diff --git a/scripts/Contents/Bullets/Diamond.gd b/scripts/Contents/Bullets/Diamond.gd index 6d3f13c..10541ca 100644 --- a/scripts/Contents/Bullets/Diamond.gd +++ b/scripts/Contents/Bullets/Diamond.gd @@ -4,6 +4,6 @@ class_name Diamond const traceTime = 2000 func ai(): - rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.15 * clamp((traceTime - timeLived()) / traceTime, 0, INF)) + rotation = lerp_angle(rotation, position.angle_to_point(launcher.currentFocusedBoss.position), 0.1 * clamp((traceTime - timeLived()) / traceTime, 0, INF)) canDamageSelf = !(timeLived() >= traceTime) forward(Vector2.from_angle(rotation)) diff --git a/scripts/Tools/GameRule.gd b/scripts/Tools/GameRule.gd index ae7c09d..181d38e 100644 --- a/scripts/Tools/GameRule.gd +++ b/scripts/Tools/GameRule.gd @@ -19,6 +19,6 @@ static var refreshCountIncreasePercent: Vector2 = Vector2(0.4, 1.1) # 刷新所 static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级 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 static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率 -static var entityHealthIncreasePerWave: float = 0.1 # 每波敌人生命值增加的百分比,指数级 -static var entityDamageIncreasePerWave: float = 0.05 # 每波敌人伤害增加的百分比,指数级 +static var entityHealthIncreasePerWave: float = 0.05 # 每波敌人生命值增加的百分比,指数级 +static var entityDamageIncreasePerWave: float = 0.025 # 每波敌人伤害增加的百分比,指数级 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 \ No newline at end of file