mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-27 22:41:56 +08:00
a7d1264830
refactor: 修改能量恢复随机范围从0.01-0.15调整为0.01-0.1 style: 更新着色器进度范围提示从0.0-2.0改为-0.0-2.0 feat: 新增垂直颜色条组件和样式资源 chore: 恢复测试波次为普通模式
60 lines
1.7 KiB
GDScript
60 lines
1.7 KiB
GDScript
class_name Wave
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var entity: PackedScene
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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 = 0
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# entity, minCount, maxCount, isBoss, from, to, per
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static var presetWaves = {
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"normal": [
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create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1),
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create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 9, INF, 15),
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create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 19, INF, 10),
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],
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"testBoss": [
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create(preload("res://components/Characters/Chick.tscn"), 1, 1, true, 0, INF, 1),
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create(preload("res://components/Characters/Bear.tscn"), 1, 1, true, 0, INF, 1),
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create(preload("res://components/Characters/KukeMC.tscn"), 1, 1, true, 0, INF, 1),
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]
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}
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static var data = presetWaves["normal"]
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static func create(
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entity_: PackedScene,
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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(wave.entity, MathTool.randv2_range(500), true, wave.isBoss)
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static func next():
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spawn()
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current += 1
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