From 40c27e04f2f71a293362073d98bc372db220cd52 Mon Sep 17 00:00:00 2001 From: panFD Date: Fri, 19 Jun 2026 08:38:39 +0800 Subject: [PATCH] =?UTF-8?q?refactor(config):=20=E7=BB=9F=E4=B8=80=E5=8D=A1?= =?UTF-8?q?=E6=B1=A0=E7=AD=89=E7=BA=A7=E4=B8=8E=E5=8D=87=E7=BA=A7=E6=B3=A2?= =?UTF-8?q?=E6=AC=A1=E7=9A=84=E6=95=B0=E6=8D=AE=E6=BA=90?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 1. 将卡池等级上限从硬编码改为引用FightSet.MAX_CARD_POOL_LEVEL 2. 提取卡池升级波次配置到GameSet中作为单一数据源 3. 移除MissionComp中的硬编码波次配置,改为引用全局配置 --- assets/script/game/common/config/CardSet.ts | 4 ++-- assets/script/game/common/config/GameSet.ts | 13 ++++++++++++- assets/script/game/map/MissionComp.ts | 6 +++--- 3 files changed, 17 insertions(+), 6 deletions(-) diff --git a/assets/script/game/common/config/CardSet.ts b/assets/script/game/common/config/CardSet.ts index f2332f72..fd0fb54c 100644 --- a/assets/script/game/common/config/CardSet.ts +++ b/assets/script/game/common/config/CardSet.ts @@ -84,8 +84,8 @@ export const CardInitCoins = 4 export const CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE = 10 /** 卡池默认初始等级 */ export const CARD_POOL_INIT_LEVEL = CardLV.LV1 -/** 卡池等级上限 */ -export const CARD_POOL_MAX_LEVEL = CardLV.LV5 +/** 卡池等级上限(统一由 FightSet.MAX_CARD_POOL_LEVEL 设定,保持单一数据源) */ +export const CARD_POOL_MAX_LEVEL = FightSet.MAX_CARD_POOL_LEVEL as unknown as CardLV /** 英雄最高等级限制 */ export const CARD_HERO_MAX_LEVEL = 1 /** 基础卡池(英雄、技能、功能) */ diff --git a/assets/script/game/common/config/GameSet.ts b/assets/script/game/common/config/GameSet.ts index c03a1879..d547be96 100644 --- a/assets/script/game/common/config/GameSet.ts +++ b/assets/script/game/common/config/GameSet.ts @@ -43,10 +43,21 @@ export enum FightSet { WAVE_HEAL_RATE = 0.5, // 回合结束时所有英雄恢复最大生命值的比例 PUNCTURE_DOWN = 50, REFRESH_COST = 1, - BASE_COST=3 + BASE_COST = 3, // 刷新成本 + /** 卡池等级上限(对应 CardLV 最大值) */ + MAX_CARD_POOL_LEVEL = 5, } +/** + * 卡池升级波次配置(单一数据源)。 + * 索引 i 对应目标等级 = i + 2,即: + * - 第 1 个波次 → 升至 LV2 + * - 第 2 个波次 → 升至 LV3 + * - 依此类推,上限为 FightSet.MAX_CARD_POOL_LEVEL + */ +export const CARD_POOL_UPGRADE_WAVES: number[] = [4, 7, 10, 13]; + export const laneIdx = { 2: [-180, 90], 1: [-180, 0], diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts index d0ef11c8..bd841317 100644 --- a/assets/script/game/map/MissionComp.ts +++ b/assets/script/game/map/MissionComp.ts @@ -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 } from "../common/config/GameSet"; +import { FacSet, FightSet, CARD_POOL_UPGRADE_WAVES } from "../common/config/GameSet"; import { HeroInfo } from "../common/config/heroSet"; import { mLogger } from "../common/Logger"; import { Monster } from "../hero/Mon"; @@ -88,8 +88,8 @@ 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:达到对应波次时,推送卡池升级事件 */ - public cardPoolUpgradeWaves: number[] = [4, 7, 10, 13]; + /** 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 ========================