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refactor(武器系统): 调整武器数值显示格式和数据结构
统一武器数值显示格式,将浮点数显示为整数或保留两位小数。修改storeType从数组改为字典结构以提高可读性。调整部分武器参数平衡性,包括BigLaser的时间系数和LGBTWeapon的power增量。移除VectorStarWeapon的mincount升级逻辑。为所有武器组件添加debugRebuild标志和默认500点costBeachball值。在FieldShow.gd中新增INTEGER数据类型处理。更新武器描述模板中的数值格式化逻辑。
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@@ -4,7 +4,7 @@ class_name BigLaserWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 5 * to
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origin["time"] /= 1.1
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origin["time"] /= 1.05
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return origin
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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@@ -5,7 +5,7 @@ class_name LGBTWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 2 * to
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origin["count"] += to
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origin["power"] += 0.01 * level
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origin["power"] += 0.05 * level
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origin["trace"] += 0.25 * level
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origin["angle"] /= 1.05 * level
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return origin
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@@ -5,7 +5,6 @@ class_name VectorStarWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 2 * to
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origin["forwardtime"] /= 1.05 * to
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origin["mincount"] += 1 * level
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origin["maxcount"] += 1 * level
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return origin
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func attack(entity: EntityBase):
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