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Files
Dog-Lynx-And-HCN/scripts/Tools/FieldStore.gd
T
fallingshrimp d4501ae45d feat: 添加新武器彩虹旗和紫水晶簇,调整饲料属性和数值
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
2025-09-05 22:23:41 +08:00

113 lines
3.1 KiB
GDScript

@tool
class_name FieldStore
enum DataType {
VALUE,
PERCENT,
ANGLE
}
enum Entity {
MAX_HEALTH,
DAMAGE_MULTIPILER,
MOVEMENT_SPEED,
ATTACK_SPEED,
CRIT_RATE,
CRIT_DAMAGE,
PENERATE,
OFFSET_SHOOT,
HEAL_ABILITY,
EXTRA_APPLE_MAX,
ENERGY_MULTIPILER,
PENARATION_RESISTANCE,
PRICE_REDUCTION,
EXTRA_BULLET_COUNT,
DROP_APPLE_RATE,
FEED_COUNT_SHOW,
FEED_COUNT_CAN_MADE,
MAX_ENERGY,
LUCK_VALUE,
SAVE_ENERGY,
ENERGY_REGENERATION,
DROPPED_ITEM_COLLECT_RADIUS,
BULLET_SPLIT,
BULLET_REFRACTION
}
static var entityMap = {
Entity.MAX_HEALTH: "生命上限",
Entity.DAMAGE_MULTIPILER: "伤害倍率",
Entity.MOVEMENT_SPEED: "移动速度",
Entity.ATTACK_SPEED: "攻击速度",
Entity.CRIT_RATE: "暴击率",
Entity.CRIT_DAMAGE: "暴击伤害",
Entity.PENERATE: "穿透",
Entity.OFFSET_SHOOT: "散射角",
Entity.HEAL_ABILITY: "治疗量",
Entity.EXTRA_APPLE_MAX: "苹果上限",
Entity.ENERGY_MULTIPILER: "储能倍率",
Entity.PENARATION_RESISTANCE: "穿透抗性",
Entity.PRICE_REDUCTION: "饲料降价",
Entity.EXTRA_BULLET_COUNT: "多重射击",
Entity.DROP_APPLE_RATE: "苹果掉落率",
Entity.FEED_COUNT_SHOW: "饲料列表",
Entity.FEED_COUNT_CAN_MADE: "可制作饲料",
Entity.MAX_ENERGY: "能量上限",
Entity.LUCK_VALUE: "幸运值",
Entity.SAVE_ENERGY: "节能",
Entity.ENERGY_REGENERATION: "能量再生效率",
Entity.DROPPED_ITEM_COLLECT_RADIUS: "掉落物拾取距离",
Entity.BULLET_SPLIT: "分裂",
Entity.BULLET_REFRACTION: "折射",
}
static var entityMapType = {
Entity.MAX_HEALTH: DataType.VALUE,
Entity.DAMAGE_MULTIPILER: DataType.PERCENT,
Entity.MOVEMENT_SPEED: DataType.PERCENT,
Entity.ATTACK_SPEED: DataType.PERCENT,
Entity.CRIT_RATE: DataType.PERCENT,
Entity.CRIT_DAMAGE: DataType.PERCENT,
Entity.PENERATE: DataType.PERCENT,
Entity.OFFSET_SHOOT: DataType.ANGLE,
Entity.HEAL_ABILITY: DataType.PERCENT,
Entity.EXTRA_APPLE_MAX: DataType.VALUE,
Entity.ENERGY_MULTIPILER: DataType.PERCENT,
Entity.PENARATION_RESISTANCE: DataType.PERCENT,
Entity.PRICE_REDUCTION: DataType.PERCENT,
Entity.EXTRA_BULLET_COUNT: DataType.VALUE,
Entity.DROP_APPLE_RATE: DataType.PERCENT,
Entity.FEED_COUNT_SHOW: DataType.VALUE,
Entity.FEED_COUNT_CAN_MADE: DataType.VALUE,
Entity.MAX_ENERGY: DataType.VALUE,
Entity.LUCK_VALUE: DataType.VALUE,
Entity.SAVE_ENERGY: DataType.PERCENT,
Entity.ENERGY_REGENERATION: DataType.PERCENT,
Entity.DROPPED_ITEM_COLLECT_RADIUS: DataType.VALUE,
Entity.BULLET_SPLIT: DataType.VALUE,
Entity.BULLET_REFRACTION: DataType.VALUE,
}
static var entityMaxValueMap = {
Entity.CRIT_RATE: 0.8,
Entity.PENERATE: 0.8,
Entity.PENARATION_RESISTANCE: 0.5,
Entity.PRICE_REDUCTION: 0.4,
Entity.DROP_APPLE_RATE: 0.4,
Entity.FEED_COUNT_SHOW: 6
}
static var entityApplier = {
Entity.MAX_HEALTH: func(entity, value):
entity.health += value
return true
,
Entity.EXTRA_APPLE_MAX: func(entity, value):
entity.inventoryMax[ItemStore.ItemType.APPLE] += value
return true
,
Entity.EXTRA_BULLET_COUNT: func(entity, value):
entity.fields[Entity.OFFSET_SHOOT] += value * 3
return true
,
}
static var entityViewCastMap = {
Entity.EXTRA_APPLE_MAX: func(entity, _value):
return entity.inventoryMax[ItemStore.ItemType.APPLE]
,
}