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feat(实体系统): 添加敌人等级系统并调整相关UI和游戏规则
为敌人实体添加等级属性,影响生命值和伤害 在状态栏和Boss血条中显示等级信息 调整游戏规则增加难度相关的属性成长系数 修改粒子效果角度和波次生成逻辑
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@@ -1,5 +1,14 @@
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class_name GameRule
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enum Difficulty {
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EASY,
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NORMAL,
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HARD,
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INSANE,
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EXPERT,
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MASTER,
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}
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static var difficulty: Difficulty = Difficulty.NORMAL
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static var allowFriendlyFire: bool = false # 是否允许友军伤害
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static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
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static var damageOffset: float = 0.2 # 伤害随机浮动比例,默认20%,即10的基础伤害会应用为8~12
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@@ -9,4 +18,7 @@ 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 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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static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率
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static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率
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static var entityHealthIncreasePerWave: float = 0.1 # 每波敌人生命值增加的百分比,指数级
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static var entityDamageIncreasePerWave: float = 0.05 # 每波敌人伤害增加的百分比,指数级
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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
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