mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-27 22:41:56 +08:00
b3b4fdafc2
- Created a new SVG import for the energy texture, enabling better resource management and compression. - Added a StyleBoxFlat resource for the top left panel with specified margins, background color, border width, and corner radius. - Introduced a StyleBoxFlat resource for the top panel with similar properties, ensuring consistent UI design across panels.
71 lines
2.5 KiB
GDScript
71 lines
2.5 KiB
GDScript
extends Area2D
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class_name BulletBase
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@export var fields = {
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FieldStore.Bullet.SPEED: 10,
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FieldStore.Bullet.DAMAGE: 10,
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FieldStore.Bullet.PENERATE: 0
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}
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@export var lifeDistance: float = -1 # -1表示无限距离
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@export var lifeTime: float = -1 # -1表示无限时间
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@export var indisDamage: bool = false # 是否无差别伤害(不区分敌我)
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@export var canDamageSelf: bool = false # 是否可以伤害发射者
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var launcher: EntityBase = null
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var spawnInWhen: float = 0
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var spawnInWhere: Vector2 = Vector2.ZERO
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func _ready():
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area_entered.connect(hit)
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spawnInWhen = Time.get_ticks_msec()
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spawnInWhere = position
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func _process(_delta: float) -> void:
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if lifeTime > 0:
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if Time.get_ticks_msec() - spawnInWhen >= lifeTime:
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destroy()
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if lifeDistance > 0:
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if position.distance_to(spawnInWhere) >= lifeDistance:
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destroy()
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func _physics_process(_delta: float) -> void:
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if is_instance_valid(launcher) and (launcher.isPlayer() or is_instance_valid(launcher.currentFocusedBoss)):
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ai()
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func hit(target: Node):
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var entity: EntityBase = EntityTool.fromHurtbox(target)
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if !entity || !launcher: return
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if !canDamageSelf && entity == launcher: return
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if !indisDamage && !GameRule.allowFriendlyFire:
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if entity.isPlayer() == launcher.isPlayer(): return
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entity.takeDamage(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE)))
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if !MathTool.rate(fullPenerate(entity)):
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destroy()
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func forward(direction: Vector2):
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position += direction.normalized() * fields.get(FieldStore.Bullet.SPEED) * GameRule.bulletSpeedMultiplier
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func fullPenerate(target: EntityBase):
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return fields.get(FieldStore.Bullet.PENERATE) * (1 + launcher.fields.get(FieldStore.Entity.PENERATE)) - target.fields.get(FieldStore.Entity.PENARATION_RESISTANCE)
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func ai():
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pass
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func destroy():
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queue_free()
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static func generate(
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bullet: PackedScene,
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launchBy: EntityBase,
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spawnPosition: Vector2,
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spawnRotation: float,
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addToWorld: bool = true
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):
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var extraCount = launchBy.fields.get(FieldStore.Entity.EXTRA_BULLET_COUNT)
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var count = 1 + floor(extraCount) + int(MathTool.rate(extraCount - floor(extraCount)))
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var instances = []
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for i in range(count):
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var instance: BulletBase = bullet.instantiate()
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instance.launcher = launchBy
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instance.position = spawnPosition
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instance.rotation = spawnRotation + deg_to_rad(randf_range(-launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT), launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT)))
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if addToWorld:
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WorldManager.rootNode.add_child(instance)
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instances.append(instance)
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return instances
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