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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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@@ -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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