mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 23:11:54 +08:00
d4501ae45d
refactor: 重构子弹生成逻辑,支持分裂和折射效果 fix: 修复掉落物拾取范围和碰撞检测问题 style: 优化UI显示,添加武器品质和类型标签 docs: 更新字段描述,调整部分饲料名称和分类 perf: 优化数学工具函数,添加随机数处理工具 test: 调整波次生成逻辑,添加新敌人类型 build: 添加新资源文件和相关导入配置
113 lines
3.1 KiB
GDScript
113 lines
3.1 KiB
GDScript
@tool
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class_name FieldStore
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enum DataType {
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VALUE,
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PERCENT,
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ANGLE
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}
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enum Entity {
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MAX_HEALTH,
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DAMAGE_MULTIPILER,
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MOVEMENT_SPEED,
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ATTACK_SPEED,
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CRIT_RATE,
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CRIT_DAMAGE,
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PENERATE,
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OFFSET_SHOOT,
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HEAL_ABILITY,
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EXTRA_APPLE_MAX,
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ENERGY_MULTIPILER,
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PENARATION_RESISTANCE,
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PRICE_REDUCTION,
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EXTRA_BULLET_COUNT,
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DROP_APPLE_RATE,
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FEED_COUNT_SHOW,
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FEED_COUNT_CAN_MADE,
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MAX_ENERGY,
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LUCK_VALUE,
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SAVE_ENERGY,
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ENERGY_REGENERATION,
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DROPPED_ITEM_COLLECT_RADIUS,
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BULLET_SPLIT,
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BULLET_REFRACTION
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}
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static var entityMap = {
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Entity.MAX_HEALTH: "生命上限",
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Entity.DAMAGE_MULTIPILER: "伤害倍率",
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Entity.MOVEMENT_SPEED: "移动速度",
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Entity.ATTACK_SPEED: "攻击速度",
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Entity.CRIT_RATE: "暴击率",
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Entity.CRIT_DAMAGE: "暴击伤害",
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Entity.PENERATE: "穿透",
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Entity.OFFSET_SHOOT: "散射角",
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Entity.HEAL_ABILITY: "治疗量",
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Entity.EXTRA_APPLE_MAX: "苹果上限",
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Entity.ENERGY_MULTIPILER: "储能倍率",
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Entity.PENARATION_RESISTANCE: "穿透抗性",
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Entity.PRICE_REDUCTION: "饲料降价",
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Entity.EXTRA_BULLET_COUNT: "多重射击",
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Entity.DROP_APPLE_RATE: "苹果掉落率",
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Entity.FEED_COUNT_SHOW: "饲料列表",
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Entity.FEED_COUNT_CAN_MADE: "可制作饲料",
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Entity.MAX_ENERGY: "能量上限",
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Entity.LUCK_VALUE: "幸运值",
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Entity.SAVE_ENERGY: "节能",
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Entity.ENERGY_REGENERATION: "能量再生效率",
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Entity.DROPPED_ITEM_COLLECT_RADIUS: "掉落物拾取距离",
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Entity.BULLET_SPLIT: "分裂",
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Entity.BULLET_REFRACTION: "折射",
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}
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static var entityMapType = {
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Entity.MAX_HEALTH: DataType.VALUE,
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Entity.DAMAGE_MULTIPILER: DataType.PERCENT,
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Entity.MOVEMENT_SPEED: DataType.PERCENT,
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Entity.ATTACK_SPEED: DataType.PERCENT,
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Entity.CRIT_RATE: DataType.PERCENT,
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Entity.CRIT_DAMAGE: DataType.PERCENT,
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Entity.PENERATE: DataType.PERCENT,
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Entity.OFFSET_SHOOT: DataType.ANGLE,
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Entity.HEAL_ABILITY: DataType.PERCENT,
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Entity.EXTRA_APPLE_MAX: DataType.VALUE,
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Entity.ENERGY_MULTIPILER: DataType.PERCENT,
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Entity.PENARATION_RESISTANCE: DataType.PERCENT,
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Entity.PRICE_REDUCTION: DataType.PERCENT,
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Entity.EXTRA_BULLET_COUNT: DataType.VALUE,
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Entity.DROP_APPLE_RATE: DataType.PERCENT,
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Entity.FEED_COUNT_SHOW: DataType.VALUE,
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Entity.FEED_COUNT_CAN_MADE: DataType.VALUE,
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Entity.MAX_ENERGY: DataType.VALUE,
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Entity.LUCK_VALUE: DataType.VALUE,
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Entity.SAVE_ENERGY: DataType.PERCENT,
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Entity.ENERGY_REGENERATION: DataType.PERCENT,
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Entity.DROPPED_ITEM_COLLECT_RADIUS: DataType.VALUE,
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Entity.BULLET_SPLIT: DataType.VALUE,
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Entity.BULLET_REFRACTION: DataType.VALUE,
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}
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static var entityMaxValueMap = {
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Entity.CRIT_RATE: 0.8,
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Entity.PENERATE: 0.8,
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Entity.PENARATION_RESISTANCE: 0.5,
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Entity.PRICE_REDUCTION: 0.4,
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Entity.DROP_APPLE_RATE: 0.4,
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Entity.FEED_COUNT_SHOW: 6
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}
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static var entityApplier = {
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Entity.MAX_HEALTH: func(entity, value):
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entity.health += value
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return true
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,
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Entity.EXTRA_APPLE_MAX: func(entity, value):
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entity.inventoryMax[ItemStore.ItemType.APPLE] += value
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return true
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,
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Entity.EXTRA_BULLET_COUNT: func(entity, value):
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entity.fields[Entity.OFFSET_SHOOT] += value * 3
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return true
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,
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}
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static var entityViewCastMap = {
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Entity.EXTRA_APPLE_MAX: func(entity, _value):
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return entity.inventoryMax[ItemStore.ItemType.APPLE]
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,
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} |