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feat(角色): 调整小鸡和公鸡角色属性及武器配置
- 修改小鸡角色的攻击冷却时间和激光数量范围 - 更新公鸡角色的武器为紫色水晶 - 调整小鸡角色的贴图、碰撞体积和位置参数 - 修改初始波数设置,开发环境从10开始
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@@ -7,10 +7,10 @@ func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 2500
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.4
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attackCooldownMap[0] = 400
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attackCooldownMap[1] = 12000
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attackCooldownMap[2] = 2000
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attackCooldownMap[3] = 3000
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attackCooldownMap[4] = 4000
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attackCooldownMap[1] = 10000
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attackCooldownMap[2] = 3000
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attackCooldownMap[3] = 2000
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attackCooldownMap[4] = 2500
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sprintMultiplier = 50
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healthChanged.connect(
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func(h):
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@@ -36,7 +36,7 @@ func attack(type):
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for i in randi_range(7, 16):
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BulletBase.generate(ComponentManager.getBullet("Diamond"), self, weaponPos + MathTool.sampleInCircle(20), rotation + deg_to_rad(randf_range(-90, 90)))
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elif type == 1:
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var laserCount = randi_range(2, 4)
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var laserCount = randi_range(3, 4)
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for i in laserCount:
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BulletBase.generate(ComponentManager.getBullet("ChickLaser"), self, texture.global_position, deg_to_rad(360.0 / laserCount * i))
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elif type == 2:
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@@ -22,7 +22,7 @@ func duplicate() -> Wave:
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wave.per = per
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return wave
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static var current: int = startWith(1) if WorldManager.isRelease() else startWith(1)
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static var current: int = startWith(1) if WorldManager.isRelease() else startWith(10)
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static var WAVE_NORMAL = [
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Wave.create("Hen", 1, 3, false, 0, INF, 1),
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Wave.create("Cat", 1, 5, false, 0, INF, 1),
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