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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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62aa9995a9
在GameRule中新增幸运值影响系数,并修改相关计算逻辑: - 幸运值现在会影响苹果掉落率、暴击率和穿透率 - 更新了EntityBase和BulletBase中的相关计算逻辑 - 添加了GameRule中的相关配置参数
28 lines
1.7 KiB
GDScript
28 lines
1.7 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 difficulty: Difficulty = Difficulty.NORMAL # 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 = 0.2 # 伤害随机浮动比例,如20%即10的基础伤害会应用为8~12
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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 = 0.1 # 苹果掉落概率
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static var refreshCountIncreasePercent: Vector2 = Vector2(0.2, 0.75) # 刷新所需的棒球数量的增加的百分比
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static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级
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static var itemShowStayTime: 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 = 0.25 # 当玩家获取到掉落物时,提示的概率
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static var entityHealthIncreasePerWave: float = 0.05 # 每波敌人生命值增加的百分比,指数级
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static var entityDamageIncreasePerWave: float = 0.025 # 每波敌人伤害增加的百分比,指数级
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static var entityLevelOffsetByWave: float = 0.3 # 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 = 0.02 # 幸运值对苹果掉率的影响
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static var critRateInfluenceByLuckValue: float = 0.025 # 幸运值对暴击率的影响
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static var penerateRateInfluenceByLuckValue: float = 0.03 # 幸运值对穿透率的影响
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