mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 15:01:53 +08:00
a0d4e5424d
修正HXD子弹的追踪逻辑,使用实体的getTrackingAnchor()方法代替直接使用position属性,确保子弹能更准确地追踪移动目标
31 lines
1.1 KiB
GDScript
31 lines
1.1 KiB
GDScript
extends BulletBase
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class_name HXDBullet
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var bouncedTime: int = 0
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var maxBouncedTime: int = 0
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func spawn():
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texture.play(str(randi_range(0, 2)))
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func ai():
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PresetBulletAI.forward(self, rotation)
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func succeedToHit(_dmg: float, entity: EntityBase):
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if bouncedTime < maxBouncedTime:
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var newEntity = EntityTool.findClosetEntity(position, get_tree(), !launcher.isPlayer(), launcher.isPlayer(), [entity])
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if is_instance_valid(newEntity):
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look_at(newEntity.getTrackingAnchor())
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bouncedTime += 1
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var effect = EffectController.create(ComponentManager.getEffect("HXDBoom"), position)
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var textureId = randi_range(0, 4)
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if textureId == 1:
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bouncedTime -= 1
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effect.particles.texture = load("res://resources/bullets/HXD/effect/%d.png" % textureId)
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effect.shot()
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func split(newBullet: BulletBase, _index: int, _total: int, _lastBullet: float):
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if newBullet is HXDBullet:
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newBullet.bouncedTime = 0
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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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if newBullet is HXDBullet:
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newBullet.bouncedTime = 0
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return newBullet
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