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feat: 重构角色和子弹系统,添加伤害标签和Boss状态条
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@@ -7,4 +7,25 @@ enum Entity {
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ATTACK_SPEED,
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CRIT_RATE,
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CRIT_DAMAGE,
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PENERATE
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}
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static var entityMap = {
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Entity.MAX_HEALTH: "最大生命值",
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Entity.DAMAGE_MULTIPILER: "伤害倍率",
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Entity.MOVEMENT_SPEED: "移动速度",
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Entity.ATTACK_SPEED: "攻击速度",
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Entity.CRIT_RATE: "暴击率",
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Entity.CRIT_DAMAGE: "暴击伤害",
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Entity.PENERATE: "穿透"
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}
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enum Bullet {
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SPEED,
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DAMAGE,
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PENERATE
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}
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static var bulletMap = {
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Bullet.SPEED: "速度",
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Bullet.DAMAGE: "伤害",
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Bullet.PENERATE: "穿透"
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}
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@@ -1,4 +1,6 @@
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class_name GameRule
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static var allowFriendlyFire: bool = false # 是否允许友军伤害
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static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
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static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
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static var damageOffset: float = 0.2 # 伤害随机浮动比例,默认20%,即10的基础伤害会应用为8~12
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static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随机偏移
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@@ -0,0 +1,9 @@
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class_name MathTool
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static func rate(value: float):
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return randf() < value
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static func randv2_range(offset: float):
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return Vector2(
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randf_range(-offset, offset),
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randf_range(-offset, offset)
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)
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