diff --git a/scripts/Statemachine/EntityBase.gd b/scripts/Statemachine/EntityBase.gd index a04ba0a..3c42a2d 100644 --- a/scripts/Statemachine/EntityBase.gd +++ b/scripts/Statemachine/EntityBase.gd @@ -203,8 +203,8 @@ func setStage(stage: int): canRunAi = true currentInvinsible = false func applyLevel(): - fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * (GameRule.difficulty + 1)) ** level - fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * (GameRule.difficulty + 1)) ** level + fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * (GameRule.difficulty - GameRule.difficultyRange.x + 1)) ** level + fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * (GameRule.difficulty - GameRule.difficultyRange.x)) ** level func displace(direction: Vector2, isSprinting: bool = false): return (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 400 * abs(animatree.get("parameters/blend_position")) func move(direction: Vector2, isSprinting: bool = false): diff --git a/scripts/Tools/GameRule.gd b/scripts/Tools/GameRule.gd index 6dab4e0..46867a6 100644 --- a/scripts/Tools/GameRule.gd +++ b/scripts/Tools/GameRule.gd @@ -1,6 +1,7 @@ class_name GameRule static var deadReasons: Array = JsonTool.parseJson("res://resources/constants/deadReasons.json") +static var difficultyRange: Vector2 = Vector2(-5, 10) # 难度倍数范围,包括最小值和最大值,负数则降低难度 static var difficulty: float = 10 # 难度倍数,可以写小数 static var allowFriendlyFire: bool = false # 是否允许友军伤害 static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率 @@ -13,7 +14,7 @@ static var refreshCountIncreasePercent: Vector2 = Vector2(MathTool.percent(10), static var entityCountBoostPerWave: float = MathTool.percent(10) # 每波敌人数量增加的百分比,倍数级 static var itemShowLifetime: 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 = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率 -static var entityHealthIncreasePerWave: float = MathTool.percent(10) # 每波敌人生命值增加的百分比,指数级 +static var entityHealthIncreasePerWave: float = MathTool.percent(1) # 每波敌人生命值增加的百分比,指数级 static var entityDamageIncreasePerWave: float = MathTool.percent(1) # 每波敌人伤害增加的百分比,指数级 static var entityLevelOffsetByWave: float = MathTool.percent(30) # 每波敌人等级根据当前波数随机浮动的比例 static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸运值对苹果掉率的影响