2025-08-26 11:39:47 +08:00
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class_name GameRule
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2025-08-28 11:00:19 +08:00
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enum Difficulty {
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EASY,
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NORMAL,
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HARD,
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INSANE,
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EXPERT,
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MASTER,
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}
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2025-08-28 13:19:42 +08:00
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static var difficulty: Difficulty = Difficulty.NORMAL # 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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2025-08-28 15:03:12 +08:00
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static var damageOffset: float = MathTool.percent(20) # 伤害随机浮动比例,如20%即10的基础伤害会应用为8~12
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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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2025-08-28 15:03:12 +08:00
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static var appleDropRate: float = MathTool.percent(10) # 苹果掉落概率
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static var refreshCountIncreasePercent: Vector2 = Vector2(MathTool.percent(20), MathTool.percent(75)) # 刷新所需的棒球数量的增加的百分比
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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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2025-08-29 14:46:53 +08:00
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static var entityHealthIncreasePerWave: float = MathTool.percent(5) # 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(2.5) # 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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