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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-31 08:21:54 +08:00

fix: 调整角色属性和技能图标逻辑

将Chick角色的最大生命值从2000降低至1500以平衡游戏难度
修改EntityBase的能量恢复为随机范围(0.01-0.15)增加变化性
更新SkillIcon进度计算,加入能量限制条件防止显示异常
This commit is contained in:
2025-09-07 14:59:56 +08:00
parent 762e88156f
commit eece417834
3 changed files with 3 additions and 3 deletions
+1 -1
View File
@@ -6,7 +6,7 @@ class_name Chick
const laserCount = 4
func register():
fields[FieldStore.Entity.MAX_HEALTH] = 2000
fields[FieldStore.Entity.MAX_HEALTH] = 1500
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
attackCooldownMap[0] = 500
attackCooldownMap[1] = 6000
+1 -1
View File
@@ -156,7 +156,7 @@ func _physics_process(_delta: float) -> void:
if (isPlayer() or is_instance_valid(currentFocusedBoss)) and not charginup:
ai()
move_and_slide()
storeEnergy(0.05 * fields.get(FieldStore.Entity.ENERGY_REGENERATION), true)
storeEnergy(randf_range(0.01, 0.15) * fields.get(FieldStore.Entity.ENERGY_REGENERATION), true)
trailParticle.emitting = trailing
# 通用方法
+1 -1
View File
@@ -10,5 +10,5 @@ func _ready():
func _physics_process(_delta):
if is_instance_valid(weapon):
textureRect.texture = weapon.avatarTexture
var progress = weapon.cooldownTimer.timeSinceLastStart() / weapon.cooldownTimer.cooldown
var progress = min(weapon.cooldownTimer.timeSinceLastStart() / weapon.cooldownTimer.cooldown, UIState.player.energy / weapon.needEnergy)
textureRect.material.set_shader_parameter("progress", progress)