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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(掉落物): 将物品拾取半径改为可配置属性
将硬编码的物品拾取半径改为从FieldStore中获取的可配置属性,并增加默认值60。同时调整了EntityBase中的初始物品数量配置。
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@@ -37,19 +37,21 @@ var fields = {
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FieldStore.Entity.ENERGY_MULTIPILER: 1,
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FieldStore.Entity.ENERGY_MULTIPILER: 1,
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FieldStore.Entity.SAVE_ENERGY: 1,
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FieldStore.Entity.SAVE_ENERGY: 1,
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FieldStore.Entity.ENERGY_REGENERATION: 1,
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FieldStore.Entity.ENERGY_REGENERATION: 1,
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# 掉落物
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FieldStore.Entity.DROPPED_ITEM_COLLECT_RADIUS: 60,
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}
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}
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var attackCooldownMap = {
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var attackCooldownMap = {
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0: 100
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0: 100
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}
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}
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var inventory = {
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var inventory = {
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ItemStore.ItemType.BASEBALL: 100,
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ItemStore.ItemType.BASEBALL: 500,
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ItemStore.ItemType.BASKETBALL: 100,
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ItemStore.ItemType.BASKETBALL: 500,
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ItemStore.ItemType.APPLE: 5, # 初始苹果数量
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ItemStore.ItemType.APPLE: 5,
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}
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}
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var inventoryMax = {
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var inventoryMax = {
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ItemStore.ItemType.BASEBALL: INF, # 无限
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ItemStore.ItemType.BASEBALL: INF, # 无限
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ItemStore.ItemType.BASKETBALL: INF,
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ItemStore.ItemType.BASKETBALL: INF,
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ItemStore.ItemType.APPLE: 5, # 最多5个苹果
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ItemStore.ItemType.APPLE: 5,
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}
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}
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@export var defaultCooldownUnit: float = 100
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@export var defaultCooldownUnit: float = 100
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@@ -23,7 +23,7 @@ func _physics_process(_delta):
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var direction = (targetPlayer.position - position).normalized()
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var direction = (targetPlayer.position - position).normalized()
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var speed = 5000.0 / ((targetPlayer.position - position).length() ** (1 / 3.0))
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var speed = 5000.0 / ((targetPlayer.position - position).length() ** (1 / 3.0))
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apply_central_force(direction * speed)
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apply_central_force(direction * speed)
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if position.distance_to(targetPlayer.position) < 60:
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if position.distance_to(targetPlayer.position) < targetPlayer.fields.get(FieldStore.Entity.DROPPED_ITEM_COLLECT_RADIUS):
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targetPlayer.collectItem(item, stackCount)
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targetPlayer.collectItem(item, stackCount)
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collect()
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collect()
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@@ -28,6 +28,7 @@ enum Entity {
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LUCK_VALUE,
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LUCK_VALUE,
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SAVE_ENERGY,
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SAVE_ENERGY,
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ENERGY_REGENERATION,
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ENERGY_REGENERATION,
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DROPPED_ITEM_COLLECT_RADIUS
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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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@@ -51,6 +52,7 @@ static var entityMap = {
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Entity.LUCK_VALUE: "幸运值",
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Entity.LUCK_VALUE: "幸运值",
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Entity.SAVE_ENERGY: "节能",
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Entity.SAVE_ENERGY: "节能",
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Entity.ENERGY_REGENERATION: "能量再生效率",
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Entity.ENERGY_REGENERATION: "能量再生效率",
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Entity.DROPPED_ITEM_COLLECT_RADIUS: "掉落物拾取距离",
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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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@@ -74,6 +76,7 @@ static var entityMapType = {
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Entity.LUCK_VALUE: DataType.VALUE,
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Entity.LUCK_VALUE: DataType.VALUE,
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Entity.SAVE_ENERGY: DataType.PERCENT,
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Entity.SAVE_ENERGY: DataType.PERCENT,
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Entity.ENERGY_REGENERATION: DataType.PERCENT,
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Entity.ENERGY_REGENERATION: DataType.PERCENT,
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Entity.DROPPED_ITEM_COLLECT_RADIUS: 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: 0.8,
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Entity.CRIT_RATE: 0.8,
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