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refactor(Statemachine): 重构实体状态栏和Boss栏逻辑
将EntityStateBar的_ready逻辑移到EntityBase中统一管理 修改BossBar的更新逻辑从_physics_process改为_process 调整Wave配置中Boss的出现波次从8改为1
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@@ -4,7 +4,9 @@ class_name BossBar
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@onready var nameLabel: Label = $"%name"
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@onready var valueLabel: Label = $"%value"
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func _physics_process(_delta):
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func _ready():
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if is_instance_valid(entity):
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nameLabel.text = entity.displayName
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func _process(_delta):
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if is_instance_valid(entity):
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valueLabel.text = "%.2f" % (entity.health / entity.fields[FieldStore.Entity.MAX_HEALTH] * 100)
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