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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
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@@ -203,8 +203,8 @@ func setStage(stage: int):
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canRunAi = true
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currentInvinsible = false
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func applyLevel():
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fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * (GameRule.difficulty + 1)) ** level
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * (GameRule.difficulty + 1)) ** level
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fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * (GameRule.difficulty - GameRule.difficultyRange.x + 1)) ** level
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * (GameRule.difficulty - GameRule.difficultyRange.x)) ** level
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func displace(direction: Vector2, isSprinting: bool = false):
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return (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 400 * abs(animatree.get("parameters/blend_position"))
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func move(direction: Vector2, isSprinting: bool = false):
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