mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
d739771c1a
将boss掉落的晶体数量上限从固定20改为15+等级,钻石数量上限从固定3改为等于等级
608 lines
20 KiB
GDScript
608 lines
20 KiB
GDScript
extends CharacterBody2D
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class_name EntityBase # 这是个抽象类
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signal hit(damage: float, bullet: BulletBase, crit: bool)
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signal healed(amount: float)
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signal healthChanged(health: float)
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signal died()
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signal energyChanged(energy: float, dontChangeDirection: bool)
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enum Layers {
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PLAYER = 1 << 2,
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ENEMY = 1 << 1,
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}
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const TITLE_FLAG = INF
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var fields = {
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"生存": TITLE_FLAG,
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FieldStore.Entity.MAX_HEALTH: 100,
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FieldStore.Entity.HEAL_ABILITY: 1,
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FieldStore.Entity.EXTRA_APPLE_MAX: 0,
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FieldStore.Entity.DROP_APPLE_RATE: 0,
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FieldStore.Entity.PENARATION_RESISTANCE: 0,
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"召唤": TITLE_FLAG,
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FieldStore.Entity.SUMMON_MAX: 1,
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"储能": TITLE_FLAG,
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FieldStore.Entity.MAX_ENERGY: 200,
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FieldStore.Entity.SAVE_ENERGY: 1,
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FieldStore.Entity.ENERGY_MULTIPILER: 1,
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FieldStore.Entity.ENERGY_REGENERATION: 1,
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FieldStore.Entity.PERFECT_MISS_WINDOW: 0.05,
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"子弹": TITLE_FLAG,
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FieldStore.Entity.OFFSET_SHOOT: 5,
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FieldStore.Entity.PENERATE: 0,
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FieldStore.Entity.EXTRA_BULLET_COUNT: 0,
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FieldStore.Entity.BULLET_SPLIT: 0,
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FieldStore.Entity.BULLET_REFRACTION: 0,
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FieldStore.Entity.BULLET_TRACE: 0,
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"速度": TITLE_FLAG,
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FieldStore.Entity.ATTACK_SPEED: 1,
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FieldStore.Entity.MOVEMENT_SPEED: 1,
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FieldStore.Entity.CHARGE_SPEED: 1,
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"伤害": TITLE_FLAG,
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FieldStore.Entity.DAMAGE_MULTIPILER: 1,
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FieldStore.Entity.CRIT_RATE: 0.05,
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FieldStore.Entity.CRIT_DAMAGE: 1,
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"概率": TITLE_FLAG,
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FieldStore.Entity.LUCK_VALUE: 1,
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"饲料": TITLE_FLAG,
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FieldStore.Entity.PRICE_REDUCTION: 0,
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FieldStore.Entity.FEED_COUNT_SHOW: 3,
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FieldStore.Entity.FEED_COUNT_CAN_MADE: 5,
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"掉落物": TITLE_FLAG,
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FieldStore.Entity.DROPPED_ITEM_COLLECT_RADIUS: 60,
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FieldStore.Entity.GRAVITY: 10,
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}
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var attackCooldownMap = {
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0: 100
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}
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var attackCooldowner = {
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0: CooldownTimer.new()
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}
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var attackMutexes: Array[int] = []
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var attackingStates: Array[int] = []
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var inventory = {
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ItemStore.ItemType.BASEBALL: 200,
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ItemStore.ItemType.BASKETBALL: 200,
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ItemStore.ItemType.APPLE: 3,
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ItemStore.ItemType.BEACHBALL: 0,
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ItemStore.ItemType.SOUL: 0,
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ItemStore.ItemType.CRYSTAL: 0,
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ItemStore.ItemType.DIAMOND: 0
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}
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var inventoryMax = {
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ItemStore.ItemType.BASEBALL: INF, # 无限
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ItemStore.ItemType.BASKETBALL: INF,
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ItemStore.ItemType.APPLE: 3,
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ItemStore.ItemType.BEACHBALL: INF,
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ItemStore.ItemType.SOUL: INF,
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ItemStore.ItemType.CRYSTAL: INF,
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ItemStore.ItemType.DIAMOND: INF,
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}
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@export var defaultCooldownUnit: float = 100
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@export var isBoss: bool = false
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@export var displayName: String = "未知实体"
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@export var sprintMultiplier: float = 5
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@export var drops: Array[ItemStore.ItemType] = []
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@export var dropCounts: Array[Vector2] = []
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@export var appleCount: Vector2i = Vector2(0, 2) # 死亡后掉落的苹果数量
