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fix: 修正Diamond子弹的旋转计算,确保追踪效果更平滑;更新Chick角色的生成参数
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@@ -4,6 +4,6 @@ class_name Diamond
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const traceTime = 1000
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func ai():
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rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.2 * (traceTime - timeLived()))
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rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.2 * ((traceTime - timeLived()) / traceTime))
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canDamageSelf = !(timeLived() >= traceTime)
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forward(Vector2.from_angle(rotation))
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@@ -13,7 +13,7 @@ static var countBoost: float = 0.1 # 每波增加的敌人数量百分比,指
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static var data: Array[Wave] = [
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# entity, minCount, maxCount, isBoss, from, to, per
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create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
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create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 8, INF, 1)
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create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 8, INF, 4)
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]
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static func create(
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