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refactor(Statemachine): 优化冷却计时器及攻击冷却管理
重构CooldownTimer类,添加初始化方法支持自定义冷却时间 将EntityBase中的单一冷却计时器改为基于攻击类型的映射管理 简化Wave类中的预设波次数据结构,移除未使用的测试波次
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+11
-14
@@ -9,20 +9,17 @@ var to: float = 0
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var per: int = 0
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static var current: int = 0
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# entity, minCount, maxCount, isBoss, from, to, per
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static var presetWaves = {
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"normal": [
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create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
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create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 9, INF, 15),
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create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 19, INF, 10),
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],
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"testBoss": [
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create(preload("res://components/Characters/Chick.tscn"), 1, 1, true, 0, INF, 1),
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create(preload("res://components/Characters/Bear.tscn"), 1, 1, true, 0, INF, 1),
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create(preload("res://components/Characters/KukeMC.tscn"), 1, 1, true, 0, INF, 1),
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]
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}
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static var data = presetWaves["normal"]
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static var WAVE_NORMAL = [
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Wave.create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
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Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 9, INF, 15),
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Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 19, INF, 10),
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]
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static var WAVE_TESTBOSS = [
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# Wave.create(preload("res://components/Characters/Chick.tscn"), 1, 1, true, 0, INF, 1),
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Wave.create(preload("res://components/Characters/Bear.tscn"), 1, 1, true, 0, INF, 1),
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# Wave.create(preload("res://components/Characters/KukeMC.tscn"), 1, 1, true, 0, INF, 1),
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]
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static var data = WAVE_TESTBOSS
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static func create(
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entity_: PackedScene,
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