From 2a551d4720361dafe55abdc0709efb018671edaa Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E9=99=A8=E8=90=BD=E5=9F=BA=E5=9B=B4=E8=99=BE?= <3161880837@qq.com> Date: Wed, 17 Dec 2025 22:14:29 +0800 Subject: [PATCH] =?UTF-8?q?fix:=20=E8=B0=83=E6=95=B4=E7=BA=A2=E6=B0=B4?= =?UTF-8?q?=E6=99=B6=E6=AD=A6=E5=99=A8=E5=B1=9E=E6=80=A7=E5=92=8C=E7=9B=B8?= =?UTF-8?q?=E6=9C=BA=E5=81=8F=E7=A7=BB=E9=99=90=E5=88=B6?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 修复相机偏移计算中clampf的范围限制错误,从(0,100)改为(-100,100) 调整红水晶武器的攻击力从60降至45,冷却时间从2000ms降至1000ms,并更新描述文本 --- components/Weapons/RedCrystal.tscn | 6 +++--- scripts/Tools/Managers/CameraManager.gd | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/components/Weapons/RedCrystal.tscn b/components/Weapons/RedCrystal.tscn index 9125e95..d80fb11 100644 --- a/components/Weapons/RedCrystal.tscn +++ b/components/Weapons/RedCrystal.tscn @@ -11,7 +11,7 @@ avatarTexture = ExtResource("2_3e8g7") displayName = "红水晶簇" typeTopic = 1 store = { -"atk": 60, +"atk": 45, "radius": 150.0 } storeType = { @@ -19,7 +19,7 @@ storeType = { "radius": 1 } descriptionTemplate = "发射[b]红水晶[/b],在3秒后以$radius的半径爆炸,造成$atk点伤害。" -cooldown = 2000.0 +cooldown = 1000.0 [node name="attack" parent="sounds" index="0"] stream = ExtResource("4_qt0vq") @@ -32,4 +32,4 @@ displayName = "红水晶簇" typeTopic = 1 [node name="description" parent="container" index="2"] -text = "[center]发射[b]红水晶[/b],在3秒后以[color=cyan]150[/color]的半径爆炸,造成[color=cyan]40[/color]点伤害。[/center]" +text = "[center]发射[b]红水晶[/b],在3秒后以[color=cyan]150[/color]的半径爆炸,造成[color=cyan]60[/color]点伤害。[/center]" diff --git a/scripts/Tools/Managers/CameraManager.gd b/scripts/Tools/Managers/CameraManager.gd index 8bd893b..0a5dab9 100644 --- a/scripts/Tools/Managers/CameraManager.gd +++ b/scripts/Tools/Managers/CameraManager.gd @@ -16,7 +16,7 @@ func _physics_process(_delta): if is_instance_valid(UIState.player): position = UIState.player.position + constantOffset position += MathTool.randomVector2In(shakeIntensity) - offset += ((get_global_mouse_position() - UIState.player.position).clampf(0, 100) - offset) * 0.15 + offset += ((get_global_mouse_position() - UIState.player.position).clampf(-100, 100) - offset) * 0.15 static func shake(millseconds: float, intensity: float = 10, steper: Callable = func(currentValue, _totalValue, _restPercent): return currentValue): var startTime = WorldManager.getTime()