mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-07 04:07:13 +08:00
fix(武器): 修正魔法导弹法杖的生成数量问题
将魔法导弹法杖的生成数量从随机1~3枚固定为1枚,并更新相关描述文本。同时调整了测试用的波次配置,将调试模式下的波次改为测试BOSS波次。
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@@ -61,7 +61,7 @@ static var WAVE_MOWING = [
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]
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static var WAVE_EMPTY = []
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static var waveReleaseConfig = [WAVE_TESTBOSS_ALL, 1]
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static var waveDebugConfig = [WAVE_NORMAL, 1]
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static var waveDebugConfig = [WAVE_TESTBOSS_ALL, 1]
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static var current: int = startWith(waveReleaseConfig[1]) if WorldManager.isRelease() else startWith(waveDebugConfig[1])
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static var data = waveReleaseConfig[0] if WorldManager.isRelease() else waveDebugConfig[0]
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@@ -13,21 +13,20 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
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return origin
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func loopStart(entity: EntityBase):
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for i in randi_range(1, readStore("count")):
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("MagicMissle"),
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entity,
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get_global_mouse_position() + Vector2.from_angle(randf_range(0, 2 * PI)) * readStore("track"),
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0
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):
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if bullet is MagicMissleBullet:
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bullet.look_at(get_global_mouse_position())
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bullet.rotation += PI / 2
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bullet.speedV2 += Vector2.from_angle(bullet.rotation) * sqrt((readStore("G") * readStore("cursor-m") / readStore("track") ** 2) * readStore("track")) / 120
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bullet.roundBullets = roundBullets
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bullet.baseDamage = readStore("atk")
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bullet.powerScale = readStore("count")
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roundBullets.append(bullet)
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("MagicMissle"),
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entity,
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get_global_mouse_position() + Vector2.from_angle(randf_range(0, 2 * PI)) * readStore("track"),
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0
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):
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if bullet is MagicMissleBullet:
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bullet.look_at(get_global_mouse_position())
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bullet.rotation += PI / 2
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bullet.speedV2 += Vector2.from_angle(bullet.rotation) * sqrt((readStore("G") * readStore("cursor-m") / readStore("track") ** 2) * readStore("track")) / 120
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bullet.roundBullets = roundBullets
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bullet.baseDamage = readStore("atk")
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bullet.powerScale = readStore("count")
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roundBullets.append(bullet)
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return true
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func loopExit(_entity: EntityBase):
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for bullet in roundBullets:
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