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@export var level: int = 1
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@export var currentInvinsible: bool = false
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@export var useStatic: bool = false
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@export var hurtAudioRate: float = 1
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@onready var animatree: AnimationTree = $"%animatree"
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@onready var texture: AnimatedSprite2D = $"%texture"
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@onready var hurtbox: Area2D = $"%hurtbox"
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@onready var sounds: Node2D = $"%sounds"
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@onready var hurtAnimator: AnimationPlayer = $"%hurtAnimator"
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@onready var stageAnimator: AnimationPlayer = $"%stageAnimator"
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@onready var damageAnchor: Node2D = $"%damageAnchor"
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@onready var trailParticle: GPUParticles2D = $"%trailParticle"
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@onready var weaponStore: Node2D = $"%weaponStore"
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@onready var syncer: MultiplayerSynchronizer = $"%syncer"
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var statebar: EntityStateBar
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@export var health: float = 0
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var energy: float = 0
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var sprinting: bool = false
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var targetableSprinting: bool = false
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var trailing: bool = false
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var lastDirection: int = 1
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var currentFocusedBoss: EntityBase = null
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var currentFocusedPosition: Vector2 = Vector2.ZERO
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var charginup: bool = false
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var weapons: Array[Weapon] = []
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var weaponBag: Array[String] = []
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var canRunAi: bool = true
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var currentStage: int = 0
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var spawnTime: float = 0
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var cycleTimers: Dictionary = {}
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var inertia: Vector2 = Vector2.ZERO
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func _ready():
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if useStatic:
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texture = texture.get_node("staticAnimation")
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spawnTime = WorldManager.getTime()
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register()
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var selfStatebar: EntityStateBar = $"%statebar"
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if isBoss:
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selfStatebar.hide()
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else:
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statebar = selfStatebar
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statebar.entity = self
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if isPlayer():
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if displayName == MultiplayerState.playerName:
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UIState.player = self
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for i in weaponStore.get_children():
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i.hide()
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weapons.append(i)
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weaponBag.append(i.displayName)
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statebar.levelLabels.hide()
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energyChanged.connect(
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func(newEnergy, dontChangeDirection):
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if !UIState.player == self: return
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UIState.energyPercent.maxValue = fields.get(FieldStore.Entity.MAX_ENERGY)
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if dontChangeDirection:
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UIState.energyPercent.currentValue = newEnergy
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else:
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UIState.energyPercent.setCurrent(newEnergy)
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)
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if displayName == MultiplayerState.playerName:
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rebuildWeaponIcons()
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collision_layer = Layers.PLAYER
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collision_mask = Layers.PLAYER
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else:
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applyLevel()
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collision_layer = Layers.ENEMY
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collision_mask = Layers.ENEMY
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health = fields.get(FieldStore.Entity.MAX_HEALTH)
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energy = fields.get(FieldStore.Entity.MAX_ENERGY)
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if is_instance_valid(statebar):
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statebar.forceSync()
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healthChanged.connect(
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func(newHealth):
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if is_instance_valid(statebar):
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statebar.healthBar.maxValue = fields.get(FieldStore.Entity.MAX_HEALTH)
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statebar.healthBar.setCurrent(newHealth)
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)
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healthChanged.emit(health)
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energyChanged.emit(energy, false)
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spawn()
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func _process(_delta):
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health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
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energy = clamp(energy, 0, fields.get(FieldStore.Entity.MAX_ENERGY))
