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fix: 调整测试关卡和子弹反弹逻辑
将测试关卡从WAVE_TESTBOSS_KUKE改为WAVE_JUSTJOKE 修改子弹碰撞逻辑,改为反弹子弹而非摧毁,以测试平衡性
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@@ -31,7 +31,10 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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CameraManager.shake(250, 300)
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CameraManager.shake(250, 300)
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launcher.impluse((position - bullet.position).normalized() * (bullet.speed * bullet.getDamage()) ** (1.0 / 3) * 250)
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launcher.impluse((position - bullet.position).normalized() * (bullet.speed * bullet.getDamage()) ** (1.0 / 3) * 250)
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# 摧毁其他子弹
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# 摧毁其他子弹
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bullet.tryDestroy()
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# bullet.tryDestroy()
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# 试一下改成弹反的平衡性有没有问题
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bullet.look_at(bullet.launcher.position)
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bullet.launcher = launcher
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var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
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var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
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if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
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if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
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for b in BulletBase.generate(
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for b in BulletBase.generate(
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@@ -50,7 +50,7 @@ static var WAVE_JUSTJOKE = [
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Wave.create("Kernyr", 0, 0, true, 0, INF, 1),
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Wave.create("Kernyr", 0, 0, true, 0, INF, 1),
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]
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]
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static var WAVE_EMPTY = []
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static var WAVE_EMPTY = []
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static var data = WAVE_NORMAL if WorldManager.isRelease() else WAVE_TESTBOSS_KUKE
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static var data = WAVE_NORMAL if WorldManager.isRelease() else WAVE_JUSTJOKE
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static func create(
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static func create(
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entity_: String,
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entity_: String,
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