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fix: 调整子弹追踪旋转速度以改善游戏体验
将子弹追踪旋转的插值系数从0.15降低到0.1,使子弹转向更加平滑。这可以避免子弹在追踪目标时出现过于剧烈的转向,提升游戏体验。
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@@ -4,6 +4,6 @@ class_name Diamond
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const traceTime = 2000
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func ai():
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rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.15 * clamp((traceTime - timeLived()) / traceTime, 0, INF))
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rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.1 * clamp((traceTime - timeLived()) / traceTime, 0, INF))
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canDamageSelf = !(timeLived() >= traceTime)
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forward(Vector2.from_angle(rotation))
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@@ -19,6 +19,6 @@ static var refreshCountIncreasePercent: Vector2 = Vector2(0.4, 1.1) # 刷新所
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static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级
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static var itemShowStayTime: int = 1500 # 物品展示组件如果设置了自动隐藏,那么隐藏前可以存活的时间
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static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率
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static var entityHealthIncreasePerWave: float = 0.1 # 每波敌人生命值增加的百分比,指数级
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static var entityDamageIncreasePerWave: float = 0.05 # 每波敌人伤害增加的百分比,指数级
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static var entityHealthIncreasePerWave: float = 0.05 # 每波敌人生命值增加的百分比,指数级
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static var entityDamageIncreasePerWave: float = 0.025 # 每波敌人伤害增加的百分比,指数级
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static var entityLevelOffsetByWave: float = 0.3 # 每波敌人等级根据当前波数随机浮动的比例
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