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for i in inventory:
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inventory[i] = clamp(inventory[i], 0, inventoryMax[i])
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if isBoss:
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if UIState.player.currentFocusedBoss == self:
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statebar = UIState.bossbar
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else:
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statebar = null
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if is_instance_valid(statebar):
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statebar.levelLabel.text = str(level)
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func _physics_process(_delta: float) -> void:
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if !isPlayer() && !currentFocusedBoss:
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currentFocusedBoss = MathTool.randomChoiceFrom(get_tree().get_nodes_in_group("players"))
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animatree.set("parameters/blend_position", lerpf(animatree.get("parameters/blend_position"), lastDirection, 0.2))
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if is_instance_valid(currentFocusedBoss):
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currentFocusedPosition = currentFocusedBoss.position
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if sprinting:
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if sprintAi():
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sprinting = false
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else:
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velocity = Vector2.ZERO
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if (isPlayer() or is_instance_valid(currentFocusedBoss)) and not charginup and canRunAi:
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if isPlayer():
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if MultiplayerState.playerName == displayName or not MultiplayerState.isMultiplayer:
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ai()
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else:
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ai()
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elif isSummon():
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ai()
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velocity += inertia
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inertia *= 0.9
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move_and_slide()
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var collision = get_last_slide_collision()
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if is_instance_valid(collision):
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inertia = inertia.bounce(collision.get_normal())
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targetableSprinting = false
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sprinting = false
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storeEnergy(randf_range(0.01, 0.05 + fields.get(FieldStore.Entity.ENERGY_REGENERATION) - 1), true)
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trailParticle.emitting = trailing
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for cycler in cycleTimers.values():
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if cycler is CycleTimer:
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cycler.apply(position)
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# 通用方法
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func impluse(force: Vector2):
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inertia += force
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func getOrCreateCycleTimer(timerName: String, period: float = 1000, distance: float = 200, start: bool = true) -> CycleTimer:
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if !cycleTimers.has(timerName):
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var newTimer = CycleTimer.new()
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newTimer.period = period
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newTimer.distance = distance
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if start: newTimer.start()
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cycleTimers[timerName] = newTimer
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return cycleTimers[timerName]
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func initHealth(maxHealth: float):
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fields[FieldStore.Entity.MAX_HEALTH] = maxHealth
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health = maxHealth
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statebar.forceSync()
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func rebuildWeaponIcons():
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if isPlayer():
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for i in UIState.skillIconContainer.get_children():
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i.queue_free()
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for i in weapons:
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var icon: SkillIcon = ComponentManager.getUIComponent("SkillIcon").instantiate()
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icon.weapon = i
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UIState.skillIconContainer.add_child(icon)
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func timeLived():
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return WorldManager.getTime() - spawnTime
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func setStage(stage: int):
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if currentStage == stage:
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return
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currentInvinsible = true
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canRunAi = false
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var oldStage = currentStage
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currentStage = stage
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stageAnimator.play("exit")
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await stageAnimator.animation_finished
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await exitStage(oldStage)
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await enterStage(stage)
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stageAnimator.play("enter")
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await stageAnimator.animation_finished
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canRunAi = true
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currentInvinsible = false
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func applyLevel():
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fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * (GameRule.difficulty - GameRule.difficultyRange.x + 1)) ** level
