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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
feat: 调整食物属性和游戏平衡参数
- 修改多种食物的数值属性,包括香蕉、果酱、幸运签语饼等 - 更新水杯和草莓的品质设置 - 调整游戏规则中的敌人成长参数 - 为FeedHasField调试组件添加点击刷新功能
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@@ -5,5 +5,5 @@
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[node name="FeedHasField" type="HBoxContainer"]
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theme_override_constants/separation = 0
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script = ExtResource("1_7leag")
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targetFields = Array[int]([14, 4])
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composeMode = 1
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targetFields = Array[int]([17])
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clickToRefresh = true
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@@ -7,7 +7,7 @@
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avatarTexture = ExtResource("2_2mlfi")
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displayName = "香蕉"
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fields = Array[int]([0, 3])
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fieldValues = Array[float]([10.0, 0.12])
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fieldValues = Array[float]([15.0, 0.07])
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costs = Array[int]([0, 1])
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costCounts = Array[int]([100, 55])
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@@ -8,7 +8,7 @@ avatarTexture = ExtResource("2_ckr7l")
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displayName = "团子"
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quality = 4
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fields = Array[int]([0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17])
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fieldValues = Array[float]([80.0, 0.21, 0.1, 0.33, 0.08, 0.15, 0.1, -5.0, 0.25, 4.0, 0.12, 0.15, 0.18, 0.6, 0.15, 2.0, 2.0, 35.0])
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fieldValues = Array[float]([80.0, 0.11, 0.05, 0.06, 0.08, 0.12, 0.08, -5.0, 0.1, 2.0, 0.12, 0.1, 0.06, 0.2, 0.06, 2.0, 1.0, 35.0])
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costs = Array[int]([0, 1])
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costCounts = Array[int]([10000, 12500])
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@@ -8,7 +8,7 @@ avatarTexture = ExtResource("2_or0st")
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displayName = "幸运签语饼"
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quality = 2
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fields = Array[int]([14, 4, 6, 18])
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fieldValues = Array[float]([0.1, 0.07, 0.12, 3.0])
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fieldValues = Array[float]([0.04, 0.07, 0.06, 2.0])
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costs = Array[int]([0, 1])
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costCounts = Array[int]([165, 50])
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@@ -8,7 +8,7 @@ avatarTexture = ExtResource("2_l6jnq")
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displayName = "橘子"
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quality = 3
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fields = Array[int]([10, 3])
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fieldValues = Array[float]([0.1, 0.1])
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fieldValues = Array[float]([0.15, 0.05])
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costs = Array[int]([1])
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costCounts = Array[int]([275])
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@@ -17,3 +17,4 @@ texture = ExtResource("2_l6jnq")
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[node name="name" parent="container/info" index="1"]
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displayName = "橘子"
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quality = 3
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@@ -7,7 +7,7 @@
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avatarTexture = ExtResource("2_o2o56")
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displayName = "草莓果酱"
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fields = Array[int]([3, 1])
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fieldValues = Array[float]([-0.06, 0.15])
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fieldValues = Array[float]([-0.08, 0.11])
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costs = Array[int]([0, 1])
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costCounts = Array[int]([100, 50])
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@@ -6,9 +6,9 @@
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[node name="Strawberry" instance=ExtResource("1_wr2cd")]
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avatarTexture = ExtResource("2_82amy")
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displayName = "草莓"
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quality = 2
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quality = 3
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fields = Array[int]([14])
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fieldValues = Array[float]([0.25])
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fieldValues = Array[float]([0.05])
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costs = Array[int]([1])
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costCounts = Array[int]([375])
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@@ -17,3 +17,4 @@ texture = ExtResource("2_82amy")
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[node name="name" parent="container/info" index="1"]
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displayName = "草莓"
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quality = 2
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@@ -10,11 +10,11 @@ quality = 4
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fields = Array[int]([3])
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fieldValues = Array[float]([0.25])
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costs = Array[int]([1])
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costCounts = Array[int]([250])
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costCounts = Array[int]([400])
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("2_gsfud")
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[node name="name" parent="container/info" index="1"]
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displayName = "水杯"
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quality = 3
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quality = 4
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@@ -7,7 +7,7 @@
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avatarTexture = ExtResource("2_bea7w")
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displayName = "蜂蜜果酱"
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fields = Array[int]([3, 1])
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fieldValues = Array[float]([-0.1, 0.25])
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fieldValues = Array[float]([-0.11, 0.16])
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costs = Array[int]([0, 1])
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costCounts = Array[int]([200, 125])
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@@ -8,8 +8,18 @@ enum ComposeMode {
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@export var targetFields: Array[FieldStore.Entity] = []
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@export var composeMode: ComposeMode = ComposeMode.ALL
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@export var clickToRefresh: bool = false
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var lastState: bool = false
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func _ready():
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rebuild()
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func _physics_process(_delta):
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if clickToRefresh != lastState:
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lastState = clickToRefresh
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rebuild()
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func rebuild():
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for i in get_children():
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i.queue_free()
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var files = DirTool.listdir("res://components/Feeds/")
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@@ -19,8 +19,8 @@ static var refreshCountIncreasePercent: Vector2 = Vector2(MathTool.percent(20),
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static var entityCountBoostPerWave: float = MathTool.percent(10) # 每波敌人数量增加的百分比,倍数级
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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
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static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率
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static var entityHealthIncreasePerWave: float = MathTool.percent(5) # 每波敌人生命值增加的百分比,指数级
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static var entityDamageIncreasePerWave: float = MathTool.percent(2) # 每波敌人伤害增加的百分比,指数级
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static var entityHealthIncreasePerWave: float = MathTool.percent(10) # 每波敌人生命值增加的百分比,指数级
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static var entityDamageIncreasePerWave: float = MathTool.percent(5) # 每波敌人伤害增加的百分比,指数级
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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
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static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸运值对苹果掉率的影响
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static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响
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