mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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6d96c158bb
- 为技能图标添加粒子效果,在冷却完成时显示 - 调整冷却进度条的着色器参数,改进视觉效果 - 修改默认游戏难度为MASTER - 重构UI布局,将技能图标整合到能量条容器中 - 调整实体升级公式,使用平方根计算难度加成
33 lines
2.3 KiB
GDScript
33 lines
2.3 KiB
GDScript
class_name GameRule
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enum Difficulty {
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EASY,
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NORMAL,
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HARD,
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INSANE,
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EXPERT,
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MASTER,
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}
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static var deadReasons: Array = JsonTool.parseJson("res://resources/constants/deadReasons.json")
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static var difficulty: Difficulty = Difficulty.MASTER # 难度倍数,可以写小数
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static var allowFriendlyFire: bool = false # 是否允许友军伤害
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static var bulletSpeedMultiplier: float = 1 # 子弹速度倍率
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static var damageOffset: float = MathTool.percent(20) # 伤害随机浮动比例
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static var beachballOffset: float = MathTool.percent(30) # 棒球掉落数随机浮动比例
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static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随机偏移
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static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
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static var appleDropRate: float = MathTool.percent(10) # 苹果掉落概率
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static var refreshCountIncreasePercent: Vector2 = Vector2(MathTool.percent(10), MathTool.percent(50)) # 刷新所需的棒球数量的增加的百分比
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static var entityCountBoostPerWave: float = MathTool.percent(10) # 每波敌人数量增加的百分比,倍数级
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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
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static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率
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static var entityHealthIncreasePerWave: float = MathTool.percent(10) # 每波敌人生命值增加的百分比,指数级
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static var entityDamageIncreasePerWave: float = MathTool.percent(1) # 每波敌人伤害增加的百分比,指数级
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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
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static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸运值对苹果掉率的影响
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static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响
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static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸运值对穿透率的影响
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static var detainTime: float = 1000 # 血量如果在这个时间内没有改变才会开始播放降低动画
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static var weaponUpdateCost: float = 1.5 # 武器升级后消耗的棒球数量倍数
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static var weaponUpdateEnergy: float = 1.25 # 武器升级后消耗的能量倍数
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