diff --git a/scripts/Contents/Characters/Chick.gd b/scripts/Contents/Characters/Chick.gd index e7b1fcb..4cbf36e 100644 --- a/scripts/Contents/Characters/Chick.gd +++ b/scripts/Contents/Characters/Chick.gd @@ -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 diff --git a/scripts/Statemachine/EntityBase.gd b/scripts/Statemachine/EntityBase.gd index 98d79b8..61af2f4 100644 --- a/scripts/Statemachine/EntityBase.gd +++ b/scripts/Statemachine/EntityBase.gd @@ -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 diff --git a/scripts/Statemachine/SkillIcon.gd b/scripts/Statemachine/SkillIcon.gd index 203f68b..e162739 100644 --- a/scripts/Statemachine/SkillIcon.gd +++ b/scripts/Statemachine/SkillIcon.gd @@ -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)