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refactor(MathTool): 重命名随机数生成方法并优化蘑菇矿挖爪属性
将 randomVector2In 重命名为 sampleInCircle,randomRingPoint 重命名为 sampleInRing,randChoiceWeightsFrom 重命名为 randomChoiceFromWeights,signBeforeStr 重命名为 toSigned 调整蘑菇矿挖爪的攻击力和掉落率,减少基础伤害至0.5,固定掉落率为0.1,优化物品掉落逻辑
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@@ -2,8 +2,8 @@
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extends Weapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 1 * to * soulLevel
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origin["rate"] += 0.04 * to * soulLevel
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origin["atk"] += 0.5 * to * soulLevel
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origin["rate"] = 0.1 * soulLevel
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origin["count"] += 1 * to * soulLevel
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return origin
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func attack(entity: EntityBase):
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@@ -11,7 +11,7 @@ func attack(entity: EntityBase):
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var myPos = get_global_mouse_position() + QuickUI.getWindowSize() * Vector2(randf_range(-1, 1) * 0.25, -1)
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for j in BulletBase.generate(ComponentManager.getBullet("WhiteSoul"), entity,
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myPos,
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myPos.angle_to_point(get_global_mouse_position() + MathTool.randomVector2In(readStore("radius")))
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myPos.angle_to_point(get_global_mouse_position() + MathTool.sampleInCircle(readStore("radius")))
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):
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if j is BulletBase:
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j.baseDamage = readStore("atk")
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