优化敌人动态逻辑
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@@ -72,7 +72,7 @@ export class gameManager extends Component {
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this.createZd();
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this._new_zd_time = 0;
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}
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this._createDpTime += deltaTime;
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if(this._createDpArr <= 2){
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@@ -111,11 +111,11 @@ export class gameManager extends Component {
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let t = 1;
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if(randm === dpImpl.dpType.TYPE1){
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p = this.dp1;
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speed = this.dp1_speed;
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speed = this.dp1_speed+(math.randomRange(0.01,0.02)*(math.randomRangeInt(-1,2)));
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t=1;
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}else{
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p = this.dp2;
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speed = this.dp2_speed;
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speed = this.dp2_speed+(math.randomRange(0.01,0.02)*(math.randomRangeInt(-1,2)));
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t=2;
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}
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const dp = instantiate(p);
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@@ -135,7 +135,7 @@ export class gameManager extends Component {
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parr[i] = instantiate(randm==1?this.dp1:this.dp2);
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parr[i].setParent(this.node);
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const dpc = parr[i].getComponent(dpComponent);
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dpc._init(randm==1?this.dp1_speed:this.dp2_speed,n,1);
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dpc._init(randm==1?this.dp1_speed+(math.randomRange(0.01,0.02)*(math.randomRangeInt(-1,2))):this.dp2_speed+(math.randomRange(0.01,0.02)*(math.randomRangeInt(-1,2))),n,1);
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parr[i].setPosition(i*1.8-3.6, 1, -dpc.dp_max);
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}
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