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refactor(武器系统): 优化武器升级计算和描述显示
修改武器升级计算公式,将指数运算改为线性运算以提高性能 在武器描述中显示当前值和升级后的值 调整costBeachball的默认值从500改为100
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@@ -4,7 +4,7 @@ class_name BigLaserWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 5 * to * soulLevel
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origin["time"] /= 1.05 ** soulLevel * to
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origin["time"] /= 1 + 0.05 * to * soulLevel
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return origin
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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@@ -7,7 +7,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["count"] += to * soulLevel
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origin["power"] += 0.05 * to * soulLevel
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origin["trace"] += 0.25 * to * soulLevel
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origin["angle"] /= 1.05 ** soulLevel * to
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origin["angle"] /= 1 + 0.05 * to * soulLevel
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return origin
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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@@ -4,8 +4,8 @@ class_name VectorStarWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 5 * to * soulLevel
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origin["forwardtime"] /= 1.05 ** soulLevel * to
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origin["maxcount"] += 1 * level * soulLevel
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origin["forwardtime"] /= 1 + 0.05 * to * soulLevel
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origin["maxcount"] += 1 * to * soulLevel
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return origin
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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