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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat: 调整开发模式初始波数并添加死亡提示
修改开发模式下初始波数为10以便测试 为Boss和玩家角色添加死亡时的提示信息 在开发模式下为Rooster角色添加无限道具 将Rooster的武器从NuclearBomb替换为AcidWind
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@@ -11,10 +11,11 @@ func register():
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elif bullet is FoxZhua:
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EffectController.create(ComponentManager.getEffect("BloodFall"), texture.global_position).shot()
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)
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# if !WorldManager.isRelease():
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# fields[FieldStore.Entity.BULLET_REFRACTION] = 3
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# fields[FieldStore.Entity.BULLET_SPLIT] = 3
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# fields[FieldStore.Entity.EXTRA_BULLET_COUNT] = 3
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if !WorldManager.isRelease():
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getItem({
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ItemStore.ItemType.BEACHBALL: INF,
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ItemStore.ItemType.SOUL: INF
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})
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func ai():
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texture.play("walk")
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var direction = Vector2(
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@@ -22,7 +22,7 @@ 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) if WorldManager.isRelease() else startWith(1)
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static var current: int = startWith(1) if WorldManager.isRelease() else startWith(10)
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static var WAVE_NORMAL = [
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Wave.create("Hen", 1, 3, false, 0, INF, 1),
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Wave.create("Cat", 1, 5, false, 0, INF, 1),
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@@ -368,6 +368,10 @@ func tryDie(by: BulletBase = null):
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EffectController.create(ComponentManager.getEffect("DeadBlood"), texture.global_position).shot()
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await die()
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died.emit()
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if isBoss:
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UIState.showTip("[b]%s[/b] 已被打败!" % displayName, 500)
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elif isPlayer():
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UIState.showTip("[b]%s[/b] 似了😭。" % displayName, 500)
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queue_free()
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func tryHeal(count: float):
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playSound("heal")
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