class_name OutGameStorage static var upgradableFieldsCost = { ItemStore.ItemType.CRYSTAL: [50, 1], # [每级所需,初始等级] ItemStore.ItemType.DIAMOND: [1, 0], } static var upgradableFieldsAdvance = { FieldStore.Entity.MAX_HEALTH: 10, FieldStore.Entity.MAX_ENERGY: 15, FieldStore.Entity.DAMAGE_MULTIPILER: 0.1, FieldStore.Entity.ATTACK_SPEED: 0.05, FieldStore.Entity.PRICE_REDUCTION: 0.03, FieldStore.Entity.LUCK_VALUE: 1, FieldStore.Entity.DROP_APPLE_RATE: 0.007 } static var upgradableFieldsValue = ArrayTool.fill(upgradableFieldsAdvance, func(_k): return 0) static var upgradableFieldsLevel = ArrayTool.fill(upgradableFieldsAdvance, func(_k): return 0) static var maxInitialFeedCount: int = 3 static var maxInitialWeaponCount: int = 3 static var inventory = ArrayTool.fill(upgradableFieldsCost, func(_k): return 0) static func saveInventory(): for item in OutGameStorage.inventory: OutGameStorage.inventory[item] += UIState.player.inventory[item]