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refactor(角色): 调整熊角色的属性和行为逻辑
- 移除熊的基础移动速度设置,改为在不同阶段设置不同速度 - 调整熊各阶段的伤害倍率和攻击速度 - 修改熊的跟随距离从400降低到250 - 修复永恒彩虹子弹的伤害属性名从speed改为baseDamage - 确保熊在未进入特殊阶段时默认设置为阶段0
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@@ -18,7 +18,8 @@ func register():
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attackCooldownMap[7] = 9000
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healthChanged.connect(
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func(newHealth):
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setStage(1 if newHealth < fields[FieldStore.Entity.MAX_HEALTH] * 0.5 else 0)
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if currentStage != 2:
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setStage(1 if newHealth < fields[FieldStore.Entity.MAX_HEALTH] * 0.5 else 0)
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)
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func spawn():
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texture.play("walk")
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@@ -26,7 +27,7 @@ func spawn():
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if MathTool.rate(0.01):
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setStage(2)
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 400)
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PresetEntityAI.follow(self, currentFocusedBoss, 250)
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for i in len(attackCooldownMap.keys()):
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tryAttack(i)
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func enterStage(stage):
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@@ -36,9 +37,9 @@ func enterStage(stage):
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] = 1
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fields[FieldStore.Entity.ATTACK_SPEED] = 1
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elif stage == 1:
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.6
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] = 1.15
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fields[FieldStore.Entity.ATTACK_SPEED] = 1.15
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.55
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] = 2.5
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fields[FieldStore.Entity.ATTACK_SPEED] = 0.6
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elif stage == 2:
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.25
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] = 9999
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