mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-27 22:41:56 +08:00
68259981f4
- 为火山子弹添加动画轨迹粒子与攻击速度适配逻辑 - 调整木羊犬的字段数值 - 修复子弹切割速度的缩放逻辑 - 新增能量最大值的实体属性处理器
284 lines
9.0 KiB
GDScript
284 lines
9.0 KiB
GDScript
extends Area2D
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class_name BulletBase
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enum MotionType {
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SWING, # 近战挥舞
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PROJECTILE, # 射弹
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MAGIC, # 魔法
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SUMMON, # 召唤
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SPRINT, # 冲撞
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BREATH, # 吐息
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STAB, # 近战戳刺
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EXPLOSION, # 爆炸
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}
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signal destroied(becauseMap: bool)
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@export var displayName: String = "未知子弹"
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@export var speed: float = 10.0
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@export var baseDamage: float = 10.0
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@export var motionType: MotionType = MotionType.PROJECTILE
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@export var damageMultipliers: Array[float] = [1.0]
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@export var usingDamageMultiplier: int = 0
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@export var penerate: float = 0.0
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@export var penerateDamageReduction: float = 0.0
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@export var lifeDistance: float = -1 # -1表示无限距离
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@export var lifeTime: float = -1 # -1表示无限时间
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@export var allowFriendlyDamage: bool = false # 是否无差别伤害(不区分敌我)
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@export var canDamageSelf: bool = false # 是否可以伤害发射者
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@export var autoSpawnAnimation: bool = false
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@export var autoLoopAnimation: bool = false
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@export var autoDestroyAnimation: bool = false
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@export var autoDestroyOnHitMap: bool = true
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@export var autoPlayTexture: bool = false
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@export var freeAfterSpawn: bool = false
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@export var knockback: float = 0 # 击退力,物理引擎单位
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@export var recoil: float = 0 # 后坐力,物理引擎单位
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@export var canDoDuplicate: bool = true # 是否可以分裂、折射
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@onready var animator: AnimationPlayer = $"%animator"
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@onready var hitbox: CollisionShape2D = $"%hitbox"
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@onready var texture: AnimatedSprite2D = $"%texture"
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var launcher: EntityBase = null
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var launcherSummoned: EntityBase = null
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var parent: BulletBase = null
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var spawnInWhen: float = 0
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var spawnInWhere: Vector2 = Vector2.ZERO
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var destroying: bool = false
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var canDuplicateSelf: bool = true
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var initialSpeed: float = 0
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var initialDamage: float = 0
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var speedScale: float = 1
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var isFirstFrame: bool = true
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var cycleStateAngle: float = 0
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var lastDelta: float = 0
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func _ready():
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initialSpeed = speed
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initialDamage = baseDamage
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if launcher.isSummon():
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launcherSummoned = launcher
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launcher = launcher.myMaster
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register()
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area_entered.connect(hitEntity)
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body_entered.connect(hitObstacle)
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spawnInWhen = WorldManager.getTime()
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spawnInWhere = position
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spawn()
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dotLoop()
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if autoLoopAnimation:
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animator.play("loop")
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if autoPlayTexture:
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texture.play("default")
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body_entered.connect(
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func(body):
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if body.is_in_group("map"):
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if autoDestroyOnHitMap:
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tryDestroy(true)
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)
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area_entered.connect(
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func(body):
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var bullet = BulletTool.fromArea(body)
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if is_instance_valid(bullet):
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hitBullet(bullet)
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)
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ai()
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if autoSpawnAnimation:
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animator.play("spawn")
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await animator.animation_finished
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afterSpawn()
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if freeAfterSpawn:
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tryDestroy()
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func _process(_delta: float) -> void:
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if destroying: return
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if lifeTime > 0:
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if WorldManager.getTime() - spawnInWhen >= lifeTime:
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tryDestroy()
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if lifeDistance > 0:
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if position.distance_to(spawnInWhere) >= lifeDistance:
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tryDestroy()
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func _physics_process(delta: float) -> void:
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lastDelta = delta
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if destroying: return
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if is_instance_valid(launcher) and (launcher.isPlayer() or is_instance_valid(launcher.currentFocusedBoss)):
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launcher.position -= Vector2.from_angle(rotation) * recoil
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var targetEntity = EntityTool.findClosetEntity(position, get_tree(),
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!launcher.isPlayer(),
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launcher.isPlayer(),
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[launcher])
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if is_instance_valid(targetEntity):
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PresetBulletAI.trace(
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self ,
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targetEntity.getTrackingAnchor(),
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launcher.fields.get(FieldStore.Entity.BULLET_TRACE) / 10
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)
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if isFirstFrame:
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firstFrame()
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isFirstFrame = false
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ai()
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else:
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tryDestroy()
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func findAnchor(anch: String):
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var node = get_node_or_null("%anchor" + anch)
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if node is Node2D:
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return node.global_position
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else:
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return Vector2.ZERO
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func setupCuttable(cutSpeed: float):
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area_entered.connect(
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func(body):
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var entity = EntityTool.fromHurtbox(body)
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if entity:
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speedScale *= cutSpeed
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)
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area_exited.connect(
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func(body):
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var entity = EntityTool.fromHurtbox(body)
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if entity:
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speedScale /= cutSpeed
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)
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func getDamage():
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return baseDamage * damageMultipliers[usingDamageMultiplier]
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func calculateDamage(crit: bool, something: Variant):
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var baseDmg = getDamage() * launcher.fields.get(FieldStore.Entity.DAMAGE_MULTIPILER) * randf_range(1 - GameRule.damageOffset, 1 + GameRule.damageOffset)
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var damage = baseDmg + baseDmg * int(crit) * launcher.fields.get(FieldStore.Entity.CRIT_DAMAGE)
