From d28ee8f9d21d2abd8da47ace77561ced0d0cad2c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E9=99=A8=E8=90=BD=E5=9F=BA=E5=9B=B4=E8=99=BE?= <3161880837@qq.com> Date: Thu, 28 Aug 2025 12:45:54 +0800 Subject: [PATCH] =?UTF-8?q?fix:=20=E8=B0=83=E6=95=B4=E5=AD=90=E5=BC=B9?= =?UTF-8?q?=E8=BF=BD=E8=B8=AA=E6=97=8B=E8=BD=AC=E9=80=9F=E5=BA=A6=E4=BB=A5?= =?UTF-8?q?=E6=94=B9=E5=96=84=E6=B8=B8=E6=88=8F=E4=BD=93=E9=AA=8C?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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。 --- scripts/Contents/Bullets/Diamond.gd | 2 +- scripts/Tools/GameRule.gd | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) 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