mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-29 23:41:54 +08:00
e47390333f
添加FoxZhua子弹类型,包含追踪功能 修改FireScan子弹伤害计算方式为基于距离百分比 扩展BulletBase添加原始伤害和距离计算功能 更新Chick角色使用新子弹和调整攻击逻辑 调整Wave生成逻辑添加Boss检测功能 优化FirePot粒子效果和参数
50 lines
1.8 KiB
GDScript
50 lines
1.8 KiB
GDScript
extends EntityBase
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class_name Chick
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@onready var firepot = $"%firepot"
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 1500
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.4
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attackCooldownMap[0] = 400
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attackCooldownMap[1] = 12000
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attackCooldownMap[2] = 2000
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attackCooldownMap[3] = 3000
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attackCooldownMap[4] = 4000
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sprintMultiplier = 50
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func spawn():
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texture.play("walk")
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func ai():
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tryAttack(4)
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PresetEntityAI.follow(self, currentFocusedBoss, 0)
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PresetEntityAI.distanceAttack(self, currentFocusedBoss, 0, 500, 2)
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PresetEntityAI.distanceAttack(self, currentFocusedBoss, 500, 1000, 1)
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PresetEntityAI.distanceAction(self, currentFocusedBoss, 1000, INF,
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func():
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PresetEntityAI.weightAttack(self, [0, 3], [5, 1], func(index): return index == 3)
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)
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func attack(type):
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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for i in randi_range(7, 16):
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BulletBase.generate(ComponentManager.getBullet("Diamond"), self, weaponPos + MathTool.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90)))
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elif type == 1:
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var laserCount = randi_range(2, 4)
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for i in laserCount:
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BulletBase.generate(ComponentManager.getBullet("ChickLaser"), self, texture.global_position, deg_to_rad(360.0 / laserCount * i))
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elif type == 2:
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var weaponPos = findWeaponAnchor("normal")
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var target = weaponPos.angle_to_point(currentFocusedBoss.getTrackingAnchor())
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firepot.global_rotation = target
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firepot.shot()
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BulletBase.generate(ComponentManager.getBullet("FireScan"), self, weaponPos, target)
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elif type == 3:
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BulletBase.generate(ComponentManager.getBullet("ChickSprint"), self, position, 0)
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trySprint()
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elif type == 4:
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BulletBase.generate(ComponentManager.getBullet("FoxZhua"), self, findWeaponAnchor("foot"), deg_to_rad(90))
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return true
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func sprint():
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move((currentFocusedBoss.position - position).normalized() * sprintMultiplier, true)
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