mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-07 04:07:13 +08:00
feat: 添加团子猫饲料和能量系统改进
- 新增团子猫饲料资源及配置 - 扩展FieldStore枚举添加节能和能量再生效率 - 改进EntityBase能量存储和使用逻辑 - 添加WorldManager运行时间追踪功能
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@@ -26,13 +26,17 @@ var fields = {
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FieldStore.Entity.DROP_APPLE_RATE: 0,
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FieldStore.Entity.PENARATION_RESISTANCE: 0,
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FieldStore.Entity.LUCK_VALUE: 1,
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# 倍率
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# 治疗
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FieldStore.Entity.HEAL_ABILITY: 1,
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FieldStore.Entity.ENERGY_MULTIPILER: 1,
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# 价格减免
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FieldStore.Entity.PRICE_REDUCTION: 0,
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# 饲料
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FieldStore.Entity.FEED_COUNT_SHOW: 3,
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FieldStore.Entity.FEED_COUNT_CAN_MADE: 1,
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# 储能
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FieldStore.Entity.ENERGY_MULTIPILER: 1,
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FieldStore.Entity.SAVE_ENERGY: 1,
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FieldStore.Entity.ENERGY_REGENERATION: 1,
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}
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var inventory = {
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ItemStore.ItemType.BASEBALL: 100,
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@@ -42,7 +46,7 @@ var inventory = {
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var inventoryMax = {
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ItemStore.ItemType.BASEBALL: INF, # 无限
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ItemStore.ItemType.BASKETBALL: INF,
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ItemStore.ItemType.APPLE: 10, # 最多10个苹果
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ItemStore.ItemType.APPLE: 5, # 最多5个苹果
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}
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@export var cooldownUnit: float = 100 # 100毫秒每次攻击
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@@ -121,7 +125,7 @@ func _physics_process(_delta: float) -> void:
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if isPlayer() or is_instance_valid(currentFocusedBoss):
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ai()
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move_and_slide()
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storeEnergy(0.01)
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storeEnergy(0.01 * fields.get(FieldStore.Entity.ENERGY_REGENERATION))
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# 通用方法
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func applyLevel():
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@@ -165,6 +169,7 @@ func storeEnergy(value: float):
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energy += value * fields.get(FieldStore.Entity.ENERGY_MULTIPILER)
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energyChanged.emit(energy)
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func useEnergy(value: float):
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value /= fields.get(FieldStore.Entity.SAVE_ENERGY)
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var state = energy >= value
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if state:
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energy -= value
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