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fix(BossAttack): 调整重型水晶子弹的伤害和速度增长
将重型水晶子弹的伤害计算从 speed/5 改为 speed/6,并降低速度增长系数从 1.2 到 1.15,以平衡游戏难度 feat(Wave): 添加自定义起始逻辑 在 customStart 方法中添加生成熊和KukeMC角色的逻辑,并设置它们互相为焦点目标
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@@ -14,6 +14,6 @@ func ai():
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else:
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else:
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track.visible = false
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track.visible = false
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hitbox.disabled = false
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hitbox.disabled = false
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damage = speed / 5
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damage = speed / 6
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PresetBulletAI.forward(self, rotation)
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PresetBulletAI.forward(self, rotation)
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speed *= 1.2
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speed *= 1.15
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@@ -20,10 +20,15 @@ static var WAVE_TESTBOSS = [
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Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, true, 0, INF, 10),
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Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, true, 0, INF, 10),
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# Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 2, INF, 10),
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# Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 2, INF, 10),
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]
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]
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static var data = WAVE_TESTBOSS
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static var WAVE_EMPTY = []
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static var data = WAVE_EMPTY
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static func customStart():
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static func customStart():
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pass
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if true:
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var furryr = EntityBase.generate(preload("res://components/Characters/Bear.tscn"), MathTool.randv2_range(500), true, false)
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var kukemc = EntityBase.generate(preload("res://components/Characters/KukeMC.tscn"), MathTool.randv2_range(500), true, false)
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furryr.currentFocusedBoss = kukemc
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kukemc.currentFocusedBoss = furryr
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static func create(
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static func create(
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entity_: PackedScene,
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entity_: PackedScene,
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minCount_: int = 1,
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minCount_: int = 1,
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