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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
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@@ -6,7 +6,7 @@ class_name Chick
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const laserCount = 4
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const laserCount = 4
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func register():
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 2000
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fields[FieldStore.Entity.MAX_HEALTH] = 1500
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
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attackCooldownMap[0] = 500
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attackCooldownMap[0] = 500
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attackCooldownMap[1] = 6000
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attackCooldownMap[1] = 6000
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@@ -156,7 +156,7 @@ func _physics_process(_delta: float) -> void:
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if (isPlayer() or is_instance_valid(currentFocusedBoss)) and not charginup:
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if (isPlayer() or is_instance_valid(currentFocusedBoss)) and not charginup:
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ai()
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ai()
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move_and_slide()
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move_and_slide()
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storeEnergy(0.05 * fields.get(FieldStore.Entity.ENERGY_REGENERATION), true)
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storeEnergy(randf_range(0.01, 0.15) * fields.get(FieldStore.Entity.ENERGY_REGENERATION), true)
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trailParticle.emitting = trailing
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trailParticle.emitting = trailing
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# 通用方法
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# 通用方法
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@@ -10,5 +10,5 @@ func _ready():
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func _physics_process(_delta):
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func _physics_process(_delta):
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if is_instance_valid(weapon):
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if is_instance_valid(weapon):
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textureRect.texture = weapon.avatarTexture
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textureRect.texture = weapon.avatarTexture
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var progress = weapon.cooldownTimer.timeSinceLastStart() / weapon.cooldownTimer.cooldown
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var progress = min(weapon.cooldownTimer.timeSinceLastStart() / weapon.cooldownTimer.cooldown, UIState.player.energy / weapon.needEnergy)
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textureRect.material.set_shader_parameter("progress", progress)
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textureRect.material.set_shader_parameter("progress", progress)
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