current and int(current - wave.from) % wave.per == 0:
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if wave.isBoss:
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return 1
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else:
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return randi_range(ceil(wave.minCount), floor(wave.maxCount * (1 + GameRule.entityCountBoostPerWave * current)))
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return 0
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static func spawn() -> Array:
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var result: Array = []
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for i in range(len(data)):
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var wave: Wave = data[i]
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for j in range(entityCountOf(wave)):
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var currentWave = wave.duplicate()
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currentWave.entityPosition = MathTool.randv2_range(500)
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result.append(currentWave)
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return result
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static func next(waves: Array):
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for wave in waves:
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if wave is EncodedObjectAsID:
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wave = instance_from_id(wave.get_instance_id())
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EntityBase.generate(ComponentManager.getCharacter(wave.entity), wave.entityPosition, true, wave.isBoss)
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current += 1
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static func startWith(wave: int):
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return wave - 1
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