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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00

refactor(命名): 将"饲料"统一重命名为"增益"

修改多处代码和文档中的"饲料"为"增益",包括UI显示、类别存储、实体属性和游戏详情说明,保持术语一致性
This commit is contained in:
2026-05-10 22:13:30 +08:00
parent a05a288612
commit 0fe8daabb2
6 changed files with 7 additions and 7 deletions
+1 -1
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@@ -48,7 +48,7 @@ unique_name_in_owner = true
layout_mode = 2 layout_mode = 2
theme = ExtResource("2_k71he") theme = ExtResource("2_k71he")
bbcode_enabled = true bbcode_enabled = true
text = "[b]未命名饲料[/b]" text = "[b]未命名[/b]"
fit_content = true fit_content = true
autowrap_mode = 0 autowrap_mode = 0
+1 -1
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@@ -44,7 +44,7 @@
- **ENERGY_MULTIPILER(储能倍率)**:不管以何种方式获得能量,都将乘以此倍率。 - **ENERGY_MULTIPILER(储能倍率)**:不管以何种方式获得能量,都将乘以此倍率。
- **PENARATION_RESISTANCE(穿透抗性)**:敌人发射的可穿透射弹在击中自己后降低穿透率。 - **PENARATION_RESISTANCE(穿透抗性)**:敌人发射的可穿透射弹在击中自己后降低穿透率。
- **EXTRA_BULLET_COUNT(多重射击)**:发射射弹时有概率多生成一些。 - **EXTRA_BULLET_COUNT(多重射击)**:发射射弹时有概率多生成一些。
- **LUCK_VALUE(幸运值)**:影响很多概率行为,如暴击、掉落苹果、出现高品质饲料 - **LUCK_VALUE(幸运值)**:影响很多概率行为,如暴击、掉落苹果、出现高品质增益
- **ENERGY_REGENERATION(能量再生效率)**:自身缓慢恢复能量的速度。 - **ENERGY_REGENERATION(能量再生效率)**:自身缓慢恢复能量的速度。
- **BULLET_SPLIT(分裂)**:射弹命中后有概率分裂成多颗。 - **BULLET_SPLIT(分裂)**:射弹命中后有概率分裂成多颗。
- **BULLET_REFRACTION(折射)**:射弹命中后有概率生成面向最近的敌人的同类射弹。 - **BULLET_REFRACTION(折射)**:射弹命中后有概率生成面向最近的敌人的同类射弹。
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@@ -46,7 +46,7 @@ var fields = {
FieldStore.Entity.CRIT_DAMAGE: 1, FieldStore.Entity.CRIT_DAMAGE: 1,
"概率": TITLE_FLAG, "概率": TITLE_FLAG,
FieldStore.Entity.LUCK_VALUE: 1, FieldStore.Entity.LUCK_VALUE: 1,
"饲料": TITLE_FLAG, "增益": TITLE_FLAG,
FieldStore.Entity.PRICE_REDUCTION: 0, FieldStore.Entity.PRICE_REDUCTION: 0,
FieldStore.Entity.FEED_COUNT_SHOW: 3, FieldStore.Entity.FEED_COUNT_SHOW: 3,
FieldStore.Entity.FEED_COUNT_CAN_MADE: 5, FieldStore.Entity.FEED_COUNT_CAN_MADE: 5,
+2 -2
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@@ -2,7 +2,7 @@
extends HBoxContainer extends HBoxContainer
class_name FeedName class_name FeedName
@export var displayName: String = "未命名饲料" @export var displayName: String = "未命名"
@export var quality: CategoryStore.Quality = CategoryStore.Quality.COMMON @export var quality: CategoryStore.Quality = CategoryStore.Quality.COMMON
@export var topic: CategoryStore.Topic = CategoryStore.Topic.SURVIVAL @export var topic: CategoryStore.Topic = CategoryStore.Topic.SURVIVAL
@export var qualityColorMap = { @export var qualityColorMap = {
@@ -40,7 +40,7 @@ class_name FeedName
CategoryStore.Topic.SPEED: "速度", CategoryStore.Topic.SPEED: "速度",
CategoryStore.Topic.DAMAGE: "伤害", CategoryStore.Topic.DAMAGE: "伤害",
CategoryStore.Topic.PROBABILITY: "幸运", CategoryStore.Topic.PROBABILITY: "幸运",
CategoryStore.Topic.FEED: "饲料", CategoryStore.Topic.FEED: "增益",
CategoryStore.Topic.DROP: "掉落物", CategoryStore.Topic.DROP: "掉落物",
CategoryStore.Topic.WEAPON: "武器", CategoryStore.Topic.WEAPON: "武器",
CategoryStore.Topic.SUMMON: "召唤", CategoryStore.Topic.SUMMON: "召唤",
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@@ -5,7 +5,7 @@ class_name Feed
signal selected(applied: bool) signal selected(applied: bool)
@export var avatarTexture: Texture2D = null @export var avatarTexture: Texture2D = null
@export var displayName: String = "未命名饲料" @export var displayName: String = "未命名"
@export var quality: CategoryStore.Quality = CategoryStore.Quality.COMMON @export var quality: CategoryStore.Quality = CategoryStore.Quality.COMMON
@export var topic: CategoryStore.Topic = CategoryStore.Topic.SURVIVAL @export var topic: CategoryStore.Topic = CategoryStore.Topic.SURVIVAL
@export var fields: Array[FieldStore.Entity] = [] @export var fields: Array[FieldStore.Entity] = []
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@@ -56,7 +56,7 @@ static var topicNameMap = {
Topic.SPEED: "速度", Topic.SPEED: "速度",
Topic.DAMAGE: "伤害", Topic.DAMAGE: "伤害",
Topic.PROBABILITY: "幸运", Topic.PROBABILITY: "幸运",
Topic.FEED: "饲料", Topic.FEED: "增益",
Topic.DROP: "掉落物", Topic.DROP: "掉落物",
Topic.WEAPON: "武器", Topic.WEAPON: "武器",
Topic.SUMMON: "召唤", Topic.SUMMON: "召唤",