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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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refactor: 重命名变量并调整初始波数
将BulletBase中的originalDamage重命名为initialDamage以保持命名一致性 将Wave的初始current值从10改为1以调整游戏难度
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@@ -22,7 +22,7 @@ func duplicate() -> Wave:
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wave.per = per
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wave.per = per
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return wave
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return wave
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static var current: int = startWith(10)
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static var current: int = startWith(1)
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static var WAVE_NORMAL = [
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static var WAVE_NORMAL = [
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Wave.create("Hen", 1, 3, false, 0, INF, 1),
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Wave.create("Hen", 1, 3, false, 0, INF, 1),
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Wave.create("Cat", 1, 3, false, 0, INF, 1),
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Wave.create("Cat", 1, 3, false, 0, INF, 1),
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@@ -32,11 +32,11 @@ var destroying: bool = false
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var isChildSplit: bool = false
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var isChildSplit: bool = false
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var isChildRefract: bool = false
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var isChildRefract: bool = false
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var initialSpeed: float = 0
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var initialSpeed: float = 0
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var originalDamage: float = 0
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var initialDamage: float = 0
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func _ready():
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func _ready():
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initialSpeed = speed
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initialSpeed = speed
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originalDamage = baseDamage
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initialDamage = baseDamage
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if launcher.isSummon():
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if launcher.isSummon():
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launcherSummoned = launcher
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launcherSummoned = launcher
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launcher = launcher.myMaster
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launcher = launcher.myMaster
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@@ -87,7 +87,7 @@ func _physics_process(_delta: float) -> void:
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tryDestroy()
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tryDestroy()
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func getDamage():
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func getDamage():
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return originalDamage * damageMultipliers[usingDamageMultiplier]
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return initialDamage * damageMultipliers[usingDamageMultiplier]
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func hit(target: Node):
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func hit(target: Node):
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var entity: EntityBase = EntityTool.fromHurtbox(target)
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var entity: EntityBase = EntityTool.fromHurtbox(target)
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if !entity || !launcher: return
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if !entity || !launcher: return
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