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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(角色系统): 添加蓄力速度属性并应用于公鸡角色
- 在EntityBase.gd和FieldStore.gd中添加CHARGE_SPEED属性 - 在Rooster.gd中将攻击速度替换为蓄力速度影响粒子效果和武器充能时间
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@@ -55,7 +55,7 @@ func tryLaunch(action: String, weaponIndex: int):
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chargeParticle.speed_scale = 1
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chargeParticle.speed_scale = 1
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if Input.is_action_pressed(action):
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if Input.is_action_pressed(action):
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if chargeStartTime.has(weaponIndex):
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if chargeStartTime.has(weaponIndex):
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chargeParticle.speed_scale += 0.01 * self.fields.get(FieldStore.Entity.ATTACK_SPEED)
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chargeParticle.speed_scale += 0.01 * self.fields.get(FieldStore.Entity.CHARGE_SPEED)
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else:
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else:
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tryAttack(weaponIndex)
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tryAttack(weaponIndex)
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if Input.is_action_just_released(action):
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if Input.is_action_just_released(action):
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@@ -67,6 +67,6 @@ func tryLaunch(action: String, weaponIndex: int):
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if len(weapons) > weaponIndex:
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if len(weapons) > weaponIndex:
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var weapon = weapons[weaponIndex]
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var weapon = weapons[weaponIndex]
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if weapon.chargable:
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if weapon.chargable:
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weapon.chargedTime = chargedTime * self.fields.get(FieldStore.Entity.ATTACK_SPEED)
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weapon.chargedTime = chargedTime * self.fields.get(FieldStore.Entity.CHARGE_SPEED)
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tryAttack(weaponIndex)
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tryAttack(weaponIndex)
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chargeParticle.emitting = false
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chargeParticle.emitting = false
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@@ -38,6 +38,7 @@ var fields = {
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"速度": TITLE_FLAG,
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"速度": TITLE_FLAG,
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FieldStore.Entity.ATTACK_SPEED: 1,
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FieldStore.Entity.ATTACK_SPEED: 1,
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FieldStore.Entity.MOVEMENT_SPEED: 1,
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FieldStore.Entity.MOVEMENT_SPEED: 1,
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FieldStore.Entity.CHARGE_SPEED: 1,
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"伤害": TITLE_FLAG,
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"伤害": TITLE_FLAG,
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FieldStore.Entity.DAMAGE_MULTIPILER: 1,
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FieldStore.Entity.DAMAGE_MULTIPILER: 1,
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FieldStore.Entity.CRIT_RATE: 0.05,
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FieldStore.Entity.CRIT_RATE: 0.05,
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@@ -36,7 +36,8 @@ enum Entity {
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BULLET_TRACE,
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BULLET_TRACE,
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GRAVITY,
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GRAVITY,
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PERFECT_MISS_WINDOW,
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PERFECT_MISS_WINDOW,
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SUMMON_MAX
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SUMMON_MAX,
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CHARGE_SPEED
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}
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}
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static var entityMap = {
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static var entityMap = {
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Entity.MAX_HEALTH: "生命上限",
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Entity.MAX_HEALTH: "生命上限",
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@@ -66,7 +67,8 @@ static var entityMap = {
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Entity.BULLET_TRACE: "追踪",
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Entity.BULLET_TRACE: "追踪",
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Entity.GRAVITY: "引力",
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Entity.GRAVITY: "引力",
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Entity.PERFECT_MISS_WINDOW: "闪避窗口",
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Entity.PERFECT_MISS_WINDOW: "闪避窗口",
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Entity.SUMMON_MAX: "召唤上限"
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Entity.SUMMON_MAX: "召唤上限",
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Entity.CHARGE_SPEED: "蓄力"
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}
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}
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static var entityMapType = {
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static var entityMapType = {
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Entity.MAX_HEALTH: DataType.VALUE,
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Entity.MAX_HEALTH: DataType.VALUE,
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@@ -96,7 +98,8 @@ static var entityMapType = {
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Entity.BULLET_TRACE: DataType.PERCENT,
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Entity.BULLET_TRACE: DataType.PERCENT,
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Entity.GRAVITY: DataType.VALUE,
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Entity.GRAVITY: DataType.VALUE,
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Entity.PERFECT_MISS_WINDOW: DataType.PERCENT,
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Entity.PERFECT_MISS_WINDOW: DataType.PERCENT,
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Entity.SUMMON_MAX: DataType.INTEGER
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Entity.SUMMON_MAX: DataType.INTEGER,
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Entity.CHARGE_SPEED: DataType.VALUE
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}
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}
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static var entityMaxValueMap = {
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static var entityMaxValueMap = {
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Entity.CRIT_RATE: 0.9,
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Entity.CRIT_RATE: 0.9,
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