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refactor(Wave): 重构波次配置逻辑以提升可维护性
将硬编码的测试模式配置提取为 waveConfig 数组,便于统一管理 修复 Parrier.gd 中子弹伤害计算变量名不一致的问题
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@@ -31,6 +31,7 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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eff.shot()
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CameraManager.shake(250, 300)
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launcher.impluse((position - bullet.position).normalized() * (bullet.speed * bullet.getDamage()) ** (1.0 / 3) * 250)
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var targetBaseDamage = bullet.baseDamage
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# 弹反 还是 格挡?
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if MathTool.rate(reflectRate):
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bullet.look_at(bullet.launcher.position)
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@@ -49,7 +50,7 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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0
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):
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if b is ParryBallBullet:
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b.atk = atk * bullet.baseDamage
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b.atk = atk * targetBaseDamage
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func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
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return null
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func split(_newBullet: BulletBase, _index: int, _total: int, _lastBullet: float):
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@@ -49,8 +49,10 @@ static var WAVE_JUSTJOKE = [
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Wave.create("Kernyr", 0, 0, true, 0, INF, 1),
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]
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static var WAVE_EMPTY = []
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static var current: int = startWith(1) if WorldManager.isRelease() else startWith(10)
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static var data = WAVE_NORMAL if WorldManager.isRelease() else WAVE_JUSTJOKE
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static var waveConfig = [WAVE_JUSTJOKE, 10]
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static var current: int = startWith(1) if WorldManager.isRelease() else startWith(waveConfig[1])
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static var data = WAVE_NORMAL if WorldManager.isRelease() else waveConfig[0]
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static func create(
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entity_: String,
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