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feat: 添加无敌状态和自定义波次逻辑
- 为EntityBase添加currentInvinsible属性控制无敌状态 - 修改BulletBase.gd在命中时检查目标无敌状态 - 在World.tscn中设置rooster初始为无敌状态 - 添加Wave.gd自定义波次启动逻辑 - 修复currentFocusedBoss未初始化时的空指针问题
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@@ -19,8 +19,13 @@ static var WAVE_TESTBOSS = [
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Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 0, INF, 1),
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Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, true, 0, INF, 1),
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]
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static var data = WAVE_TESTBOSS
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static var data = []
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static func customStart():
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var furryr = EntityBase.generate(preload("res://components/Characters/Bear.tscn"), MathTool.randv2_range(500), true, false)
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var kukemc = EntityBase.generate(preload("res://components/Characters/KukeMC.tscn"), MathTool.randv2_range(500), true, false)
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furryr.currentFocusedBoss = kukemc
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kukemc.currentFocusedBoss = furryr
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static func create(
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entity_: PackedScene,
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minCount_: int = 1,
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@@ -52,5 +57,7 @@ static func spawn():
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for j in range(entityCountOf(wave)):
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EntityBase.generate(wave.entity, MathTool.randv2_range(500), true, wave.isBoss)
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static func next():
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if current == 0:
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customStart()
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spawn()
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current += 1
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