class_name GameRule enum Difficulty { EASY, NORMAL, HARD, INSANE, EXPERT, MASTER, } static var difficulty: Difficulty = Difficulty.NORMAL # 难度倍数,可以写小数 static var allowFriendlyFire: bool = false # 是否允许友军伤害 static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率 static var damageOffset: float = 0.2 # 伤害随机浮动比例,如20%即10的基础伤害会应用为8~12 static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随机偏移 static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移 static var appleDropRate: float = 0.1 # 苹果掉落概率 static var refreshCountIncreasePercent: Vector2 = Vector2(0.2, 0.75) # 刷新所需的棒球数量的增加的百分比 static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级 static var itemShowStayTime: int = 1500 # 物品展示组件如果设置了自动隐藏,那么隐藏前可以存活的时间 static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率 static var entityHealthIncreasePerWave: float = 0.05 # 每波敌人生命值增加的百分比,指数级 static var entityDamageIncreasePerWave: float = 0.02 # 每波敌人伤害增加的百分比,指数级 static var entityLevelOffsetByWave: float = 0.3 # 每波敌人等级根据当前波数随机浮动的比例 static var appleDropRateInfluenceByLuckValue: float = 0.02 # 幸运值对苹果掉率的影响 static var critRateInfluenceByLuckValue: float = 0.025 # 幸运值对暴击率的影响 static var penerateRateInfluenceByLuckValue: float = 0.03 # 幸运值对穿透率的影响