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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

fix(难度系统): 调整敌人属性和难度计算方式

修改敌人生命值和伤害倍率的计算公式,考虑难度范围最小值
降低每波敌人生命值增长百分比从10%到1%
新增difficultyRange变量定义难度范围
This commit is contained in:
2025-11-09 10:59:25 +08:00
parent 12d2f390b6
commit a56196351c
2 changed files with 4 additions and 3 deletions
+2 -2
View File
@@ -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):