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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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@@ -3,7 +3,7 @@ class_name WorldManager
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static var rootNode: Node2D
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static var tree: SceneTree
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static var runningTime: float = 0
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static var runningTime: int = 0
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func _ready():
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tree = get_tree()
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