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feat: 添加新武器彩虹旗和紫水晶簇,调整饲料属性和数值
refactor: 重构子弹生成逻辑,支持分裂和折射效果 fix: 修复掉落物拾取范围和碰撞检测问题 style: 优化UI显示,添加武器品质和类型标签 docs: 更新字段描述,调整部分饲料名称和分类 perf: 优化数学工具函数,添加随机数处理工具 test: 调整波次生成逻辑,添加新敌人类型 build: 添加新资源文件和相关导入配置
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@@ -9,9 +9,20 @@ enum Quality {
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EPIC,
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LEGENDARY,
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}
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enum Topic {
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SURVIVAL,
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ENERGY,
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BULLET,
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SPEED,
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DAMAGE,
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PROBABILITY,
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FEED,
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DROP,
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}
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@export var displayName: String = "未命名饲料"
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@export var quality: Quality = Quality.COMMON
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@export var topic: Topic = Topic.SURVIVAL
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@export var qualityColorMap = {
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Quality.WASTE: Color(),
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Quality.COMMON: Color(),
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@@ -38,19 +49,45 @@ enum Quality {
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Quality.COMMON: - 1,
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Quality.RARE: 0,
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Quality.EPIC: 1,
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Quality.LEGENDARY: 2
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Quality.LEGENDARY: 2,
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}
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@export var topicNameMap = {
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Topic.SURVIVAL: "生存",
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Topic.ENERGY: "储能",
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Topic.BULLET: "子弹",
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Topic.SPEED: "速度",
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Topic.DAMAGE: "伤害",
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Topic.PROBABILITY: "概率",
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Topic.FEED: "饲料",
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Topic.DROP: "掉落物",
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}
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@export var topicColorMap = {
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Topic.SURVIVAL: Color(),
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Topic.ENERGY: Color(),
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Topic.BULLET: Color(),
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Topic.SPEED: Color(),
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Topic.DAMAGE: Color(),
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Topic.PROBABILITY: Color(),
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Topic.FEED: Color(),
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Topic.DROP: Color(),
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}
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@onready var qualityLabel: Label = $"%quality"
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@onready var topicLabel: Label = $"%topic"
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@onready var nameLabel: RichTextLabel = $"%label"
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func _ready():
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qualityLabel.label_settings = qualityLabel.label_settings.duplicate()
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topicLabel.label_settings = topicLabel.label_settings.duplicate()
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func _physics_process(_delta):
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qualityLabel.text = "[%s]" % qualityNameMap[quality]
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qualityLabel.label_settings.font_color = color()
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qualityLabel.label_settings.font_color = qualityColor()
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topicLabel.text = "[%s]" % topicNameMap[topic]
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topicLabel.label_settings.font_color = topicColor()
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nameLabel.text = "[b]%s[/b]" % displayName
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func color():
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func qualityColor():
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return qualityColorMap[quality] as Color
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func topicColor():
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return topicColorMap[topic] as Color
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func weight(player: EntityBase) -> int:
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return floor(clamp(qualityRandomWeight[quality] + luckInfluence[quality] * player.fields[FieldStore.Entity.LUCK_VALUE], 1, INF))
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