refactor(mission): 优化肉鸽关卡及怪物生成逻辑
- 将出战英雄配置由数组改为单个英雄编号,简化相关接口和数据结构 - 统一出战英雄设置和获取方法,移除冗余多英雄管理逻辑 - 增加怪物生成时的强度倍率参数,支持怪物属性随关卡进度递增调整 - 扩展肉鸽模式配置,实现关卡类型区分及怪物数量动态计算 - 新增随机事件系统,支持事件关卡随机触发宝箱、陷阱、增益、减益等事件 - 优化怪物生成流程,整合怪物配置、等级和强度倍率信息,增强游戏体验
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@@ -79,11 +79,11 @@ export class GameDataSyncManager {
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* @param fightHeros 出战英雄配置对象
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* @returns 是否成功
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*/
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async updateFightHeros(fightHeros: any): Promise<boolean> {
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async updateFightHeros(fightHero: any): Promise<boolean> {
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try {
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// console.log(`[GameDataSyncManager]: 批量更新出战英雄配置:`, fightHeros);
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const result = await WxCloudApi.updateFightHeros(fightHeros);
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const result = await WxCloudApi.updateFightHeros(fightHero);
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if (result.result.code === 200) {
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// 远程修改成功,同步本地数据
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