mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-27 22:41:56 +08:00
e31fd1889e
添加新的光枪攻击类型(类型5),包括: - 新增光枪子弹预制体及脚本 - 添加光枪音效资源 - 在熊角色中实现光枪攻击逻辑 - 新增光枪轨迹着色器 - 配置攻击冷却时间为5500ms 光枪攻击会发射10-15发彩色追踪子弹,形成环绕效果
74 lines
2.9 KiB
GDScript
74 lines
2.9 KiB
GDScript
extends EntityBase
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class_name Bear # 攻击方式模仿泰拉瑞亚光之女皇
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@onready var sprintParticle: GPUParticles2D = $"%sprintParticle"
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 2000
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
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attackCooldownMap[0] = 3000
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attackCooldownMap[1] = 10000
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attackCooldownMap[2] = 8000
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attackCooldownMap[3] = 13000
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attackCooldownMap[4] = 4500
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attackCooldownMap[5] = 5500
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sprintMultiplier = 60
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func spawn():
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texture.play("walk")
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 200)
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for i in len(attackCooldownMap.keys()):
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tryAttack(i)
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# tryAttack(5)
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func attack(type):
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var weaponPos = findWeaponAnchor("normal")
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if type == 0:
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playSound("attack0")
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for i in randi_range(20, 30):
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for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(randf_range(0, 360))):
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bullet.tracer = currentFocusedBoss
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bullet.position += MathTool.randv2_range(50)
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await TickTool.millseconds(50)
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return false
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elif type == 1:
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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([-300, 300]), 300), 0.25)
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var count = randi_range(6, 8)
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for i in range(count):
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BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/SunDance.tscn"), self, weaponPos, deg_to_rad(360.0 / count * i))
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elif type == 2:
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for i in range(13):
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for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ForeverRainbow.tscn"), self, weaponPos, 0):
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bullet.rotation = 360 / 13.0 * i
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elif type == 3:
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await sprintTo(currentFocusedBoss.position - Vector2(MathTool.randc_from([500, -500]), 0), 0.25)
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playSound("attack3")
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sprintParticle.emitting = true
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canRunAi = false
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await TickTool.millseconds(900)
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BulletBase.generate(preload("res://components/Bullets/BearSprint.tscn"), self, weaponPos, 0)
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await trySprint()
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sprintParticle.emitting = false
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canRunAi = true
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await sprintTo(currentFocusedBoss.position + MathTool.randv2_range(400), 0.25)
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return false
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elif type == 4:
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playSound("attack4")
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var count = randi_range(8, 12)
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for i in range(count):
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for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i)):
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bullet.tracer = currentFocusedBoss
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await TickTool.millseconds(830.0 / count)
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return false
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elif type == 5:
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var target = currentFocusedBoss.position
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var count = randi_range(10, 15)
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for i in range(count):
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for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/LightGun.tscn"), self, target, 0):
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bullet.position += Vector2.from_angle(deg_to_rad(360.0 / count * i)) * 1000
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bullet.rotation = bullet.position.angle_to_point(target)
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await TickTool.millseconds(1670.0 / count)
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return false
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return true
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func sprint():
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move(Vector2(sign((currentFocusedBoss.position - position).x * sprintMultiplier), 0), true)
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