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fix(EntityBase): 修复伤害倍率计算可能为负值的问题
添加clamp确保伤害倍率最小为1.0,防止在特定难度下计算出现负值
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@@ -214,7 +214,7 @@ func setStage(stage: int):
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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 - GameRule.difficultyRange.x + 1)) ** level
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * GameRule.difficulty) ** level
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= clamp((1 + GameRule.entityDamageIncreasePerWave * GameRule.difficulty), 1.0, INF) ** 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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