refactor(config): 统一卡池等级与升级波次的数据源
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
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@@ -84,8 +84,8 @@ export const CardInitCoins = 4
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export const CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE = 10
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/** 卡池默认初始等级 */
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export const CARD_POOL_INIT_LEVEL = CardLV.LV1
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/** 卡池等级上限 */
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export const CARD_POOL_MAX_LEVEL = CardLV.LV5
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/** 卡池等级上限(统一由 FightSet.MAX_CARD_POOL_LEVEL 设定,保持单一数据源) */
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export const CARD_POOL_MAX_LEVEL = FightSet.MAX_CARD_POOL_LEVEL as unknown as CardLV
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/** 英雄最高等级限制 */
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export const CARD_HERO_MAX_LEVEL = 1
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/** 基础卡池(英雄、技能、功能) */
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@@ -43,10 +43,21 @@ export enum FightSet {
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WAVE_HEAL_RATE = 0.5, // 回合结束时所有英雄恢复最大生命值的比例
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PUNCTURE_DOWN = 50,
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REFRESH_COST = 1,
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BASE_COST=3
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BASE_COST = 3,
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// 刷新成本
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/** 卡池等级上限(对应 CardLV 最大值) */
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MAX_CARD_POOL_LEVEL = 5,
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}
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/**
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* 卡池升级波次配置(单一数据源)。
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* 索引 i 对应目标等级 = i + 2,即:
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* - 第 1 个波次 → 升至 LV2
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* - 第 2 个波次 → 升至 LV3
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* - 依此类推,上限为 FightSet.MAX_CARD_POOL_LEVEL
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*/
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export const CARD_POOL_UPGRADE_WAVES: number[] = [4, 7, 10, 13];
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export const laneIdx = {
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2: [-180, 90],
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1: [-180, 0],
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@@ -39,7 +39,7 @@ import { HeroViewComp } from "../hero/HeroViewComp";
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import { SkillTriggerHelper } from "../hero/SkillTriggerHelper";
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import { UIID } from "../common/config/GameUIConfig";
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import { SkillView } from "../skill/SkillView";
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import { FacSet, FightSet } from "../common/config/GameSet";
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import { FacSet, FightSet, CARD_POOL_UPGRADE_WAVES } from "../common/config/GameSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { mLogger } from "../common/Logger";
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import { Monster } from "../hero/Mon";
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@@ -88,8 +88,8 @@ export class MissionComp extends CCComp {
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private maxMonsterCount: number = 80;
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/** 怪物数量恢复阈值(降至此值以下恢复刷怪) */
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private resumeMonsterCount: number = 45;
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/** 卡池升级波次配置:达到对应波次时,推送卡池升级事件 */
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public cardPoolUpgradeWaves: number[] = [4, 7, 10, 13];
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/** 卡池升级波次配置(默认值来自 GameSet.CARD_POOL_UPGRADE_WAVES,保持全局统一) */
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public cardPoolUpgradeWaves: number[] = CARD_POOL_UPGRADE_WAVES;
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// ======================== 编辑器绑定节点 ========================
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