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= clamp((1 + GameRule.entityDamageIncreasePerWave * GameRule.difficulty), 1.0, INF) ** level
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func displace(direction: Vector2, isSprinting: bool = false):
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return (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 400 * abs(animatree.get("parameters/blend_position"))
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func move(direction: Vector2, isSprinting: bool = false):
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velocity = displace(direction, isSprinting)
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var currentDirection = sign(direction.x)
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if currentDirection != 0:
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lastDirection = currentDirection
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func getSprintInitialDisplace():
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return displace(velocity) * sprintMultiplier
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func getSprintProgress():
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return velocity.length() / getSprintInitialDisplace().length()
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func takeDamage(baseDamage: float, crit: bool = false, perfectMiss: bool = false):
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var resultDamage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
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health -= resultDamage
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healthChanged.emit(health)
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DamageLabel.create(resultDamage, crit || perfectMiss, damageAnchor.global_position + MathTool.sampleInCircle(GameRule.damageLabelSpawnOffset))
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if health <= 0:
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tryDie(null)
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return resultDamage
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func bulletHit(bullet: BulletBase, crit: bool):
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# 当受伤时
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hurtAnimator.play("hurt")
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var damage = bullet.calculateDamage(crit)
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var perfectMiss = false
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if sprinting:
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playSound("miss")
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if getSprintProgress() > 1 - fields.get(FieldStore.Entity.PERFECT_MISS_WINDOW):
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perfectMiss = true
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if perfectMiss:
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storeEnergy(damage * 2)
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else:
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storeEnergy(damage * 0.35)
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damage = 0
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else:
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if MathTool.rate(hurtAudioRate):
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playSound("hurt")
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storeEnergy(damage * -0.5)
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position += Vector2.from_angle(bullet.position.angle_to_point(position)) * bullet.knockback
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hit.emit(damage, bullet, crit)
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health -= damage
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healthChanged.emit(health)
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DamageLabel.create(damage, crit || perfectMiss, damageAnchor.global_position + MathTool.sampleInCircle(GameRule.damageLabelSpawnOffset))
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if isBoss and bullet.launcher.isPlayer():
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bullet.launcher.setBoss(self )
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if health <= 0:
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if isBoss:
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bullet.launcher.storeEnergy(energy * 0.35)
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bullet.launcher.setBoss(null)
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tryDie(bullet)
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return damage
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func collectItem(itemType: ItemStore.ItemType, amount: int):
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inventory[itemType] += amount
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playSound("collect")
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for weapon in weapons:
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if weapon.autoUpdate && weapon.canUpdate(self ):
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weapon.updateApply(self )
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UIState.showTip("[b]%s[/b]已自动强化!" % weapon.displayName)
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func storeEnergy(value: float, dontChangeDirection: bool = false):
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energy += value * fields.get(FieldStore.Entity.ENERGY_MULTIPILER)
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energy = clamp(energy, 0, fields[FieldStore.Entity.MAX_ENERGY])
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energyChanged.emit(energy, dontChangeDirection)
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func finalEnergy(base: float):
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return base / fields.get(FieldStore.Entity.SAVE_ENERGY)
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func fillingProgress(base: float):
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return energy / finalEnergy(base)
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func isEnergyEnough(base: float):
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return energy >= finalEnergy(base)
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func useEnergy(value: float):
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var state = isEnergyEnough(value)
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if state:
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energy -= finalEnergy(value)
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energyChanged.emit(energy, false)
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return state
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func tryAttack(type: int, chargeConfig: Variant = false):
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var weapon: Weapon
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if isPlayer() and !isSummon():
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if len(weapons) > type:
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weapon = weapons[type]
