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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(游戏模式): 添加游戏模式选择功能并优化UI状态管理
实现游戏模式选择功能,包括无尽波次、Boss Rush和割草模式 添加游戏模式与波次数据的映射关系 优化UI状态管理,新增selectingFeed状态控制UI元素显示 重构Starter面板布局,添加游戏模式选项 为EnergyBlock添加掉落物品配置
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+12
-21
@@ -22,6 +22,8 @@ func duplicate() -> Wave:
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wave.per = per
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return wave
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static var GAME_BOSSES = ["Chick", "Deepsea", "KukeMC", "CyberCat", "Kernyr", "EnergyBlock", "Bear"]
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static var WAVE_NORMAL = [
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Wave.create("Hen", 1, 3, false, 2, INF, 1),
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Wave.create("Cat", 1, 5, false, 0, INF, 1),
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@@ -31,19 +33,7 @@ static var WAVE_NORMAL = [
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Wave.create("KukeMC", 0, 0, true, 19, INF, 20),
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Wave.create("Bear", 0, 0, true, 29, INF, 23),
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]
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static var WAVE_TESTBOSS = [
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Wave.create("Deepsea", 0, 0, true, 0, INF, 6),
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Wave.create("Kernyr", 0, 0, true, 1, INF, 6),
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Wave.create("CyberCat", 0, 0, true, 2, INF, 6),
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Wave.create("Chick", 0, 0, true, 3, INF, 6),
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Wave.create("KukeMC", 0, 0, true, 4, INF, 6),
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Wave.create("Bear", 0, 0, true, 5, INF, 6),
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]
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static var WAVE_JUSTJOKE = [
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Wave.create("Kernyr", 0, 0, true, 0, INF, 1),
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Wave.create("CyberCat", 0, 0, true, 0, INF, 1),
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Wave.create("Deepsea", 0, 0, true, 0, INF, 1)
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]
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static var WAVE_BOSSRUSH = ArrayTool.betterMap(GAME_BOSSES, func(x: String, i: int, _arr: Array): return Wave.create(x, 0, 0, true, i, INF, len(GAME_BOSSES)))
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static var WAVE_MOWING = [
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Wave.create("Hen", 15, 30, false, 0, INF, 1),
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Wave.create("Cat", 15, 30, false, 0, INF, 1),
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@@ -51,16 +41,17 @@ static var WAVE_MOWING = [
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Wave.create("MTY", 0, 2, false, 0, INF, 1),
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Wave.create("EnergyBlock", 0, 1, true, 0, INF, 1),
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]
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static var WAVE_TESTMOB = [
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Wave.create("EnergyBlock", 1, 1, true, 0, INF, 1),
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# Wave.create("MTY", 1, 1, false, 0, INF, 1),
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static var WAVE_TESTBOSS = [
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Wave.create("EnergyBlock", 0, 0, true, 0, INF, 1),
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]
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static var WAVE_TESTMOB = []
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static var WAVE_EMPTY = []
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static var waveReleaseConfig = [WAVE_TESTBOSS, 1]
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static var waveDebugConfig = [WAVE_TESTMOB, 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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static var usingWaveData = waveReleaseConfig[0] if WorldManager.isRelease() else waveDebugConfig[0]
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static func create(
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entity_: String,
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@@ -81,7 +72,7 @@ static func create(
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wave.per = per_
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return wave
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static func hasBoss() -> bool:
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for wave in data:
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for wave in usingWaveData:
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if canSpawn(wave):
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if wave.isBoss:
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return true
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@@ -98,7 +89,7 @@ static func entityCountOf(wave: Wave) -> int:
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static func getNextBossInfo() -> Array:
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var nextBossName = ""
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var minWavesLeft = INF
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for wave in data:
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for wave in usingWaveData:
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if wave.isBoss:
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var wavesLeft = wave.from - current
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if wavesLeft > 0 and wavesLeft < minWavesLeft:
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@@ -109,8 +100,8 @@ static func getNextBossInfo() -> Array:
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return []
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static func spawn(center: Vector2) -> Array:
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var result: Array = []
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for i in range(len(data)):
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var wave: Wave = data[i]
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for i in range(len(usingWaveData)):
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var wave: Wave = usingWaveData[i]
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for j in range(entityCountOf(wave)):
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var currentWave = wave.duplicate()
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currentWave.entityPosition = MathTool.sampleInRing(400, 800) + center
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