2025-08-26 11:39:47 +08:00
|
|
|
class_name GameRule
|
|
|
|
|
|
2025-09-07 13:18:29 +08:00
|
|
|
static var deadReasons: Array = JsonTool.parseJson("res://resources/constants/deadReasons.json")
|
2026-05-05 06:24:55 +08:00
|
|
|
static var helpText: String
|
2025-11-30 14:26:48 +08:00
|
|
|
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
|
2025-08-26 12:21:09 +08:00
|
|
|
static var allowFriendlyFire: bool = false # 是否允许友军伤害
|
2025-08-26 13:56:12 +08:00
|
|
|
static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
|
2025-09-06 16:14:46 +08:00
|
|
|
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
|
2026-03-28 10:40:59 +08:00
|
|
|
static var damageLabelSpawnOffset: float = 30 # 伤害标签生成位置的随机偏移
|
2025-08-26 22:31:28 +08:00
|
|
|
static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
|
2026-05-04 11:02:35 +08:00
|
|
|
static var appleDropRate: float = MathTool.percent(2) # 苹果掉落概率
|
2026-01-17 11:46:01 +08:00
|
|
|
static var refreshCountIncreaseCount: Vector2i = Vector2i(0, 3) # 刷新所需的棒球数量的增加的数量
|
2025-11-16 14:51:36 +08:00
|
|
|
static var entityCountBoostPerWave: float = MathTool.percent(2) # 每波敌人数量增加的百分比,倍数级
|
2025-08-28 15:03:12 +08:00
|
|
|
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
|
2025-11-09 10:59:25 +08:00
|
|
|
static var entityHealthIncreasePerWave: float = MathTool.percent(1) # 每波敌人生命值增加的百分比,指数级
|
2025-09-06 16:17:01 +08:00
|
|
|
static var entityDamageIncreasePerWave: float = MathTool.percent(1) # 每波敌人伤害增加的百分比,指数级
|
2025-08-28 15:03:12 +08:00
|
|
|
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(2) # 幸运值对苹果掉率的影响
|
|
|
|
|
static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响
|
|
|
|
|
static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸运值对穿透率的影响
|
2025-12-07 16:18:47 +08:00
|
|
|
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
|
2026-04-26 14:02:02 +08:00
|
|
|
static var canSpawnMobWhenBossWave: bool = true # Boss波次是否可生成小怪
|