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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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refactor: 调整游戏配置和资源
更新多个游戏组件的配置参数和资源引用: 1. 修改武器树的攻击速率和调试标记 2. 调整伤害标签的生成偏移量 3. 更新波次数据和初始波次设置 4. 替换Kernyr角色的贴图并调整碰撞体大小 5. 修改阳毅导弹的显示名称
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@@ -76,7 +76,7 @@ alpha_curve = SubResource("CurveTexture_peenw")
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[node name="Yangyi" instance=ExtResource("1_i51w8")]
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script = ExtResource("2_sku1m")
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displayName = "超级阳毅导弹"
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displayName = "超级铅笔"
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speed = 20.0
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lifeTime = 3000.0
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autoLoopAnimation = true
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@@ -2,7 +2,7 @@
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[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_bha5j"]
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[ext_resource type="Script" uid="uid://m28dwfwmmhmh" path="res://scripts/Contents/Characters/Kernyr.gd" id="2_vkls3"]
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[ext_resource type="Texture2D" uid="uid://7pkplcqqxvnp" path="res://resources/characters/chick/chick-a.svg" id="3_vkls3"]
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[ext_resource type="Texture2D" uid="uid://b1aq0k7tf1p1" path="res://resources/characters/kernyr/kernyr.jpg" id="3_vkls3"]
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[sub_resource type="SpriteFrames" id="SpriteFrames_vkls3"]
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animations = [{
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@@ -18,7 +18,7 @@ animations = [{
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}]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_vkls3"]
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size = Vector2(118, 98)
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size = Vector2(190, 190)
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[node name="Kernyr" instance=ExtResource("1_bha5j")]
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script = ExtResource("2_vkls3")
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@@ -31,11 +31,13 @@ appleCount = Vector2i(2, 5)
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sprite_frames = SubResource("SpriteFrames_vkls3")
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[node name="staticBackground" parent="texture" index="0"]
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scale = Vector2(1.622, 1.622)
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position = Vector2(0, -46)
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scale = Vector2(0.3, 0.3)
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texture = ExtResource("3_vkls3")
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[node name="hitbox" parent="texture/hurtbox" index="0"]
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position = Vector2(0, -46)
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shape = SubResource("RectangleShape2D_vkls3")
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[node name="statebar" parent="." index="4"]
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position = Vector2(0, -132)
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position = Vector2(0, -213)
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@@ -16,7 +16,7 @@ store = {
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"atk": 20,
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"count": 1.0,
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"max": 3.0,
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"rate": 1.0
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"rate": 0.25
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}
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storeType = {
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"atk": 1,
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@@ -35,6 +35,7 @@ descriptionTemplate = "进行[b]格挡[/b],化解飞来的子弹。
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乾坤剑造成的伤害+$atk点。
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格挡时机越精确,成功率越高。"
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cooldown = 250.0
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debugRebuild = true
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("3_nwamk")
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@@ -22,7 +22,6 @@ func duplicate() -> Wave:
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wave.per = per
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return wave
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static var current: int = startWith(1) if WorldManager.isRelease() else startWith(1)
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static var WAVE_NORMAL = [
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Wave.create("Hen", 1, 3, false, 0, INF, 1),
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Wave.create("Cat", 1, 5, false, 0, INF, 1),
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@@ -50,7 +49,8 @@ static var WAVE_JUSTJOKE = [
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Wave.create("Kernyr", 0, 0, true, 0, INF, 1),
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]
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static var WAVE_EMPTY = []
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static var data = WAVE_JUSTJOKE if WorldManager.isRelease() else WAVE_JUSTJOKE
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static var current: int = startWith(1) if WorldManager.isRelease() else startWith(10)
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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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entity_: String,
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@@ -7,7 +7,7 @@ static var allowFriendlyFire: bool = false # 是否允许友军伤害
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static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
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static var damageOffset: float = MathTool.percent(20) # 伤害随机浮动比例
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static var beachballOffset: float = MathTool.percent(30) # 棒球掉落数随机浮动比例
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static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随机偏移
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static var damageLabelSpawnOffset: float = 30 # 伤害标签生成位置的随机偏移
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static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
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static var appleDropRate: float = MathTool.percent(3) # 苹果掉落概率
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static var refreshCountIncreaseCount: Vector2i = Vector2i(0, 3) # 刷新所需的棒球数量的增加的数量
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