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fix(UI): 修正ColorBar默认值和DamageLabel文本显示
refactor(Bullets): 调整BigLaser和Diamond的旋转插值系数 feat(EntityBase): 添加掉落物提示概率控制 style(BossBar): 添加currentValue默认值和label对齐方式 docs(GameRule): 新增掉落物提示概率配置项
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@@ -2,7 +2,7 @@ extends BulletBase
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class_name BigLaser
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func ai():
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rotation = lerp_angle(rotation, ((get_global_mouse_position() - position).angle()), 0.05)
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rotation = lerp_angle(rotation, ((get_global_mouse_position() - position).angle()), 0.15)
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position = launcher.texture.global_position
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func applyDot():
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hitbox.disabled = true
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@@ -4,6 +4,6 @@ class_name Diamond
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const traceTime = 2000
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func ai():
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rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.2 * clamp((traceTime - timeLived()) / traceTime, 0, INF))
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rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.15 * clamp((traceTime - timeLived()) / traceTime, 0, INF))
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canDamageSelf = !(timeLived() >= traceTime)
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forward(Vector2.from_angle(rotation))
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@@ -90,7 +90,8 @@ func _ready():
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)
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itemCollected.connect(
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func(itemType, amount):
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UIState.itemCollect.add_child(ItemShow.generate(itemType, amount, true))
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if MathTool.rate(GameRule.tipSpawnRateWhenGetDroppedItem):
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UIState.itemCollect.add_child(ItemShow.generate(itemType, amount, true))
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)
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else:
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currentFocusedBoss = get_tree().get_nodes_in_group("players")[0]
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@@ -8,4 +8,5 @@ static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机
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static var appleDropRate: float = 0.1 # 苹果掉落概率
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static var refreshCountIncreasePercent: Vector2 = Vector2(0.4, 1.1) # 刷新所需的棒球数量的增加的百分比,随机,默认为40%~110%
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static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级
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static var itemShowStayTime: int = 1500 # 物品展示组件如果设置了自动隐藏,那么隐藏前可以存活的时间
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static var itemShowStayTime: int = 1500 # 物品展示组件如果设置了自动隐藏,那么隐藏前可以存活的时间
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static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率
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