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feat(人物): 更新熊角色属性和资源文件
- 将熊角色贴图从JPG格式替换为PNG格式 - 调整熊角色的攻击冷却时间和冲刺逻辑 - 修改熊角色的碰撞体积和状态条位置 - 简化测试波次配置,仅保留熊角色 - 为阶段转换添加无敌状态 - 提高小鸡角色的冲刺倍率
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@@ -15,18 +15,17 @@ static var WAVE_NORMAL = [
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Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 19, INF, 10),
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]
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static var WAVE_TESTBOSS = [
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Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 1),
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Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 0, INF, 1),
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Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, true, 0, INF, 1),
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]
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static var data = []
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static var data = WAVE_TESTBOSS
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static func customStart():
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var furryr = EntityBase.generate(preload("res://components/Characters/Bear.tscn"), MathTool.randv2_range(500), true, false)
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var kukemc = EntityBase.generate(preload("res://components/Characters/KukeMC.tscn"), MathTool.randv2_range(500), true, false)
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EntityBase.generate(preload("res://components/Characters/Chick.tscn"), MathTool.randv2_range(500), true, false)
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furryr.currentFocusedBoss = kukemc
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kukemc.currentFocusedBoss = furryr
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pass
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# var furryr = EntityBase.generate(preload("res://components/Characters/Bear.tscn"), MathTool.randv2_range(500), true, false)
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# var kukemc = EntityBase.generate(preload("res://components/Characters/KukeMC.tscn"), MathTool.randv2_range(500), true, false)
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# EntityBase.generate(preload("res://components/Characters/Chick.tscn"), MathTool.randv2_range(500), true, false)
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# furryr.currentFocusedBoss = kukemc
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# kukemc.currentFocusedBoss = furryr
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static func create(
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entity_: PackedScene,
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minCount_: int = 1,
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