mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-31 00:11:54 +08:00
refactor(Feed): 重构Feed信息重建逻辑并调整游戏数值
将Feed的信息重建逻辑提取为rebuildInfo方法以便复用 调整Puffs.tscn中fieldValues的数值从0.075改为7.5 降低敌人每波生命值增长比例从0.1改为0.075 修改World.tscn中动画轨道的中间点数值
This commit is contained in:
@@ -68,6 +68,8 @@ func generateCardByQuality():
|
||||
var result = []
|
||||
for i in range(UIState.player.fields[FieldStore.Entity.FEED_COUNT_SHOW]):
|
||||
feeds.shuffle()
|
||||
result.append(avaliableFeeds.get_children()[feeds[0]])
|
||||
var feed = avaliableFeeds.get_children()[feeds[0]] as Feed
|
||||
feed.rebuildInfo()
|
||||
result.append(feed)
|
||||
feeds = ArrayTool.removeAll(feeds, feeds[0])
|
||||
return result
|
||||
|
||||
+27
-25
@@ -23,31 +23,7 @@ func _ready():
|
||||
func():
|
||||
apply(UIState.player)
|
||||
)
|
||||
avatarRect.texture = avatarTexture
|
||||
nameLabel.displayName = displayName
|
||||
nameLabel.quality = quality
|
||||
for i in fieldsBox.get_children():
|
||||
i.queue_free()
|
||||
var noField = true
|
||||
for i in range(min(fields.size(), fieldValues.size())):
|
||||
noField = false
|
||||
var field = fields[i]
|
||||
var value = fieldValues[i]
|
||||
var fieldShow: FieldShow = preload("res://components/UI/FieldShow.tscn").instantiate()
|
||||
fieldShow.field = field
|
||||
fieldShow.value = value
|
||||
fieldsBox.add_child(fieldShow)
|
||||
if noField:
|
||||
fieldsBox.add_child(QuickUI.smallText("无词条"))
|
||||
for i in costsBox.get_children():
|
||||
i.queue_free()
|
||||
for i in range(min(costs.size(), costCounts.size())):
|
||||
var cost = costs[i]
|
||||
var count = costCounts[i]
|
||||
var costShow: ItemShow = preload("res://components/UI/ItemShow.tscn").instantiate()
|
||||
costShow.type = cost
|
||||
costShow.count = int(count * multipiler())
|
||||
costsBox.add_child(costShow)
|
||||
rebuildInfo()
|
||||
|
||||
func allHad(entity: EntityBase) -> bool:
|
||||
var allHave = true
|
||||
@@ -80,3 +56,29 @@ func multipiler() -> float:
|
||||
return 1 - UIState.player.fields.get(FieldStore.Entity.PRICE_REDUCTION)
|
||||
else:
|
||||
return 1
|
||||
func rebuildInfo():
|
||||
avatarRect.texture = avatarTexture
|
||||
nameLabel.displayName = displayName
|
||||
nameLabel.quality = quality
|
||||
for i in fieldsBox.get_children():
|
||||
i.queue_free()
|
||||
var noField = true
|
||||
for i in range(min(fields.size(), fieldValues.size())):
|
||||
noField = false
|
||||
var field = fields[i]
|
||||
var value = fieldValues[i]
|
||||
var fieldShow: FieldShow = preload("res://components/UI/FieldShow.tscn").instantiate()
|
||||
fieldShow.field = field
|
||||
fieldShow.value = value
|
||||
fieldsBox.add_child(fieldShow)
|
||||
if noField:
|
||||
fieldsBox.add_child(QuickUI.smallText("无词条"))
|
||||
for i in costsBox.get_children():
|
||||
i.queue_free()
|
||||
for i in range(min(costs.size(), costCounts.size())):
|
||||
var cost = costs[i]
|
||||
var count = costCounts[i]
|
||||
var costShow: ItemShow = preload("res://components/UI/ItemShow.tscn").instantiate()
|
||||
costShow.type = cost
|
||||
costShow.count = int(count * multipiler())
|
||||
costsBox.add_child(costShow)
|
||||
|
||||
@@ -19,7 +19,7 @@ static var refreshCountIncreasePercent: Vector2 = Vector2(0.2, 0.75) # 刷新所
|
||||
static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级
|
||||
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
|
||||
static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率
|
||||
static var entityHealthIncreasePerWave: float = 0.1 # 每波敌人生命值增加的百分比,指数级
|
||||
static var entityHealthIncreasePerWave: float = 0.075 # 每波敌人生命值增加的百分比,指数级
|
||||
static var entityDamageIncreasePerWave: float = 0.05 # 每波敌人伤害增加的百分比,指数级
|
||||
static var entityLevelOffsetByWave: float = 0.3 # 每波敌人等级根据当前波数随机浮动的比例
|
||||
static var appleDropRateInfluenceByLuckValue: float = 0.02 # 幸运值对苹果掉率的影响
|
||||
|
||||
Reference in New Issue
Block a user