2025-08-26 11:39:47 +08:00
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class_name GameRule
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2025-09-07 13:18:29 +08:00
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static var deadReasons: Array = JsonTool.parseJson("res://resources/constants/deadReasons.json")
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2025-09-12 22:08:55 +08:00
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static var difficulty: float = 10 # 难度倍数,可以写小数
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2025-08-26 12:21:09 +08:00
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static var allowFriendlyFire: bool = false # 是否允许友军伤害
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2025-08-26 13:56:12 +08:00
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static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
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2025-09-06 16:14:46 +08:00
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static var damageOffset: float = MathTool.percent(20) # 伤害随机浮动比例
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static var beachballOffset: float = MathTool.percent(30) # 棒球掉落数随机浮动比例
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2025-08-26 20:46:02 +08:00
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static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随机偏移
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2025-08-26 22:31:28 +08:00
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static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
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2025-09-20 18:00:56 +08:00
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static var appleDropRate: float = MathTool.percent(3) # 苹果掉落概率
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2025-09-06 16:14:46 +08:00
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static var refreshCountIncreasePercent: Vector2 = Vector2(MathTool.percent(10), MathTool.percent(50)) # 刷新所需的棒球数量的增加的百分比
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2025-08-28 15:03:12 +08:00
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static var entityCountBoostPerWave: float = MathTool.percent(10) # 每波敌人数量增加的百分比,倍数级
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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
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static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率
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2025-09-06 16:17:01 +08:00
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static var entityHealthIncreasePerWave: float = MathTool.percent(10) # 每波敌人生命值增加的百分比,指数级
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static var entityDamageIncreasePerWave: float = MathTool.percent(1) # 每波敌人伤害增加的百分比,指数级
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2025-08-28 15:03:12 +08:00
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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
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static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸运值对苹果掉率的影响
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static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响
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static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸运值对穿透率的影响
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2025-09-07 13:18:29 +08:00
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static var detainTime: float = 1000 # 血量如果在这个时间内没有改变才会开始播放降低动画
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2025-09-10 22:31:47 +08:00
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static var weaponUpdateCost: float = 1.5 # 武器升级后消耗的棒球数量倍数
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