refactor(mission): 调整刷新石消耗逻辑并统一配置
1. 新增刷新石单次消耗常量配置到GameSet 2. 重构刷新消耗计算逻辑,统一从配置读取消耗值 3. 更新UI显示逻辑,正确展示单次刷新所需刷新石数量 4. 修复刷新石扣除逻辑,按实际配置值扣除而非固定1
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@@ -50,6 +50,8 @@ export enum FightSet {
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BASE_COST = 5,
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INIT_COIN = 7, // 初始金币数
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INIT_REFRESH_STONE = 3, // 初始刷新石数量
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/** 单次刷新消耗的刷新石数量 */
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REFRESH_STONE_COST = 1,
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}
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/**
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@@ -1699,10 +1699,11 @@ export class MissionCardComp extends CCComp {
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private updateDrawCostUI() {
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const stones = MissionEconomy.getRefreshStone();
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this.updateOneRefreshBtnUI(this.cards_chou, stones);
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this.updateOneRefreshBtnUI(this.equip_refresh, stones);
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this.updateOneRefreshBtnUI(this.shop_refresh, stones);
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this.updateOneRefreshBtnUI(this.skill_refresh, stones);
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const stoneCost = MissionEconomy.getRefreshStoneCost();
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this.updateOneRefreshBtnUI(this.cards_chou, stones, stoneCost);
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this.updateOneRefreshBtnUI(this.equip_refresh, stones, stoneCost);
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this.updateOneRefreshBtnUI(this.shop_refresh, stones, stoneCost);
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this.updateOneRefreshBtnUI(this.skill_refresh, stones, stoneCost);
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}
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/**
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@@ -1717,11 +1718,13 @@ export class MissionCardComp extends CCComp {
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*
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* @param btnNode 刷新按钮节点
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* @param stones 当前刷新石数量(外部统一读取,避免 4 次重复访问)
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* @param stoneCost 单次刷新消耗的刷新石数量
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*/
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private updateOneRefreshBtnUI(btnNode: Node | null, stones: number) {
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private updateOneRefreshBtnUI(btnNode: Node | null, stones: number, stoneCost: number) {
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if (!btnNode || !btnNode.isValid) return;
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const useStone = stones > 0;
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// 刷新石足够一次消耗时走刷新石通道,否则走金币通道
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const useStone = stones >= stoneCost;
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// 置灰遮罩:有刷新石必定可刷新,否则按金币判断
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const nobg = btnNode.getChildByName("nobg");
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@@ -1745,14 +1748,14 @@ export class MissionCardComp extends CCComp {
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}
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}
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// 刷新石费用节点(显示当前持有数量)
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// 刷新石费用节点(显示单次刷新消耗数量)
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const stoneNode = container.getChildByName("stone");
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if (stoneNode) {
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stoneNode.active = useStone;
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if (useStone) {
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const numLabel = stoneNode.getChildByName("num")?.getComponent(Label);
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if (numLabel) {
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numLabel.string = `${stones}`;
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numLabel.string = `${stoneCost}`;
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}
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}
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}
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@@ -1,6 +1,7 @@
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { FightSet } from "../common/config/GameSet";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { FieldSkillHelper } from "../hero/FieldSkillHelper";
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@@ -70,26 +71,32 @@ export class MissionEconomy {
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oops.message.dispatchEvent(GameEvent.RefreshStone, { delta: amount });
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}
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/** 单次刷新消耗的刷新石数量 */
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static getRefreshStoneCost(): number {
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return Math.max(1, Math.floor(FightSet.REFRESH_STONE_COST));
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}
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/**
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* 判断当前是否可以执行一次刷新(有刷新石或金币足够)
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* 判断当前是否可以执行一次刷新(刷新石足够或金币足够)
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*/
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static canRefresh(baseCost: number = 1): boolean {
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if (this.getRefreshStone() > 0) return true;
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if (this.getRefreshStone() >= this.getRefreshStoneCost()) return true;
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return this.getCoin() >= this.getRefreshCost(baseCost);
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}
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/**
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/**
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* 执行刷新卡牌:
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* 1. 刷新石 > 0 时优先扣除 1 颗刷新石(不消耗金币)。
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* 1. 刷新石足够时优先扣除 REFRESH_STONE_COST 颗刷新石(不消耗金币)。
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* 2. 刷新石不足时扣除金币(含刷新优惠折扣)。
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*/
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static executeRefresh(baseCost: number = 1): boolean {
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// 优先消耗刷新石
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const stoneCost = this.getRefreshStoneCost();
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const stones = this.getRefreshStone();
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if (stones > 0) {
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smc.vmdata.mission_data.refresh_stone = stones - 1;
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if (stones >= stoneCost) {
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smc.vmdata.mission_data.refresh_stone = stones - stoneCost;
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smc.vmdata.scores.refresh_count++;
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oops.message.dispatchEvent(GameEvent.RefreshStone, { delta: -1 });
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oops.message.dispatchEvent(GameEvent.RefreshStone, { delta: -stoneCost });
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return true;
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}
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