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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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@@ -101,20 +101,4 @@ static var entityViewCastMap = {
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Entity.EXTRA_APPLE_MAX: func(entity, _value):
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return entity.inventoryMax[ItemStore.ItemType.APPLE]
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,
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}
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enum Bullet {
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SPEED,
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DAMAGE,
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PENERATE
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}
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static var bulletMap = {
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Bullet.SPEED: "速度",
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Bullet.DAMAGE: "伤害",
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Bullet.PENERATE: "穿透"
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}
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static var bulletMapType = {
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Bullet.SPEED: DataType.VALUE,
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Bullet.DAMAGE: DataType.VALUE,
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Bullet.PENERATE: DataType.PERCENT
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}
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