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return damageOverride(damage, something)
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func determineCrit():
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return MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE) + GameRule.critRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE])
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func hitEntity(target: Node):
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var entity: EntityBase = EntityTool.fromHurtbox(target)
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if !BulletTool.canDamage(self , entity): return
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var resultDamage = entity.bulletHit(self , determineCrit())
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succeedToHit(resultDamage, entity)
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if MathTool.rate(fullPenerate() - entity.fields[FieldStore.Entity.PENARATION_RESISTANCE]):
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baseDamage *= 1.0 - penerateDamageReduction
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else:
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tryDestroy()
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func hitObstacle(target: Node):
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if target is ObstacleBase:
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var obstacle = target as ObstacleBase
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if is_instance_valid(obstacle.launcher):
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if not BulletTool.canDamage(self , obstacle.launcher): return
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obstacle.takeDamage(calculateDamage(determineCrit(), target))
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if MathTool.rate(fullPenerate() - obstacle.penerateResistance):
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baseDamage *= 1.0 - penerateDamageReduction
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else:
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tryDestroy()
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func forward(direction: Vector2):
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position += direction.normalized() * speed * GameRule.bulletSpeedMultiplier
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func fullPenerate():
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return penerate + launcher.fields.get(FieldStore.Entity.PENERATE) + GameRule.penerateRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]
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func timeLived():
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return WorldManager.getTime() - spawnInWhen
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func distanceLived():
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return position.distance_to(spawnInWhere)
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func lifeTimePercent():
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return timeLived() / lifeTime
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func lifeDistancePercent():
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return distanceLived() / lifeDistance
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func dotLoop():
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if await applyDot():
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await TickTool.until(func(): return !UIState.currentPanel)
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await dotLoop()
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func tryDestroy(becauseMap: bool = false):
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if destroying: return
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destroying = true
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if canDoDuplicate:
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trySplit()
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tryRefract()
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await destroy(becauseMap)
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if autoDestroyAnimation:
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animator.play("destroy")
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await animator.animation_finished
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destroied.emit(becauseMap)
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queue_free()
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func trySplit():
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if is_instance_valid(launcher) and canDuplicateSelf:
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var value = launcher.fields.get(FieldStore.Entity.BULLET_SPLIT)
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var total = MathTool.shrimpRate(value)
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var last = value - floor(value)
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for i in total:
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var cloned = duplicate() as BulletBase
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cloned.rotation += deg_to_rad(360.0 / total * i + 180)
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cloned.canDuplicateSelf = false
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cloned.launcher = launcher
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if is_instance_valid(parent):
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cloned.parent = parent
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var splited = split(cloned, i, total, last)
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if !is_instance_valid(splited): continue
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get_parent().add_child.call_deferred(splited)
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func tryRefract():
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if is_instance_valid(launcher) and canDuplicateSelf:
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var value = launcher.fields.get(FieldStore.Entity.BULLET_REFRACTION)
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var total = MathTool.shrimpRate(value)
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var last = value - floor(value)
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var aimed: Array[EntityBase] = []
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for i in total:
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var entity = EntityTool.findClosetEntity(
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position, get_tree(),
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!launcher.isPlayer(),
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launcher.isPlayer(),
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[launcher] + aimed
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)
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if is_instance_valid(entity):
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aimed.append(entity)
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var cloned = duplicate() as BulletBase
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cloned.look_at(entity.position)
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cloned.canDuplicateSelf = false
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cloned.launcher = launcher
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if is_instance_valid(parent):
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cloned.parent = parent
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var refracted = refract(cloned, entity, i, total, last)
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if !is_instance_valid(refracted): continue
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get_parent().add_child.call_deferred(refracted)
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# 抽象方法
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func firstFrame():
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pass
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func ai():
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pass
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func destroy(_beacuseMap: bool):
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pass
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func spawn():
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pass
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func afterSpawn():
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pass
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func applyDot():
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pass
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func succeedToHit(_dmg: float, _entity: EntityBase):
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pass
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func register():
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pass
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func split(newBullet: BulletBase, _index: int, _total: int, _lastBullet: float):
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return newBullet
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func refract(newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
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return newBullet
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func hitBullet(_bullet: BulletBase):
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pass
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func damageOverride(origin: float, _something: Variant):
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return origin
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static func generate(
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bullet: PackedScene,
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launchBy: EntityBase,
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spawnPosition: Vector2,
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spawnRotation: float,
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addToWorld: bool = true,
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ignoreOffset: bool = false
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):
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var extraCount = launchBy.fields.get(FieldStore.Entity.EXTRA_BULLET_COUNT)
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var count = 1 + MathTool.shrimpRate(extraCount)
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var instances = []
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for i in range(count):
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var instance: BulletBase = bullet.instantiate()
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instance.launcher = launchBy
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instance.position = spawnPosition
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instance.rotation = spawnRotation + deg_to_rad(launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT) * randf_range(-1, 1) * int(!ignoreOffset))
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if addToWorld:
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WorldManager.rootNode.add_child.call_deferred(instance)
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instance.add_to_group("bullets")
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instances.append(instance)
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return instances
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