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
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@@ -83,12 +83,12 @@ export class MissionComp extends CCComp {
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private maxMonsterCount: number = 5;
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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 = 3;
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/** 新一波金币奖励基础值 */
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private prepareBaseCoinReward: number = 100;
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/** 每一波金币增长值 */
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private prepareCoinWaveGrow: number = 1;
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/** 金币奖励上限 */
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private prepareCoinRewardCap: number = 500;
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/** 新一波金币奖励基础值(现已固定,不再随波次增长) */
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private prepareBaseCoinReward: number = 25;
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/** 每一波金币增长值(固定收益设为0) */
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private prepareCoinWaveGrow: number = 0;
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/** 金币奖励上限(固定收益,此值不再生效) */
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private prepareCoinRewardCap: number = 100;
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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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@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" })
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cardPoolUpgradeWaves: number[] = [5, 10];
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@@ -712,19 +712,17 @@ export class MissionComp extends CCComp {
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}
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/**
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* 按波数发放金币奖励:
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* reward = min(cap, base + (wave - 1) × grow)
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* 按波数发放固定金币奖励(外加技能加成)。
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* 第1波不发放(使用初始金币),从第2波起发放。
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* 仅在波数首次到达时发放,防止重复。
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*
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* @param wave 当前波数
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*/
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private grantPrepareCoinByWave(wave: number) {
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if (wave <= 0) return;
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if (wave <= 1) return;
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if (wave <= this.lastPrepareCoinWave) return;
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const base = Math.max(0, Math.floor(this.prepareBaseCoinReward));
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const grow = Math.max(0, Math.floor(this.prepareCoinWaveGrow));
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const cap = Math.max(0, Math.floor(this.prepareCoinRewardCap));
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let reward = Math.min(cap, base + (wave - 1) * grow);
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let reward = Math.max(0, Math.floor(this.prepareBaseCoinReward));
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// 增加驻场技能金币收益
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const goldBoost = HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.WaveGold);
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