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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/Characters/KukeMC.gd
T
fallingshrimp 1904edd623 refactor(MathTool): 重命名随机数生成方法并优化蘑菇矿挖爪属性
将 randomVector2In 重命名为 sampleInCircle,randomRingPoint 重命名为 sampleInRing,randChoiceWeightsFrom 重命名为 randomChoiceFromWeights,signBeforeStr 重命名为 toSigned
调整蘑菇矿挖爪的攻击力和掉落率,减少基础伤害至0.5,固定掉落率为0.1,优化物品掉落逻辑
2026-01-18 15:31:52 +08:00

52 lines
2.1 KiB
GDScript

extends EntityBase
class_name KukeMC
var canSummon: bool = true
func register():
fields[FieldStore.Entity.MAX_HEALTH] = 3500
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
attackCooldownMap[0] = 2000
attackCooldownMap[1] = 5000
attackCooldownMap[2] = 20000
attackCooldownMap[3] = 2000
inventory[ItemStore.ItemType.APPLE] = INF
healthChanged.connect(
func(h):
if h < fields[FieldStore.Entity.MAX_HEALTH] * 0.25:
canSummon = false
for child in EntityTool.findEntityByClass("KukeChild", get_tree()):
if child.masterMine == self:
child.tryKill()
tryHeal(200)
)
func ai():
PresetEntityAI.follow(self, currentFocusedBoss, 500)
for i in len(attackCooldownMap.keys()):
tryAttack(i)
func attack(type):
if type == 0:
for i in randi_range(8, 16):
fields[FieldStore.Entity.OFFSET_SHOOT] = 25
for bullet in BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position)):
if bullet is BulletBase:
bullet.baseDamage *= 0.5
await TickTool.millseconds(randi_range(10, 50))
elif type == 1 and health < fields[FieldStore.Entity.MAX_HEALTH] * 0.5 and canSummon:
for i in randi_range(1, 2):
var child = EntityBase.generate(ComponentManager.getCharacter("KukeChild"), position + MathTool.sampleInCircle(500))
child.currentFocusedBoss = currentFocusedBoss
child.masterMine = self
elif type == 2:
var countOfBullet = randi_range(40, 50)
var countOfBranch = randi_range(1, 3)
for bulletIndex in countOfBullet:
for branchIndex in countOfBranch:
fields[FieldStore.Entity.OFFSET_SHOOT] = 0
for bullet in BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / countOfBullet * bulletIndex + 360.0 / countOfBranch * branchIndex)):
if bullet is BulletBase:
bullet.baseDamage *= 0.5
await TickTool.millseconds(100)
elif type == 3:
BulletBase.generate(ComponentManager.getBullet("HeavyCrystal"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))