mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 23:11:54 +08:00
b3c7efd1f4
将弹反后的子弹基础伤害乘以攻击力,以平衡游戏性
51 lines
2.1 KiB
GDScript
51 lines
2.1 KiB
GDScript
extends BulletBase
|
|
class_name ParrierBullet
|
|
|
|
@export var parryRate: float = 1
|
|
|
|
var parryiedTimes: int = 0
|
|
var maxParryTimes: int = 1
|
|
var maxBallCount: int = 3
|
|
var atk: float = 0
|
|
|
|
func spawn():
|
|
var varians = randi_range(0, 2)
|
|
var inverts = [2]
|
|
var frames = load("res://resources/effects/parrier/%d/%d.tres" % [varians, varians])
|
|
var eff = EffectController.create(ComponentManager.getEffect("Parrier"), position)
|
|
eff.rotation = rotation
|
|
eff.texture.scale.y *= MathTool.randomChoiceFrom([-1, 1])
|
|
if varians in inverts:
|
|
eff.texture.scale.x *= -1
|
|
eff.texture.sprite_frames = frames
|
|
eff.shot()
|
|
func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
|
|
if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗?
|
|
if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
|
|
parryiedTimes += 1
|
|
# 生成格挡特效
|
|
var eff = EffectController.create(ComponentManager.getEffect("Parry"), position + (bullet.position - position).normalized() * 200) # 从子弹位置,面向其他子弹的方向前进150
|
|
eff.modulate = bullet.modulate.blend(bullet.texture.modulate)
|
|
eff.rotation = position.angle_to_point(bullet.position)
|
|
eff.shot()
|
|
CameraManager.shake(250, 300)
|
|
launcher.impluse((position - bullet.position).normalized() * (bullet.speed * bullet.getDamage()) ** (1.0 / 3) * 250)
|
|
# 弹反
|
|
bullet.look_at(bullet.launcher.position)
|
|
bullet.launcher = launcher
|
|
bullet.baseDamage *= atk
|
|
var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
|
|
if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
|
|
for b in BulletBase.generate(
|
|
ComponentManager.getBullet("ParryBall"), # 生成气的子弹
|
|
launcher,
|
|
position,
|
|
0
|
|
):
|
|
if b is ParryBallBullet:
|
|
b.atk = atk * bullet.baseDamage
|
|
func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
|
|
return null
|
|
func split(_newBullet: BulletBase, _index: int, _total: int, _lastBullet: float):
|
|
return null
|