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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-02 01:11:54 +08:00

傻逼trae不生成提交信息了

This commit is contained in:
2025-09-06 17:13:34 +08:00
parent a5cfe0a9d4
commit 0e5262e902
2 changed files with 4 additions and 4 deletions
+3 -3
View File
@@ -34,10 +34,10 @@ func _ready():
lastChangeTime = WorldManager.getTime()
func _draw():
draw_style_box(backBox, Rect2(0, 0, size.x, size.y))
if WorldManager.getTime() - lastChangeTime > GameRule.detainTime:
draw_style_box(middleBox2 if forwardDirection > 0 else middleBox1, Rect2(0, 0, size.x * getPercent(middleValue), size.y))
draw_style_box(middleBox2 if forwardDirection > 0 else middleBox1, Rect2(0, 0, size.x * getPercent(middleValue), size.y))
draw_style_box(frontBox, Rect2(0, 0, size.x * getPercent(frontValue), size.y))
func _physics_process(_delta: float) -> void:
middleValue = lerpf(middleValue, currentValue, speed1 if forwardDirection > 0 else speed2)
if WorldManager.getTime() - lastChangeTime > GameRule.detainTime:
middleValue = lerpf(middleValue, currentValue, speed1 if forwardDirection > 0 else speed2)
frontValue = lerpf(frontValue, currentValue, speed1 if forwardDirection < 0 else speed2)
queue_redraw()
+1 -1
View File
@@ -26,4 +26,4 @@ static var entityLevelOffsetByWave: float = MathTool.percent(30) # 每波敌人
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
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
static var detainTime: float = 500 # 血量如果在这个时间内没有改变才会开始播放降低动画