refactor: 将刷新石替换为银币作为卡牌刷新消耗
1. 重构全局配置,移除刷新石相关定义,新增银币刷新消耗常量 2. 新增局外持久货币银币的数据结构与管理逻辑 3. 重构卡牌刷新经济系统,统一使用银币进行刷新消耗 4. 更新UI显示与事件通知,适配银币系统变更 5. 调整清屏奖励逻辑,将刷新石奖励改为金币奖励
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@@ -25,6 +25,8 @@ const { ccclass, property } = _decorator;
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const FAST_CLEAR_COIN = 2;
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/** 清屏奖励:极速清场(< 50% 时长) */
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const ULTRA_CLEAR_COIN = 5;
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/** 清屏奖励:全员存活(allAlive)额外金币 */
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const ALL_ALIVE_COIN = 3;
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/** 连杀分级金币爆发(tier 0/1/2 对应 5/10/20 连杀) */
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const COMBO_COIN = [2, 5, 10];
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@@ -58,7 +60,7 @@ export class BattleBannerComp extends CCComp {
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private onWaveClear(event: string, data: { wave: number; clearTime: number; allAlive: boolean; fastClear: number }) {
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if (data.allAlive) {
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this.playBanner("Perfect!", new Color(255, 80, 80), 1.2);
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MissionEconomy.addRefreshStone(1);
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MissionEconomy.addCoin(ALL_ALIVE_COIN);
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oops.audio.playEffect("music/flash");
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} else if (data.fastClear === 2) {
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this.playBanner("极速清场!", new Color(255, 170, 0), 1.15);
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