- 调整项目结构以适应打包需求
- 添加控制台便于在游戏运行过程中调试各项功能 - 添加 LevelRarity 表,增加了随关卡数动态调整的商品道具品质刷新概率
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@@ -16,11 +16,12 @@ namespace Entity.EntityData
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[SerializeField] private float _dropPercent = 0;
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public EnemyData(int entityId, int typeId) : base(
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public EnemyData(int entityId, int typeId, int level) : base(
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entityId, typeId, CampType.Enemy)
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{
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DREnemy enemyRow = GameEntry.DataTable.GetDataTableRow<DREnemy>(typeId);
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MaxHealthBase = enemyRow.MaxHealth;
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int effectiveLevel = Mathf.Max(1, level);
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MaxHealthBase = enemyRow.MaxHealth + enemyRow.HpAddPerLevel * (effectiveLevel - 1);
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SpeedBase = enemyRow.Speed;
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DropCoin = enemyRow.DropCoin;
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DropExp = enemyRow.DropExp;
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@@ -53,4 +54,4 @@ namespace Entity.EntityData
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set => _dropPercent = value;
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}
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}
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}
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}
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