mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 15:01:53 +08:00
9e77b720d6
- 为Rooster添加受伤时的羽毛掉落特效 - 调整FeatherFall粒子效果参数,包括速度、重力和大小 - 修改DogCircle子弹的初始状态和动画时间 - 调整Dog武器节点的位置 - 为EntityBase的受伤方法添加注释
44 lines
1.1 KiB
GDScript
44 lines
1.1 KiB
GDScript
extends EntityBase
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class_name Rooster
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func register():
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attackCooldownMap[0] = 200
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attackCooldownMap[1] = 6000
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hit.connect(
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func(_damage: float, _bullet: BulletBase, _crit: bool):
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EffectController.create(ComponentManager.getEffect("FeatherFall"), texture.global_position).shot()
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)
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func ai():
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texture.play("walk")
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var direction = Vector2(
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Input.get_axis("m_left", "m_right"),
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Input.get_axis("m_up", "m_down")
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)
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move(direction)
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if direction.length() == 0:
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texture.play("idle")
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if Input.is_action_pressed("attack"):
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tryAttack(0)
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if Input.is_action_pressed("attack2"):
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tryAttack(1)
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if Input.is_action_pressed("smallSkill"):
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tryAttack(2)
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if Input.is_action_pressed("superSkill"):
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tryAttack(3)
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for i in range(3):
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if Input.is_action_pressed("cardSkill" + str(i)):
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tryAttack(4 + i)
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if Input.is_action_just_pressed("sprint"):
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trySprint()
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if Input.is_action_just_pressed("heal"):
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if health < fields.get(FieldStore.Entity.MAX_HEALTH):
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if useItem({
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ItemStore.ItemType.APPLE: 1
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}):
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tryHeal(20)
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func sprint():
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move(Vector2(
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Input.get_axis("m_left", "m_right"),
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Input.get_axis("m_up", "m_down")
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) * sprintMultiplier, true)
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