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refactor(BulletBase/EntityBase): 重构子弹和实体属性系统
将子弹的fields属性拆分为独立的speed、damage和penerate变量 为所有子弹和实体添加register方法用于初始化属性 统一攻击冷却时间管理为attackCooldownMap 移除FieldStore中不再使用的Bullet相关枚举和映射
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@@ -5,10 +5,12 @@ class_name Chick
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const laserCount = 4
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func _ready():
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 2000
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.1
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super._ready()
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.35
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attackCooldownMap[0] = 2000
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attackCooldownMap[1] = 3000
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attackCooldownMap[2] = 100
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func ai():
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move(currentFocusedBoss.position - position)
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