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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00
Files
Dog-Lynx-And-HCN/scripts/Contents/Wave.gd
T
fallingshrimp 699c65a3b8 fix(Wave): 调整测试BOSS波的难度参数
将测试BOSS波的生成位置从(1,1)改为(0,0),降低同时面对多个BOSS的难度
2025-09-14 13:51:54 +08:00

57 lines
1.7 KiB
GDScript

class_name Wave
var entity: PackedScene
var minCount: int = 1
var maxCount: int = 1
var isBoss: bool = false
var from: float = 0
var to: float = 0
var per: int = 0
static var current: int = 0
static var WAVE_NORMAL = [
Wave.create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 9, INF, 15),
Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 19, INF, 10),
]
static var WAVE_TESTBOSS = [ # 3个一起打根本打不过,阳毅你去优化一下这个
Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 1),
Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 0, INF, 1),
Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, true, 0, INF, 1),
]
static var data = WAVE_TESTBOSS
static func create(
entity_: PackedScene,
minCount_: int = 1,
maxCount_: int = 1,
isBoss_: bool = false,
from_: float = 0,
to_: float = 0,
per_: int = 0
) -> Wave:
var wave = Wave.new()
wave.entity = entity_
wave.minCount = minCount_
wave.maxCount = maxCount_
wave.isBoss = isBoss_
wave.from = from_
wave.to = to_
wave.per = per_
return wave
static func entityCountOf(wave: Wave) -> int:
if wave.from <= current and wave.to >= current and int(current - wave.from) % wave.per == 0:
if wave.isBoss:
return 1
else:
return randi_range(ceil(wave.minCount), floor(wave.maxCount * (1 + GameRule.entityCountBoostPerWave * current)))
return 0
static func spawn():
for i in range(len(data)):
var wave = data[i]
for j in range(entityCountOf(wave)):
EntityBase.generate(wave.entity, MathTool.randv2_range(500), true, wave.isBoss)
static func next():
spawn()
current += 1