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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-29 07:21:54 +08:00
Files
Dog-Lynx-And-HCN/scripts/Contents/Characters/Chick.gd
T
fallingshrimp 0b4d3868a3 fix: 调整角色属性和波次配置
降低Chick和Bear的最大生命值
将默认波次从测试BOSS改为普通波次
添加KukeMC到普通波次中
移除注释掉的测试代码
2025-09-14 17:18:29 +08:00

47 lines
1.7 KiB
GDScript

extends EntityBase
class_name Chick
@onready var firepot = $"%firepot"
const laserCount = 4
func register():
fields[FieldStore.Entity.MAX_HEALTH] = 1000
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.4
attackCooldownMap[0] = 500
attackCooldownMap[1] = 6000
attackCooldownMap[2] = 2000
attackCooldownMap[3] = 500
sprintMultiplier = 45
func spawn():
texture.play("walk")
func ai():
PresetEntityAI.follow(self, currentFocusedBoss, 0)
PresetEntityAI.distanceAttack(self, currentFocusedBoss, 0, 200, 2)
PresetEntityAI.distanceAttack(self, currentFocusedBoss, 200, 700, 1)
PresetEntityAI.distanceAction(self, currentFocusedBoss, 700, INF,
func():
PresetEntityAI.weightAttack(self, [0, 3], [5, 1], func(index): return index == 3)
)
func attack(type):
if type == 0:
var weaponPos = findWeaponAnchor("normal")
for i in randi_range(10, 20):
BulletBase.generate(preload("res://components/Bullets/Diamond.tscn"), self, weaponPos + MathTool.randv2_range(20), rotation + deg_to_rad(randf_range(-90, 90)))
elif type == 1:
for i in range(laserCount):
BulletBase.generate(preload("res://components/Bullets/ChickLaser.tscn"), self, texture.global_position, deg_to_rad(90 * i))
elif type == 2:
var weaponPos = findWeaponAnchor("normal")
var target = weaponPos.angle_to_point(currentFocusedBoss.position)
firepot.global_rotation = target
firepot.shot()
BulletBase.generate(preload("res://components/Bullets/FireScan.tscn"), self, weaponPos, target)
elif type == 3:
BulletBase.generate(preload("res://components/Bullets/ChickSprint.tscn"), self, position, 0)
trySprint()
return true
func sprint():
move((currentFocusedBoss.position - position).normalized() * sprintMultiplier, true)