mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
12d2f390b6
refactor(Wave): 调整测试BOSS波的敌人生成数量并添加起始波次设置 将DamageLabel中的伤害值显示从字符串格式%s改为整数格式%d,确保数值正确显示。 在Wave中修改测试BOSS波的敌人生成数量从10减少到3,并添加startWith方法设置起始波次。
78 lines
2.2 KiB
GDScript
78 lines
2.2 KiB
GDScript
class_name Wave
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var entity: String
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var minCount: int = 1
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var maxCount: int = 1
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var isBoss: bool = false
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var from: float = 0
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var to: float = 0
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var per: int = 0
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static var current: int = startWith(1)
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static var WAVE_NORMAL = [
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Wave.create("Hen", 1, 5, false, 0, INF, 1),
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Wave.create("Chick", 0, 0, true, 9, INF, 15),
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Wave.create("Bear", 0, 0, true, 19, INF, 10),
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Wave.create("KukeMC", 0, 0, true, 14, INF, 20),
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]
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static var WAVE_TESTBOSS_ALL = [
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Wave.create("Chick", 0, 0, true, 0, INF, 3),
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Wave.create("KukeMC", 0, 0, true, 1, INF, 3),
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Wave.create("Bear", 0, 0, true, 2, INF, 3),
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]
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static var WAVE_TESTBOSS_KUKE = [
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Wave.create("KukeMC", 0, 0, true, 0, INF, 10),
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]
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static var WAVE_TESTBOSS_BEAR = [
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Wave.create("Bear", 0, 0, true, 0, INF, 10),
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]
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static var WAVE_TESTBOSS_CHICK = [
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Wave.create("Chick", 0, 0, true, 0, INF, 10),
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]
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static var WAVE_EMPTY = []
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static var data = WAVE_NORMAL
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static func customStart():
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if false:
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var furryr = EntityBase.generate(ComponentManager.getCharacter("Bear"), MathTool.randv2_range(500), true, false)
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var kukemc = EntityBase.generate(ComponentManager.getCharacter("KukeMC"), 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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entity_: String,
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minCount_: int = 1,
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maxCount_: int = 1,
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isBoss_: bool = false,
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from_: float = 0,
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to_: float = 0,
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per_: int = 0
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) -> Wave:
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var wave = Wave.new()
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wave.entity = entity_
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wave.minCount = minCount_
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wave.maxCount = maxCount_
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wave.isBoss = isBoss_
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wave.from = from_
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wave.to = to_
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wave.per = per_
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return wave
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static func entityCountOf(wave: Wave) -> int:
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if wave.from <= current and wave.to >= current and int(current - wave.from) % wave.per == 0:
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if wave.isBoss:
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return 1
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else:
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return randi_range(ceil(wave.minCount), floor(wave.maxCount * (1 + GameRule.entityCountBoostPerWave * current)))
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return 0
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static func spawn():
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for i in range(len(data)):
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var wave = data[i]
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for j in range(entityCountOf(wave)):
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EntityBase.generate(ComponentManager.getCharacter(wave.entity), MathTool.randv2_range(500), true, wave.isBoss)
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static func next():
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if current == 0:
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customStart()
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spawn()
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current += 1
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static func startWith(wave: int):
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return wave - 1
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