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refactor(游戏平衡): 调整敌人波数和属性配置
- 将初始波数从1改为10 - 调整普通波次的敌人数量和生成频率 - 降低每波敌人数量增长百分比 - 更新小鸡角色的碰撞体和动画配置
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@@ -22,11 +22,11 @@ func duplicate() -> Wave:
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wave.per = per
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return wave
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static var current: int = startWith(1)
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static var current: int = startWith(10)
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static var WAVE_NORMAL = [
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# Wave.create("Hen", 1, 5, false, 0, INF, 1),
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# Wave.create("Cat", 1, 5, false, 0, INF, 1),
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Wave.create("Dog", 1, 5, false, 0, INF, 1),
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Wave.create("Hen", 1, 3, false, 0, INF, 1),
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Wave.create("Cat", 1, 3, false, 0, INF, 1),
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Wave.create("Dog", 1, 3, false, 0, INF, 1),
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Wave.create("Chick", 0, 0, true, 9, INF, 15),
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Wave.create("Bear", 0, 0, true, 19, INF, 10),
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Wave.create("KukeMC", 0, 0, true, 14, INF, 20),
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@@ -11,7 +11,7 @@ static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随
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static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
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static var appleDropRate: float = MathTool.percent(3) # 苹果掉落概率
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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
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static var entityCountBoostPerWave: float = MathTool.percent(10) # 每波敌人数量增加的百分比,倍数级
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static var entityCountBoostPerWave: float = MathTool.percent(2) # 每波敌人数量增加的百分比,倍数级
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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
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static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率
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static var entityHealthIncreasePerWave: float = MathTool.percent(1) # 每波敌人生命值增加的百分比,指数级
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