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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

feat: 添加局外养成系统和游戏结束面板改进

添加新的物品类型紫水晶和钻石
实现局外属性升级系统
改进游戏结束面板的返回和退出功能
添加新的UI组件用于显示属性和物品
更新游戏规则和存储系统以支持局外养成
This commit is contained in:
2026-05-04 08:52:20 +08:00
parent e53af2a163
commit e1c017bf3a
17 changed files with 434 additions and 101 deletions
+1 -1
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@@ -105,7 +105,7 @@ static var entityMaxValueMap = {
Entity.CRIT_RATE: 0.9,
Entity.PENERATE: 0.9,
Entity.PENARATION_RESISTANCE: 1,
Entity.PRICE_REDUCTION: 0.7,
Entity.PRICE_REDUCTION: 0.85,
Entity.DROP_APPLE_RATE: 0.3,
Entity.FEED_COUNT_SHOW: 5,
Entity.BULLET_TRACE: 1,
+1
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@@ -23,3 +23,4 @@ static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸
static var detainTime: float = 250 # 血量如果在这个时间内没有改变才会开始播放降低动画
static var weaponUpdateCost: float = 1.1 # 武器升级后消耗的棒球数量倍数
static var canSpawnMobWhenBossWave: bool = true # Boss波次是否可生成小怪
static var outGameUpgradeMultipiler: float = 2 # 局外养成升级后物品消耗倍率
+6
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@@ -7,6 +7,8 @@ enum ItemType {
APPLE,
BEACHBALL,
SOUL,
CRYSTAL,
DIAMOND
}
static var nameMap = {
ItemType.BASEBALL: "棒球",
@@ -14,6 +16,8 @@ static var nameMap = {
ItemType.APPLE: "苹果",
ItemType.BEACHBALL: "沙滩球",
ItemType.SOUL: "灵魂",
ItemType.CRYSTAL: "紫水晶",
ItemType.DIAMOND: "钻石"
}
static var idMap = {
ItemType.BASEBALL: "baseball",
@@ -21,6 +25,8 @@ static var idMap = {
ItemType.APPLE: "apple",
ItemType.BEACHBALL: "beachball",
ItemType.SOUL: "soul",
ItemType.CRYSTAL: "crystal",
ItemType.DIAMOND: "diamond"
}
static func getTexture(type: ItemType) -> Texture2D:
return ComponentManager.getItemTexture(idMap.get(type, "baseball"))
+17
View File
@@ -2,3 +2,20 @@ class_name OutGameStorage
static var maxInitialFeedCount: int = 3
static var maxInitialWeaponCount: int = 3
static var inventory = {
ItemStore.ItemType.CRYSTAL: 0,
ItemStore.ItemType.DIAMOND: 0
}
static var upgradableFieldsAdvance = {
FieldStore.Entity.MAX_HEALTH: 10,
FieldStore.Entity.DAMAGE_MULTIPILER: 0.1,
FieldStore.Entity.ATTACK_SPEED: 0.05,
FieldStore.Entity.PRICE_REDUCTION: 0.02
}
static var upgradableFieldsValue = {
FieldStore.Entity.MAX_HEALTH: 0,
FieldStore.Entity.DAMAGE_MULTIPILER: 0,
FieldStore.Entity.ATTACK_SPEED: 0,
FieldStore.Entity.PRICE_REDUCTION: 0
}