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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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fdedca95b4
修改红水晶武器爆炸时生成的水晶碎片数量逻辑,从固定数量改为1~N随机数量 更新相关描述文本以反映新的随机数量机制
20 lines
722 B
GDScript
20 lines
722 B
GDScript
@tool
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extends Weapon
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class_name RedCrystalWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 5 * to * soulLevel
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origin["radius"] += 1 * to * soulLevel
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origin["count"] = 2 + 1 * soulLevel
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origin["percent"] += 0.001 * to * soulLevel
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return origin
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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for bullet in BulletBase.generate(ComponentManager.getBullet("RedCrystal"), entity, weaponPos, (get_global_mouse_position() - weaponPos).angle()):
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if bullet is RedCrystalBullet:
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bullet.baseDamage = readStore("atk")
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bullet.radius = readStore("radius")
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bullet.percent = readStore("percent")
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bullet.count = readStore("count")
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return true
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