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Dog-Lynx-And-HCN/scripts/Tools/GameRule.gd
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2025-08-26 11:39:47 +08:00
class_name GameRule
static var deadReasons: Array = JsonTool.parseFromFile("res://resources/constants/deadReasons.json")
static var helpText: String
static var difficultyRange: Vector2 = Vector2(-20, 50) # 难度倍数范围,包括最小值和最大值,负数则降低难度
static var difficulty: float = 1 # 难度倍数,可以写小数
static var allowFriendlyFire: bool = false # 是否允许友军伤害
static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
static var damageOffset: float = MathTool.percent(20) # 伤害随机浮动比例
static var beachballOffset: float = MathTool.percent(30) # 棒球掉落数随机浮动比例
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static var damageLabelSpawnOffset: float = 30 # 伤害标签生成位置的随机偏移
static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
static var appleDropRate: float = MathTool.percent(1) # 苹果掉落概率
static var refreshCountIncreaseCount: Vector2i = Vector2i(1, 3) # 刷新所需的棒球数量的增加的数量
static var entityCountBoostPerWave: float = MathTool.percent(2) # 每波敌人数量增加的百分比,倍数级
static var itemShowLifetime: int = 1500 # 物品展示组件如果设置了自动隐藏,那么隐藏前可以存活的时间
static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率
static var entityHealthIncreasePerWave: float = MathTool.percent(1) # 每波敌人生命值增加的百分比,指数级
static var entityDamageIncreasePerWave: float = MathTool.percent(1) # 每波敌人伤害增加的百分比,指数级
static var entityLevelOffsetByWave: float = MathTool.percent(30) # 每波敌人等级根据当前波数随机浮动的比例
static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(0.07) # 幸运值对苹果掉率的影响
static var critRateInfluenceByLuckValue: float = MathTool.percent(0.15) # 幸运值对暴击率的影响
static var penerateRateInfluenceByLuckValue: float = MathTool.percent(0.2) # 幸运值对穿透率的影响
static var detainTime: float = 250 # 血量如果在这个时间内没有改变才会开始播放降低动画
static var weaponUpdateCost: float = 1.1 # 武器升级后消耗的棒球数量倍数
static var canSpawnMobWhenBossWave: bool = true # Boss波次是否可生成小怪