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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 23:11:54 +08:00
cdf9544f1d
修改格挡子弹的伤害计算方式,现在会基于子弹基础伤害计算 调整格挡动画的时长从0.27秒增加到0.5秒 降低乾坤剑基础伤害从35点降至20点 新增伤害描述说明乾坤剑伤害基于化解伤害值
42 lines
1.6 KiB
GDScript
42 lines
1.6 KiB
GDScript
extends BulletBase
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class_name ParrierBullet
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@export var parryRate: float = 1
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var parryiedTimes: int = 0
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var maxParryTimes: int = 1
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var maxBallCount: int = 3
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var atk: float = 0
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func spawn():
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var varians = randi_range(0, 1)
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var inverts = []
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var frames = load("res://resources/effects/parrier/%d/%d.tres" % [varians, varians])
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var eff = EffectController.create(ComponentManager.getEffect("Parrier"), position)
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eff.rotation = rotation
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eff.scale.y *= MathTool.randomChoiceFrom([-1, 1])
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if varians in inverts:
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eff.scale.x *= -1
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eff.texture.sprite_frames = frames
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eff.shot()
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func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗?
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if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
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parryiedTimes += 1
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# 生成格挡特效
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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
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eff.modulate = bullet.modulate.blend(bullet.texture.modulate)
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eff.shot()
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# 摧毁其他子弹
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bullet.tryDestroy()
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var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
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if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有5点气
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for b in BulletBase.generate(
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ComponentManager.getBullet("ParryBall"), # 生成气的子弹
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launcher,
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position,
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0
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):
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if b is ParryBallBullet:
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b.atk = atk * bullet.baseDamage
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