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Dog-Lynx-And-HCN/scripts/Statemachine/BulletBase.gd
T
fallingshrimp 727c40e1f0 feat: Add weapon system and attack functionality to Rooster character
- Introduced a weapons node in EntityBase for weapon management.
- Updated Rooster to include cooldown for attacks and weapon anchoring.
- Implemented attack method in Rooster to generate bullets.
- Enhanced BulletBase with life distance and lifetime properties.
- Created Chick character with animations and integrated into the world.
- Updated PurpleCrystal bullet behavior to move forward based on rotation.
- Refactored EntityBase to use a fields dictionary for attributes.
- Added FieldStore for managing entity-related constants.
- Adjusted GameRule to include bullet speed multiplier.
2025-08-26 12:21:09 +08:00

56 lines
1.4 KiB
GDScript

extends Area2D
class_name BulletBase
@export var speed: float = 1
@export var damage: float = 10
@export var lifeDistance: float = -1 # -1表示无限距离
@export var lifeTime: float = -1 # -1表示无限时间
var launcher: EntityBase = null
var spawnInWhen: float = 0
var spawnInWhere: Vector2 = Vector2.ZERO
func _ready():
area_entered.connect(hit)
spawnInWhen = Time.get_ticks_msec()
spawnInWhere = position
func _process(_delta: float) -> void:
if lifeTime > 0:
if Time.get_ticks_msec() - spawnInWhen >= lifeTime:
destroy()
if lifeDistance > 0:
if position.distance_to(spawnInWhere) >= lifeDistance:
destroy()
func _physics_process(_delta: float) -> void:
ai()
func hit(target: Node):
var entity: EntityBase = EntityTool.fromHurtbox(target)
if !entity || !launcher: return
if entity == launcher: return
if GameRule.allowFriendlyFire:
if entity.isPlayer() == launcher.isPlayer(): return
entity.takeDamage(self)
func forward(direction: Vector2):
position += direction.normalized() * speed * GameRule.bulletSpeedMultiplier
func ai():
pass
func destroy():
queue_free()
static func generate(
bullet: PackedScene,
launchBy: EntityBase,
spawnPosition: Vector2,
spawnRotation: float,
addToWorld: bool = true
):
var instance: BulletBase = bullet.instantiate()
instance.launcher = launchBy
instance.position = spawnPosition
instance.rotation = spawnRotation
if addToWorld:
WorldTool.rootNode.add_child(instance)
return instance