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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
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@@ -105,7 +105,7 @@ static var entityMaxValueMap = {
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Entity.CRIT_RATE: 0.9,
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Entity.PENERATE: 0.9,
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Entity.PENARATION_RESISTANCE: 1,
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Entity.PRICE_REDUCTION: 0.7,
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Entity.PRICE_REDUCTION: 0.85,
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Entity.DROP_APPLE_RATE: 0.3,
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Entity.FEED_COUNT_SHOW: 5,
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Entity.BULLET_TRACE: 1,
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@@ -23,3 +23,4 @@ static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸
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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
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static var weaponUpdateCost: float = 1.1 # 武器升级后消耗的棒球数量倍数
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static var canSpawnMobWhenBossWave: bool = true # Boss波次是否可生成小怪
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static var outGameUpgradeMultipiler: float = 2 # 局外养成升级后物品消耗倍率
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@@ -7,6 +7,8 @@ enum ItemType {
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APPLE,
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BEACHBALL,
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SOUL,
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CRYSTAL,
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DIAMOND
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}
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static var nameMap = {
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ItemType.BASEBALL: "棒球",
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@@ -14,6 +16,8 @@ static var nameMap = {
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ItemType.APPLE: "苹果",
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ItemType.BEACHBALL: "沙滩球",
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ItemType.SOUL: "灵魂",
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ItemType.CRYSTAL: "紫水晶",
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ItemType.DIAMOND: "钻石"
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}
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static var idMap = {
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ItemType.BASEBALL: "baseball",
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@@ -21,6 +25,8 @@ static var idMap = {
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ItemType.APPLE: "apple",
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ItemType.BEACHBALL: "beachball",
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ItemType.SOUL: "soul",
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ItemType.CRYSTAL: "crystal",
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ItemType.DIAMOND: "diamond"
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}
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static func getTexture(type: ItemType) -> Texture2D:
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return ComponentManager.getItemTexture(idMap.get(type, "baseball"))
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@@ -2,3 +2,20 @@ class_name OutGameStorage
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static var maxInitialFeedCount: int = 3
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static var maxInitialWeaponCount: int = 3
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static var inventory = {
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ItemStore.ItemType.CRYSTAL: 0,
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ItemStore.ItemType.DIAMOND: 0
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}
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static var upgradableFieldsAdvance = {
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FieldStore.Entity.MAX_HEALTH: 10,
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FieldStore.Entity.DAMAGE_MULTIPILER: 0.1,
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FieldStore.Entity.ATTACK_SPEED: 0.05,
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FieldStore.Entity.PRICE_REDUCTION: 0.02
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}
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static var upgradableFieldsValue = {
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FieldStore.Entity.MAX_HEALTH: 0,
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FieldStore.Entity.DAMAGE_MULTIPILER: 0,
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FieldStore.Entity.ATTACK_SPEED: 0,
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FieldStore.Entity.PRICE_REDUCTION: 0
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}
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