feat(游戏配置): 调整任务初始状态和卡池升级规则

- 删除冗余的 GameConst.ts.meta 文件
- 新增卡池升级每波减免金额常量 CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE
- 任务开始时初始等级设为1,波次从1开始,并给予初始金币
- 卡池升级费用根据已完成的波次进行减免
- 调整加载页面和胜利界面的UI元素位置和样式
This commit is contained in:
walkpan
2026-03-29 12:29:00 +08:00
parent 9a7bafed2f
commit 0490ae51c7
6 changed files with 37 additions and 34 deletions

View File

@@ -13,6 +13,7 @@ import { mLogger } from "../common/Logger";
import { Monster } from "../hero/Mon";
import { Skill } from "../skill/Skill";
import { Tooltip } from "../skill/Tooltip";
import { CardInitCoins } from "../common/config/CardSet";
const { ccclass, property } = _decorator;
@@ -222,9 +223,9 @@ export class MissionComp extends CCComp {
smc.vmdata.mission_data.in_fight=false
smc.vmdata.mission_data.fight_time=0
smc.vmdata.mission_data.mon_num=0
smc.vmdata.mission_data.level=0
smc.vmdata.mission_data.level = 1
smc.vmdata.mission_data.mon_max = Math.max(1, Math.floor(this.maxMonsterCount))
this.currentWave = 0;
this.currentWave = 1;
this.FightTime=FightSet.FiIGHT_TIME
this.rewards=[] // 改为数组,用于存储掉落物品列表
this.revive_times = 1; // 每次任务开始重置复活次数
@@ -241,7 +242,7 @@ export class MissionComp extends CCComp {
this.heapTrendBaseMB = -1;
this.monsterCountSyncTimer = 0;
this.lastPrepareCoinWave = 0;
smc.vmdata.mission_data.coin = 0;
smc.vmdata.mission_data.coin = Math.max(0, Math.floor(CardInitCoins));
// 重置全局属性加成和主角引用 (确保新一局数据干净)
// smc.role = null;