From 57979e1cd6d8d2d77f63ff401df159df20f26cc6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E9=99=A8=E8=90=BD=E5=9F=BA=E5=9B=B4=E8=99=BE?= <3161880837@qq.com> Date: Sat, 20 Sep 2025 18:00:56 +0800 Subject: [PATCH] =?UTF-8?q?fix:=20=E8=B0=83=E6=95=B4KukeMC=E7=9A=84?= =?UTF-8?q?=E7=94=9F=E6=88=90=E6=96=B9=E5=BC=8F=E5=92=8C=E9=99=8D=E4=BD=8E?= =?UTF-8?q?=E8=8B=B9=E6=9E=9C=E6=8E=89=E8=90=BD=E6=A6=82=E7=8E=87?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 将KukeMC的生成方式从false改为true以修复生成问题,同时降低苹果掉落概率从10%到3%以平衡游戏难度 --- scripts/Contents/Wave.gd | 2 +- scripts/Tools/GameRule.gd | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/scripts/Contents/Wave.gd b/scripts/Contents/Wave.gd index fbf03d8..8171d12 100644 --- a/scripts/Contents/Wave.gd +++ b/scripts/Contents/Wave.gd @@ -13,7 +13,7 @@ static var WAVE_NORMAL = [ Wave.create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1), Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 9, INF, 15), Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 19, INF, 10), - Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, false, 14, INF, 20), + Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, true, 14, INF, 20), ] static var WAVE_TESTBOSS_ALL = [ Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 10), diff --git a/scripts/Tools/GameRule.gd b/scripts/Tools/GameRule.gd index e567047..6dab4e0 100644 --- a/scripts/Tools/GameRule.gd +++ b/scripts/Tools/GameRule.gd @@ -8,7 +8,7 @@ static var damageOffset: float = MathTool.percent(20) # 伤害随机浮动比例 static var beachballOffset: float = MathTool.percent(30) # 棒球掉落数随机浮动比例 static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随机偏移 static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移 -static var appleDropRate: float = MathTool.percent(10) # 苹果掉落概率 +static var appleDropRate: float = MathTool.percent(3) # 苹果掉落概率 static var refreshCountIncreasePercent: Vector2 = Vector2(MathTool.percent(10), MathTool.percent(50)) # 刷新所需的棒球数量的增加的百分比 static var entityCountBoostPerWave: float = MathTool.percent(10) # 每波敌人数量增加的百分比,倍数级 static var itemShowLifetime: 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