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else:
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return
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var state
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if isPlayer() and !isSummon():
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state = true
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else:
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var cooldownTimer: CooldownTimer
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if !attackCooldowner.has(type):
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attackCooldowner[type] = CooldownTimer.new()
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cooldownTimer = attackCooldowner[type]
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cooldownTimer.cooldown = attackCooldownMap.get(type, defaultCooldownUnit)
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state = cooldownTimer.start()
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if state:
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var needChargeUp: bool
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if chargeConfig is bool:
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needChargeUp = chargeConfig
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elif chargeConfig is Array:
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needChargeUp = type in chargeConfig
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else:
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needChargeUp = false
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if needChargeUp:
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await chargeUp()
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for attackingState in attackingStates:
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if attackingState in attackMutexes:
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return false
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if isPlayer() and !isSummon():
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attackingStates.append(type)
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if await weapon.tryAttack(self ):
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weapon.playSound("attack")
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attackingStates.erase(type)
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else:
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attackingStates.append(type)
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if await attack(type):
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playSound("attack" + str(type))
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attackingStates.erase(type)
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return state
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func chargeUp():
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charginup = true
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await EffectController.create(ComponentManager.getEffect("AttackStar"), damageAnchor.global_position).shot()
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charginup = false
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func trySprint():
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trailing = true
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playSound("sprint")
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sprinting = true
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sprint()
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await TickTool.until(func(): return !sprinting)
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trailing = false
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func sprintTo(target: Vector2, speed: float):
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await TickTool.until(func(): return !targetableSprinting)
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targetableSprinting = true
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trailing = true
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await TickTool.until(
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func():
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position += (target - position) * speed
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return position.distance_to(target) < 10 || !targetableSprinting
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)
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position = target
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trailing = false
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targetableSprinting = false
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func tryDie(by: BulletBase = null):
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if is_queued_for_deletion(): return
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if is_instance_valid(by):
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for drop in range(min(len(drops), len(dropCounts))):
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var item = drops[drop]
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var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
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for i in range(count):
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ItemDropped.generate(item, randi_range(1, round(2.5 * sqrt(GameRule.difficulty - GameRule.difficultyRange.x + 1))), position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset))
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if MathTool.rate(
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GameRule.appleDropRate +
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by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) +
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GameRule.appleDropRateInfluenceByLuckValue * by.launcher.fields[FieldStore.Entity.LUCK_VALUE]
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) or isBoss:
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for i in randi_range(appleCount.x, appleCount.y):
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ItemDropped.generate(ItemStore.ItemType.APPLE, 1, position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset))
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ItemDropped.generate(
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ItemStore.ItemType.BEACHBALL,
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fields[FieldStore.Entity.MAX_HEALTH] * randf_range(1 - GameRule.beachballOffset, 1 + GameRule.beachballOffset),
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position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset)
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)
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for i in randi_range(0, (15 + level) if isBoss else 5):
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ItemDropped.generate(
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ItemStore.ItemType.CRYSTAL,
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5 if isBoss else 1,
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position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset)
