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refactor(Statemachine): 使用GameRule配置物品展示停留时间
将ItemShow中的硬编码等待时间改为使用GameRule.itemShowStayTime配置
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@@ -12,7 +12,7 @@ class_name ItemShow
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func _ready():
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func _ready():
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if autoFree:
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if autoFree:
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await TickTool.millseconds(2000) # 等待1秒后自动隐藏
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await TickTool.millseconds(GameRule.itemShowStayTime) # 等待几秒后自动隐藏
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animator.play("hide")
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animator.play("hide")
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await animator.animation_finished
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await animator.animation_finished
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queue_free()
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queue_free()
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@@ -7,4 +7,5 @@ static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随
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static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
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static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
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static var appleDropRate: float = 0.1 # 苹果掉落概率
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static var appleDropRate: float = 0.1 # 苹果掉落概率
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static var refreshCountIncreasePercent: Vector2 = Vector2(0.4, 1.1) # 刷新所需的棒球数量的增加的百分比,随机,默认为40%~110%
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static var refreshCountIncreasePercent: Vector2 = Vector2(0.4, 1.1) # 刷新所需的棒球数量的增加的百分比,随机,默认为40%~110%
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static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级
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static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级
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static var itemShowStayTime: int = 1500 # 物品展示组件如果设置了自动隐藏,那么隐藏前可以存活的时间
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