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Dog-Lynx-And-HCN/scripts/Contents/Bullets/MagicMissle.gd
T
fallingshrimp 87c392d8a4 feat(战斗系统): 重构子弹追踪逻辑,使用实体当前焦点位置替代鼠标位置
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
2026-04-25 13:28:43 +08:00

41 lines
1.3 KiB
GDScript

extends BulletBase
class_name MagicMissleBullet
var powerScale: int = 3
var speedV2: Vector2 = Vector2.ZERO
var accelerating: bool = true
var roundBullets: Array[MagicMissleBullet]
func ai():
if accelerating:
if roundBullets.count(self ) < 1:
accelerating = false
rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedPosition), 0.1)
speedV2 += (launcher.currentFocusedPosition - position).normalized() * 1
elif speed < 1 || baseDamage < 1:
tryDestroy()
speedV2 *= 0.995
speed = speedV2.length()
PresetBulletAI.forward(self , speedV2.angle())
func succeedToHit(_dmg: float, entity: EntityBase):
if !accelerating:
entity.takeDamage(baseDamage, true)
if powerScale > 0 && accelerating && roundBullets.count(self ) > 0:
for i in randi_range(1, powerScale):
for bullet in BulletBase.generate(
ComponentManager.getBullet("MagicMissle"),
launcher,
position,
entity.position.angle_to_point(position) + PI + randf_range(-1, 1) * deg_to_rad(60)
):
if bullet is MagicMissleBullet:
bullet.position += Vector2.from_angle(bullet.rotation) * 100
bullet.speedV2 += Vector2.from_angle(bullet.rotation) * 20
bullet.roundBullets = roundBullets
bullet.powerScale = powerScale - 1
bullet.baseDamage = baseDamage
roundBullets.append(bullet)
powerScale = 0
animator.play("hit")