feat: 1. 武器自动根据最近的敌人旋转
2. 流程:player 初始化调用 add_weapon,更新weapon_container,weapon_punch在_process每一帧中监听,更新update_closest_target最近的敌人,然后rotate_to_target旋转到最近的敌人
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@@ -24,11 +24,6 @@ func _ready() -> void:
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dash_cooldown_timer.wait_time = dash_cooldown
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add_weapon(preload("uid://murcuuks1j8l"))
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add_weapon(preload("uid://murcuuks1j8l"))
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add_weapon(preload("uid://murcuuks1j8l"))
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add_weapon(preload("uid://murcuuks1j8l"))
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add_weapon(preload("uid://murcuuks1j8l"))
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add_weapon(preload("uid://murcuuks1j8l"))
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@@ -89,6 +84,9 @@ func can_dash() -> bool:
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Input.is_action_just_pressed("dash") and \
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move_dir != Vector2.ZERO
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func is_facing_right() -> bool:
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return visuals.scale.x == -0.5
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func _on_dash_timer_timeout() -> void:
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is_dashing = false
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visuals.modulate.a = 1.0
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@@ -15,6 +15,8 @@ position = Vector2(21, 1)
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scale = Vector2(2, 2)
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collision_layer = 16
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collision_mask = 8
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monitoring = false
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monitorable = false
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Sprite2D/HitboxComponent" index="0" unique_id=1064980236]
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z_index = 1
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@@ -16,11 +16,83 @@ var weapon_spread: float
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func _ready() -> void:
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atk_start_pos = sprite_2d.position
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func _process(delta: float) -> void:
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if not is_attacking:
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if targets.size() > 0:
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update_closest_target()
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else:
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closest_target = null
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rotate_to_target()
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func setup_weapon(_data: ItemWeapon) -> void:
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self.data = _data
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collision.shape.radius = data.stats.max_range
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func use_weapon() -> void:
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calculate_spread()
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func rotate_to_target() -> void:
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if is_attacking:
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rotation = get_custom_rotation_to_target()
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else:
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rotation = get_rotation_target()
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func get_custom_rotation_to_target() -> float:
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if not closest_target or not is_instance_valid(closest_target):
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return rotation
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var rot := global_position.direction_to(closest_target.global_position).angle()
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return rot + weapon_spread
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func get_rotation_target() -> float:
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if targets.size() == 0:
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return get_idle_rotation()
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var rot := global_position.direction_to(closest_target.global_position).angle()
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return rot
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func get_idle_rotation() -> float:
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if Global.player.is_facing_right():
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return 0
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else:
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return PI
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func calculate_spread() -> void:
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weapon_spread += randf_range(-1 + data.stats.accurary, 1- data.stats.accurary)
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rotation += weapon_spread
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func update_closest_target() -> void:
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closest_target = get_closest_target()
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func get_closest_target() -> Node2D:
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# 没有敌人在攻击范围
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if targets.size() == 0:
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return
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var closest_enemy := targets[0]
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var closest_distance := global_position.distance_to(closest_enemy.global_position)
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for i in range(1, targets.size()):
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var target: Enemy = targets[i]
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var distance := global_position.distance_to(target.global_position)
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if distance < closest_distance:
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closest_enemy = target
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closest_distance = distance
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return closest_enemy
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func can_use_weapon() -> bool:
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return cooldown_timer.is_stopped() and closest_target
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