feat(gameplay): 调整备战期经济和卡牌配置

- 将备战期金币奖励改为固定25(从第2波开始),移除随波次增长逻辑
- 提高初始金币至11,降低英雄最高等级至1
- 统一卡牌成本为10,简化经济系统
This commit is contained in:
walkpan
2026-04-23 22:27:33 +08:00
parent d97e3d8cb9
commit 42d1ca5bd5
2 changed files with 36 additions and 38 deletions

View File

@@ -83,12 +83,12 @@ export class MissionComp extends CCComp {
private maxMonsterCount: number = 5;
/** 怪物数量恢复阈值(降至此值以下恢复刷怪) */
private resumeMonsterCount: number = 3;
/** 新一波金币奖励基础值 */
private prepareBaseCoinReward: number = 100;
/** 每一波金币增长值 */
private prepareCoinWaveGrow: number = 1;
/** 金币奖励上限 */
private prepareCoinRewardCap: number = 500;
/** 新一波金币奖励基础值(现已固定,不再随波次增长) */
private prepareBaseCoinReward: number = 25;
/** 每一波金币增长值固定收益设为0 */
private prepareCoinWaveGrow: number = 0;
/** 金币奖励上限(固定收益,此值不再生效) */
private prepareCoinRewardCap: number = 100;
/** 卡池升级波次配置:达到对应波次时,推送卡池升级事件 */
@property({ type: [CCInteger], tooltip: "卡池升级波次配置,例如 [10, 20] 表示第10波升到2级第20波升到3级" })
cardPoolUpgradeWaves: number[] = [5, 10];
@@ -712,19 +712,17 @@ export class MissionComp extends CCComp {
}
/**
* 按波数发放金币奖励
* reward = min(cap, base + (wave - 1) × grow)
* 按波数发放固定金币奖励(外加技能加成)。
* 第1波不发放使用初始金币从第2波起发放。
* 仅在波数首次到达时发放,防止重复。
*
* @param wave 当前波数
*/
private grantPrepareCoinByWave(wave: number) {
if (wave <= 0) return;
if (wave <= 1) return;
if (wave <= this.lastPrepareCoinWave) return;
const base = Math.max(0, Math.floor(this.prepareBaseCoinReward));
const grow = Math.max(0, Math.floor(this.prepareCoinWaveGrow));
const cap = Math.max(0, Math.floor(this.prepareCoinRewardCap));
let reward = Math.min(cap, base + (wave - 1) * grow);
let reward = Math.max(0, Math.floor(this.prepareBaseCoinReward));
// 增加驻场技能金币收益
const goldBoost = HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.WaveGold);