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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/Wave.gd
T
fallingshrimp 7dbeb7ec19 feat: 添加无敌状态和自定义波次逻辑
- 为EntityBase添加currentInvinsible属性控制无敌状态
- 修改BulletBase.gd在命中时检查目标无敌状态
- 在World.tscn中设置rooster初始为无敌状态
- 添加Wave.gd自定义波次启动逻辑
- 修复currentFocusedBoss未初始化时的空指针问题
2025-09-14 16:20:34 +08:00

64 lines
2.0 KiB
GDScript

class_name Wave
var entity: PackedScene
var minCount: int = 1
var maxCount: int = 1
var isBoss: bool = false
var from: float = 0
var to: float = 0
var per: int = 0
static var current: int = 0
static var WAVE_NORMAL = [
Wave.create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 9, INF, 15),
Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 19, INF, 10),
]
static var WAVE_TESTBOSS = [
Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 1),
Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 0, INF, 1),
Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, true, 0, INF, 1),
]
static var data = []
static func customStart():
var furryr = EntityBase.generate(preload("res://components/Characters/Bear.tscn"), MathTool.randv2_range(500), true, false)
var kukemc = EntityBase.generate(preload("res://components/Characters/KukeMC.tscn"), MathTool.randv2_range(500), true, false)
furryr.currentFocusedBoss = kukemc
kukemc.currentFocusedBoss = furryr
static func create(
entity_: PackedScene,
minCount_: int = 1,
maxCount_: int = 1,
isBoss_: bool = false,
from_: float = 0,
to_: float = 0,
per_: int = 0
) -> Wave:
var wave = Wave.new()
wave.entity = entity_
wave.minCount = minCount_
wave.maxCount = maxCount_
wave.isBoss = isBoss_
wave.from = from_
wave.to = to_
wave.per = per_
return wave
static func entityCountOf(wave: Wave) -> int:
if wave.from <= current and wave.to >= current and int(current - wave.from) % wave.per == 0:
if wave.isBoss:
return 1
else:
return randi_range(ceil(wave.minCount), floor(wave.maxCount * (1 + GameRule.entityCountBoostPerWave * current)))
return 0
static func spawn():
for i in range(len(data)):
var wave = data[i]
for j in range(entityCountOf(wave)):
EntityBase.generate(wave.entity, MathTool.randv2_range(500), true, wave.isBoss)
static func next():
if current == 0:
customStart()
spawn()
current += 1