homing_add 为 float(角速度,弧度/秒),镜像 bounce_add 的 int 累加路径。 发射时不解析目标,homing_target_id 留 -1 由 bullet_manager 首帧惰性获取, 使 spell_evaluator 不必接触 SpatialGrid。 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
30 lines
1.3 KiB
GDScript
30 lines
1.3 KiB
GDScript
## CastStats — 单次施法的可修改弹道参数负载
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## 由 MODIFIER 节点在执行间修改;每次 execute_compiled 开始时从 SpellContext 隶新
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extends RefCounted
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class_name CastStats
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var damage_add: float = 0.0 # 加法伤害加成
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var damage_mult: float = 1.0 # 乘法伤害倍率
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var spread_count: int = 1 # 单 ACTION 同时发射数量(扩散)
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var multicast_count: int = 0 # S3:额外可执行的 ACTION 数(0=仅执行1个)
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var lifetime: float = 0.0 # 对默认 lifetime 的差値(<0 缩短)
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var speed_mult: float = 1.0 # 弹速倍率
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var radius_mult: float = 1.0 # 弹体半径倍率
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var crit_chance: float = 0.0 # 暴击概率
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var pierce_add: int = 0 # MODIFIER 累加的穿透次数(叠加到 ACTION 自带 pierce)
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var bounce_add: int = 0 # MODIFIER 累加的弹跳次数(叠加到 ACTION 自带 bounce)
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var homing_add: float = 0.0 # MODIFIER 累加的归航角速度(弧度/秒,叠加到 ACTION 自带 homing)
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func reset() -> void:
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damage_add = 0.0
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damage_mult = 1.0
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spread_count = 1
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multicast_count = 0
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lifetime = 0.0
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speed_mult = 1.0
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radius_mult = 1.0
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crit_chance = 0.0
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pierce_add = 0
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bounce_add = 0
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homing_add = 0.0
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