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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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