refactor: 重构英雄养成与卡牌系统,移除旧合成机制

1.  移除三合一英雄合成与链式合成逻辑,统一使用升级卡进行英雄等级提升
2.  重构卡池系统:移除卡池等级机制,所有英雄卡牌统一为LV1
3.  重构升级逻辑:改为按UUID精确升级场上英雄,动态生成对应升级卡
4.  更新配置常量:拆分并重构成长倍率、英雄上限等战斗配置
5.  简化抽卡逻辑:不再按卡池等级分发卡牌,改为动态混合基础卡与升级卡
6.  清理废弃代码:移除卡池升级相关的UI、逻辑与配置
This commit is contained in:
pan
2026-07-20 17:26:50 +08:00
parent f0952ef82c
commit 15ab2f7b0f
10 changed files with 729 additions and 1059 deletions

View File

@@ -39,7 +39,7 @@ import { HeroViewComp } from "../hero/HeroViewComp";
import { SkillTriggerHelper } from "../hero/SkillTriggerHelper";
import { UIID } from "../common/config/GameUIConfig";
import { SkillView } from "../skill/SkillView";
import { FacSet, FightSet, CARD_POOL_UPGRADE_WAVES } from "../common/config/GameSet";
import { FacSet, FightSet } from "../common/config/GameSet";
import { HeroInfo } from "../common/config/heroSet";
import { mLogger } from "../common/Logger";
import { Monster } from "../hero/Mon";
@@ -86,8 +86,6 @@ export class MissionComp extends CCComp {
private maxMonsterCount: number = 80;
/** 怪物数量恢复阈值(降至此值以下恢复刷怪) */
private resumeMonsterCount: number = 45;
/** 卡池升级波次配置(默认值来自 GameSet.CARD_POOL_UPGRADE_WAVES保持全局统一 */
public cardPoolUpgradeWaves: number[] = CARD_POOL_UPGRADE_WAVES;
// ======================== 编辑器绑定节点 ========================
@@ -829,22 +827,6 @@ export class MissionComp extends CCComp {
this.lastTimeSecond = -1;
this.clearTime = 0;
this.update_time();
// 检查并推送卡池升级事件
this.checkCardPoolUpgrade(wave);
}
/** 检查是否达到卡池升级波次,并推送升级事件 */
private checkCardPoolUpgrade(wave: number) {
if (!this.cardPoolUpgradeWaves || this.cardPoolUpgradeWaves.length === 0) return;
const upgradeIndex = this.cardPoolUpgradeWaves.indexOf(wave);
if (upgradeIndex !== -1) {
// 根据配置的索引,计算目标等级(初始等级 + index + 1
// 例如 index=0对应等级为2index=1对应等级为3
const targetLv = upgradeIndex + 2;
oops.message.dispatchEvent(GameEvent.CardPoolUpgrade, { wave, targetLv });
mLogger.log(this.debugMode, 'MissionComp', "card pool upgrade event pushed", { wave, targetLv });
}
}
// ======================== 怪物数量管理 ========================