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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
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@@ -34,10 +34,10 @@ func _ready():
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lastChangeTime = WorldManager.getTime()
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func _draw():
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draw_style_box(backBox, Rect2(0, 0, size.x, size.y))
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if WorldManager.getTime() - lastChangeTime > GameRule.detainTime:
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draw_style_box(middleBox2 if forwardDirection > 0 else middleBox1, Rect2(0, 0, size.x * getPercent(middleValue), size.y))
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draw_style_box(middleBox2 if forwardDirection > 0 else middleBox1, Rect2(0, 0, size.x * getPercent(middleValue), size.y))
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draw_style_box(frontBox, Rect2(0, 0, size.x * getPercent(frontValue), size.y))
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func _physics_process(_delta: float) -> void:
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middleValue = lerpf(middleValue, currentValue, speed1 if forwardDirection > 0 else speed2)
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if WorldManager.getTime() - lastChangeTime > GameRule.detainTime:
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middleValue = lerpf(middleValue, currentValue, speed1 if forwardDirection > 0 else speed2)
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frontValue = lerpf(frontValue, currentValue, speed1 if forwardDirection < 0 else speed2)
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queue_redraw()
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@@ -26,4 +26,4 @@ static var entityLevelOffsetByWave: float = MathTool.percent(30) # 每波敌人
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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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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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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
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