extends Content
field | type | default | note |
---|---|---|---|
lifetime | float | 40.0 | 子弹存活时间 |
speed | float | 0.0 | 子弹速度 |
damage | float | 0.0 | 子弹伤害 |
hitSize | float | 4.0 | 子弹碰撞箱大小 |
drawSize | float | 40.0 | |
drag | float | 0.0 | |
pierce | boolean | false | 是否穿透 |
pierceBuilding | boolean | false | 是否穿透建筑 |
pierceCap | int | -1 | 穿透层数 |
hitEffect | Effect | 击中效果 | |
despawnEffect | Effect | 被移除特效(? | |
shootEffect | Effect | Fx.shootSmall | 子弹发射时特效 |
smokeEffect | Effect | Fx.shootSmallSmoke | 子弹发射时额外烟雾特效 |
hitSound | Sound | Sounds.none | 子弹移除时的声音 |
hitSoundPitch | float | 1 | 击中某物声音音高(? |
hitSoundVolume | float | 1 | 击中某物声音响度 |
inaccuracy | float | 0.0 | 额外的误差 |
ammoMultiplier | float | 2.0 | 1弹药=n实体 |
relaodMultiplier | float | 1.0 | 装填倍率 |
buildingDamageMultiplier | float | 1.0 | 建筑伤害倍率 |
recoil | float | 0.0 | 后坐力 |
killShooter | boolean | false | 击杀子弹使用者 |
instantDisapper | boolean | false | 瞬间消失 |
splashDamage | float | 0.0 | 溅射伤害 |
splashDamageRadius | float | -1.0 | 溅射范围 |
knockback | float | 0.0 | 击退强度 |
status | StatusEffect | StatusEffects.none | 被击中单位获得效果 |
statusDuration | float | 60.0 * 8 | 效果持续时间 |
collidesTiles | boolean | true | |
collidesTeam | boolean | false | 碰撞友方 |
collidesAir | boolean | true | 碰撞空军 |
collidesGround | boolean | true | 碰撞陆军 |
colldes | boolean | true | |
keepVelocity | boolean | true | |
scaleVelocity | boolean | true | |
hittable | boolean | true | 是否被防御武器击中(如裂解光束![]() |
reflectable | boolean | true | 是否能被反弹(如相位物墙![]() |
absorbable | boolean | true | 是否被力墙抵挡 |
backMove | boolean | ture | |
maxRange | float | -1.0 | |
healPercent | float | 0.0 | 恢复友方生命百分比 |
makeFire | boolean | false | 使用者预热 |
fragCone | float | 360.0 | |
fragAngle | float | 0.0 | |
fragBullets | int | 9 | 破片数量 |
fragVelocityMin | float | 0.20 | 破片子弹速度下限 |
fragVelocityMax | float | 1.0 | 破片子弹速度上限 |
fragLifeMin | float | 1.0 | 破片子弹存活时间上限 |
fragLifeMax | float | 1.0 | 破片子弹存活时间下限 |
fragBullet | @Nullable BulletType | null | 破片的子弹 |
hitColor | Color | Color.white | |
trailColor | Color | Pal.missileYellowBack | |
trailChance | float | -0.0010 | |
trailEffect | Effect | Fx.missileTrail | |
trailParam | float | 2.0 | |
incendAmount | int | 0 | 创造火焰实体数 |
incendSpread | float | 8.0 | 火焰分散范围 |
incendChance | float | 1.0 | 火焰创建几率 |
homingPower | float | 0.0 | 追踪力度 |
homingRange | float | 50.0 | 追踪范围 |
homingDelay | float | -1.0 | 追踪时延(? |
lightningColor | Color | Pal.surge | |
lightning | int | 0 | 移除时创建闪电数量 |
lightningLength | int | 5 | 移除时创建闪电长度 |
lightningLengthRand | int | 0 | 移除时创建闪电额外长度随机上限 |
lightningDamage | float | -1 | 移除时创建闪电伤害 |
lightningCone | float | 360.0 | |
lightningAngle | float | 0.0 | |
lightningType | @Nullable BulletType | null | 创建的闪电子弹 |
weaveScale | float | 1.0 | 上下摆动幅度倍率(? |
weaveMag | float | -1.0 | 子弹上下摆动幅度 |
hitShake | float | 0.0 | 击中后屏幕抖动 |
despawnShake | float | 0.0 | 移除时屏幕抖动 |
puddles | int | 0 | 击中后形成的水坑数量(? |
puddleRange | float | 0.0 | 击中后形成的水坑范围 |
puddleAmount | float | 5.0 | 击中后形成的水坑液体量(? |
puddleLiquid | Liquid | Liquids.water | 击中后形成的水坑液体 |
lightRadius | float | 16.0 | 子弹发光范围 |
lightOpacity | float | 0.30 | 发光亮度 |
lightColor | Color | Pal.powerLight | 发光颜色 |
public BulletType(float speed, float damage){ this.speed = speed; this.damage = damage; hitEffect = Fx.hitBulletSmall; despawnEffect = Fx.hitBulletSmall; } public BulletType(){ this(1f, 1f); }