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)
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if isBoss:
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ItemDropped.generate(
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ItemStore.ItemType.DIAMOND,
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randi_range(1, level),
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position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset)
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)
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if isBoss:
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ItemDropped.generate(
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ItemStore.ItemType.SOUL,
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randi_range(1, 2),
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position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset)
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)
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if isPlayer():
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if UIState.player == self:
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var reasonTemplate = MathTool.randomChoiceFrom(GameRule.deadReasons)
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if is_instance_valid(by):
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UIState.setPanel("GameOver", ["%s凶手是[b]%s[/b]的[b]%s[/b]。" % [reasonTemplate, by.launcher.displayName, by.displayName] % displayName])
|
|
else:
|
|
UIState.setPanel("GameOver", ["%s凶手是[b]%s[/b]。" % [reasonTemplate, "*刻意的游戏设计*"] % displayName])
|
|
EffectController.create(ComponentManager.getEffect("DeadBlood"), texture.global_position).shot()
|
|
await die()
|
|
died.emit()
|
|
if isBoss:
|
|
UIState.showTip("[b]%s[/b] 已被打败!" % displayName, TipBox.MessageType.CONGRATULATION)
|
|
elif isPlayer():
|
|
UIState.showTip("[b]%s[/b] 似了😭。" % displayName, TipBox.MessageType.ERROR)
|
|
if !isPlayer() || isSummon():
|
|
queue_free()
|
|
func tryHeal(count: float):
|
|
playSound("heal")
|
|
healed.emit(heal(count * fields.get(FieldStore.Entity.HEAL_ABILITY)))
|
|
healthChanged.emit(health)
|
|
func findWeaponAnchor(weaponName: String) -> Vector2:
|
|
var anchor = $"%weapons".get_node_or_null(weaponName)
|
|
if anchor is Node2D:
|
|
return anchor.global_position
|
|
else:
|
|
return Vector2.ZERO
|
|
func setBoss(boss: EntityBase):
|
|
currentFocusedBoss = boss
|
|
if isPlayer() and boss and UIState.bossbar.entity != boss:
|
|
UIState.bossbar.entity = boss
|
|
boss.healthChanged.emit(boss.health)
|
|
func playSound(type: String):
|
|
var body = sounds.get_node_or_null(type)
|
|
if body is AudioStreamPlayer2D:
|
|
var cloned = body.duplicate() as AudioStreamPlayer2D
|
|
add_child(cloned)
|
|
cloned.play()
|
|
await cloned.finished
|
|
cloned.queue_free()
|
|
func tryKill():
|
|
kill()
|
|
await tryDie()
|
|
func hasItem(items: Dictionary):
|
|
for item in items:
|
|
if inventory[item] < items[item]:
|
|
return false
|
|
return true
|
|
func useItem(items: Dictionary):
|
|
var state = hasItem(items)
|
|
if state:
|
|
for item in items:
|
|
inventory[item] -= items[item]
|
|
return state
|
|
func getItem(items: Dictionary):
|
|
for item in items:
|
|
inventory[item] = clamp(inventory[item] + items[item], 0, inventoryMax[item])
|
|
func getHealthPercent():
|
|
return health / fields[FieldStore.Entity.MAX_HEALTH]
|
|
func percentHealth(percent: float):
|
|
return fields[FieldStore.Entity.MAX_HEALTH] * percent
|
|
func getMySummons() -> Array[SummonBase]:
|
|
var result: Array[SummonBase] = []
|
|
for entity in get_tree().get_nodes_in_group("players" if isPlayer() else "mobs"):
|
|
if entity is SummonBase && entity.myMaster == self:
|
|
result.append(entity)
|
|
return result
|
|
func summon(who: PackedScene, syncFields: bool = true, lockValue: bool = true) -> SummonBase:
|
|
var existSummons: Array[SummonBase] = getMySummons()
|
|
while len(existSummons) >= fields.get(FieldStore.Entity.SUMMON_MAX):
|
|
existSummons.pop_at(0).tryKill()
|
|
var instance: SummonBase = who.instantiate()
|
|
instance.position = get_global_mouse_position()
|
|
instance.myMaster = self
|
|
summoned(instance)
|
|
if isPlayer(): instance.add_to_group("players")
|
|
if syncFields:
|
|
if lockValue:
|
|
instance.fields = fields.duplicate()
|
|
else:
|
|
instance.fields = fields
|
|
get_parent().add_child(instance)
|
|
return instance
|
|
|
|
# 关于追踪
|
|
func getTrackingAnchor() -> Vector2:
|
|
return hurtbox.get_node("hitbox").global_position
|
|
|
|
# 关于实体类型
|
|
func isPlayer() -> bool:
|
|
return is_in_group("players")
|
|
func isSummon() -> bool:
|
|
return self is SummonBase
|
|
|
|
# 抽象方法,实际上是一些钩子,不需要全部实现
|
|
func ai():
|
|
pass
|
|
func sprintAi():
|
|
velocity *= 0.9
|
|
return velocity.length() <= 100
|
|
func attack(_type: int):
|
|
pass
|
|
func die():
|
|
pass
|
|
func sprint():
|
|
pass
|
|
func heal(count: float):
|
|
health += count
|
|
DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.sampleInCircle(GameRule.damageLabelSpawnOffset))
|
|
return count
|
|
func register():
|
|
pass
|
|
func spawn():
|
|
pass
|
|
func exitStage(_stage: int):
|
|
pass
|
|
func enterStage(_stage: int):
|
|
pass
|
|
func kill():
|
|
pass
|
|
func summoned(_entity: SummonBase):
|
|
pass
|
|
|
|
static func findPlayer(playerName: String) -> EntityBase:
|
|
for i in getPlayers():
|
|
if i.displayName == playerName:
|
|
return i
|
|
return null
|
|
static func generatePlayer(playerName: String, character: String, extraFields: Dictionary = {}) -> EntityBase:
|
|
var player = generate(ComponentManager.getCharacter(character), Vector2.ZERO, false, false, true, playerName)
|
|
player.name = "Player_%s" % playerName
|
|
var feed = ComponentManager.getAbstract("FeedCardBase").instantiate() as Feed
|
|
for field in extraFields:
|
|
feed.fields.append(field)
|
|
feed.fieldValues.append(extraFields[field])
|
|
feed.freeToBuy = true
|
|
feed.apply(player)
|
|
return player
|
|
static func generate(
|
|
entity: PackedScene,
|
|
spawnPosition: Vector2,
|
|
isMob: bool = true,
|
|
spawnAsBoss: bool = false,
|
|
addToWorld: bool = true,
|
|
disName: String = ""
|
|
):
|
|
var instance: EntityBase = entity.instantiate()
|
|
instance.position = spawnPosition
|
|
instance.isBoss = spawnAsBoss
|
|
instance.level = clamp((round(Wave.current * (1 + GameRule.entityLevelOffsetByWave * randf_range(-1, 1)))), 1, INF)
|
|
if disName:
|
|
instance.displayName = disName
|
|
if isMob:
|
|
instance.add_to_group("mobs")
|
|
else:
|
|
instance.add_to_group("players")
|
|
instance.add_to_group("entities")
|
|
if addToWorld:
|
|
WorldManager.rootNode.spawn(instance)
|
|
return instance
|
|
static func getMobs() -> Array[EntityBase]:
|
|
var result: Array[EntityBase] = []
|
|
for entity in WorldManager.tree.get_nodes_in_group("mobs"):
|
|
if entity:
|
|
result.append(entity)
|
|
return result
|
|
static func getPlayers() -> Array[EntityBase]:
|
|
var result: Array[EntityBase] = []
|
|
for entity in WorldManager.tree.get_nodes_in_group("players"):
|
|
if entity:
|
|
result.append(entity)
|
|
return result
|