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refactor(FieldStore): 移除未使用的掉落物重力相关枚举值
重构EntityBase.gd中的字段分组,提升代码可读性
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@@ -8,25 +8,31 @@ signal healthChanged(health: float)
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signal energyChanged(energy: float)
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signal energyChanged(energy: float)
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var fields = {
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var fields = {
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# 数值上限
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FieldStore.Entity.MAX_HEALTH: 100,
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FieldStore.Entity.MAX_HEALTH: 100,
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FieldStore.Entity.DAMAGE_MULTIPILER: 1,
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FieldStore.Entity.MAX_ENERGY: 200,
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FieldStore.Entity.EXTRA_APPLE_MAX: 0,
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FieldStore.Entity.EXTRA_BULLET_COUNT: 0,
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# 速度
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FieldStore.Entity.MOVEMENT_SPEED: 1,
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FieldStore.Entity.MOVEMENT_SPEED: 1,
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FieldStore.Entity.ATTACK_SPEED: 1,
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FieldStore.Entity.ATTACK_SPEED: 1,
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FieldStore.Entity.CRIT_RATE: 0.05,
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# 伤害
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FieldStore.Entity.DAMAGE_MULTIPILER: 1,
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FieldStore.Entity.CRIT_DAMAGE: 1,
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FieldStore.Entity.CRIT_DAMAGE: 1,
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# 概率相关
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FieldStore.Entity.CRIT_RATE: 0.05,
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FieldStore.Entity.PENERATE: 0,
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FieldStore.Entity.PENERATE: 0,
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FieldStore.Entity.OFFSET_SHOOT: 3,
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FieldStore.Entity.OFFSET_SHOOT: 3,
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FieldStore.Entity.HEAL_ABILITY: 1,
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FieldStore.Entity.EXTRA_APPLE_MAX: 0,
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FieldStore.Entity.ENERGY_MULTIPILER: 1,
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FieldStore.Entity.PENARATION_RESISTANCE: 0,
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FieldStore.Entity.PRICE_REDUCTION: 0,
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FieldStore.Entity.EXTRA_BULLET_COUNT: 0,
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FieldStore.Entity.DROP_APPLE_RATE: 0,
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FieldStore.Entity.DROP_APPLE_RATE: 0,
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FieldStore.Entity.PENARATION_RESISTANCE: 0,
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FieldStore.Entity.LUCK_VALUE: 1,
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# 倍率
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FieldStore.Entity.HEAL_ABILITY: 1,
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FieldStore.Entity.ENERGY_MULTIPILER: 1,
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FieldStore.Entity.PRICE_REDUCTION: 0,
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# 饲料
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FieldStore.Entity.FEED_COUNT_SHOW: 3,
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FieldStore.Entity.FEED_COUNT_SHOW: 3,
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FieldStore.Entity.FEED_COUNT_CAN_MADE: 1,
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FieldStore.Entity.FEED_COUNT_CAN_MADE: 1,
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FieldStore.Entity.MAX_ENERGY: 200,
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FieldStore.Entity.LUCK_VALUE: 1
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}
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}
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var inventory = {
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var inventory = {
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ItemStore.ItemType.BASEBALL: 100,
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ItemStore.ItemType.BASEBALL: 100,
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@@ -26,8 +26,6 @@ enum Entity {
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FEED_COUNT_CAN_MADE,
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FEED_COUNT_CAN_MADE,
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MAX_ENERGY,
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MAX_ENERGY,
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LUCK_VALUE,
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LUCK_VALUE,
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DROPPED_ITEM_GRAVITY_MULTIPILER,
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DROPPED_ITEM_GRAVITY_INFLUENCE_BY_DISTANCE_MULTIPILER
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}
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}
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static var entityMap = {
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static var entityMap = {
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Entity.MAX_HEALTH: "生命上限",
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Entity.MAX_HEALTH: "生命上限",
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@@ -45,12 +43,10 @@ static var entityMap = {
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Entity.PRICE_REDUCTION: "饲料降价",
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Entity.PRICE_REDUCTION: "饲料降价",
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Entity.EXTRA_BULLET_COUNT: "额外子弹",
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Entity.EXTRA_BULLET_COUNT: "额外子弹",
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Entity.DROP_APPLE_RATE: "苹果掉落率",
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Entity.DROP_APPLE_RATE: "苹果掉落率",
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Entity.FEED_COUNT_SHOW: "可选饲料数量",
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Entity.FEED_COUNT_SHOW: "饲料列表",
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Entity.FEED_COUNT_CAN_MADE: "可制作饲料数量",
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Entity.FEED_COUNT_CAN_MADE: "可制作饲料",
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Entity.MAX_ENERGY: "能量上限",
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Entity.MAX_ENERGY: "能量上限",
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Entity.LUCK_VALUE: "幸运值",
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Entity.LUCK_VALUE: "幸运值",
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Entity.DROPPED_ITEM_GRAVITY_MULTIPILER: "掉落物重力倍率",
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Entity.DROPPED_ITEM_GRAVITY_INFLUENCE_BY_DISTANCE_MULTIPILER: "掉落物重力受距离影响"
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}
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}
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static var entityMapType = {
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static var entityMapType = {
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Entity.MAX_HEALTH: DataType.VALUE,
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Entity.MAX_HEALTH: DataType.VALUE,
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@@ -72,8 +68,6 @@ static var entityMapType = {
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Entity.FEED_COUNT_CAN_MADE: DataType.VALUE,
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Entity.FEED_COUNT_CAN_MADE: DataType.VALUE,
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Entity.MAX_ENERGY: DataType.VALUE,
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Entity.MAX_ENERGY: DataType.VALUE,
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Entity.LUCK_VALUE: DataType.VALUE,
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Entity.LUCK_VALUE: DataType.VALUE,
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Entity.DROPPED_ITEM_GRAVITY_MULTIPILER: DataType.PERCENT,
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Entity.DROPPED_ITEM_GRAVITY_INFLUENCE_BY_DISTANCE_MULTIPILER: DataType.VALUE
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}
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}
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static var entityMaxValueMap = {
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static var entityMaxValueMap = {
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Entity.CRIT_RATE: 1,
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Entity.CRIT_RATE: 1,
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