class_name GameRule static var deadReasons: Array = JsonTool.parseJson("res://resources/constants/deadReasons.json") static var difficultyRange: Vector2 = Vector2(-20, 50) # 难度倍数范围,包括最小值和最大值,负数则降低难度 static var difficulty: float = 1 # 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 = MathTool.percent(20) # 伤害随机浮动比例 static var beachballOffset: float = MathTool.percent(30) # 棒球掉落数随机浮动比例 static var damageLabelSpawnOffset: float = 30 # 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 = MathTool.percent(3) # 苹果掉落概率 static var refreshCountIncreaseCount: Vector2i = Vector2i(0, 3) # 刷新所需的棒球数量的增加的数量 static var entityCountBoostPerWave: float = MathTool.percent(2) # 每波敌人数量增加的百分比,倍数级 static var itemShowLifetime: 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 = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率 static var entityHealthIncreasePerWave: float = MathTool.percent(1) # 每波敌人生命值增加的百分比,指数级 static var entityDamageIncreasePerWave: float = MathTool.percent(1) # 每波敌人伤害增加的百分比,指数级 static var entityLevelOffsetByWave: float = MathTool.percent(30) # 每波敌人等级根据当前波数随机浮动的比例 static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸运值对苹果掉率的影响 static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响 static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸运值对穿透率的影响 static var detainTime: float = 250 # 血量如果在这个时间内没有改变才会开始播放降低动画 static var weaponUpdateCost: float = 1.1 # 武器升级后消耗的棒球数量倍数 static var canSpawnMobWhenBossWave: bool = true # Boss波次是否可生成小怪 static var outGameUpgradeMultipiler: float = 2 # 局外养成升级后物品消耗倍率