mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 23:11:54 +08:00
7dbeb7ec19
- 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
64 lines
2.0 KiB
GDScript
64 lines
2.0 KiB
GDScript
class_name Wave
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var entity: PackedScene
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var minCount: int = 1
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var maxCount: int = 1
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var isBoss: bool = false
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var from: float = 0
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var to: float = 0
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var per: int = 0
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static var current: int = 0
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static var WAVE_NORMAL = [
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Wave.create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
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Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 9, INF, 15),
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Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 19, INF, 10),
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]
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static var WAVE_TESTBOSS = [
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Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 1),
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Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 0, INF, 1),
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Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, true, 0, INF, 1),
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]
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static var data = []
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static func customStart():
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var furryr = EntityBase.generate(preload("res://components/Characters/Bear.tscn"), MathTool.randv2_range(500), true, false)
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var kukemc = EntityBase.generate(preload("res://components/Characters/KukeMC.tscn"), MathTool.randv2_range(500), true, false)
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furryr.currentFocusedBoss = kukemc
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kukemc.currentFocusedBoss = furryr
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static func create(
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entity_: PackedScene,
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minCount_: int = 1,
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maxCount_: int = 1,
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isBoss_: bool = false,
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from_: float = 0,
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to_: float = 0,
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per_: int = 0
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) -> Wave:
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var wave = Wave.new()
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wave.entity = entity_
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wave.minCount = minCount_
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wave.maxCount = maxCount_
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wave.isBoss = isBoss_
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wave.from = from_
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wave.to = to_
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wave.per = per_
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return wave
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static func entityCountOf(wave: Wave) -> int:
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if wave.from <= current and wave.to >= current and int(current - wave.from) % wave.per == 0:
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if wave.isBoss:
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return 1
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else:
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return randi_range(ceil(wave.minCount), floor(wave.maxCount * (1 + GameRule.entityCountBoostPerWave * current)))
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return 0
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static func spawn():
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for i in range(len(data)):
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var wave = data[i]
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for j in range(entityCountOf(wave)):
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EntityBase.generate(wave.entity, MathTool.randv2_range(500), true, wave.isBoss)
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static func next():
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if current == 0:
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customStart()
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spawn()
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current += 1
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