refactor(MissionHeroComp): 移除闲置的驻场技能总加成计算方法
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@@ -47,6 +47,7 @@ import { Tooltip } from "../skill/Tooltip";
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import { CardInitCoins } from "../common/config/CardSet";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { FieldSkillHelper } from "../hero/FieldSkillHelper";
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import { spawningEngine } from "./RogueConfig";
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import { MissionEconomy } from "./MissionEconomy";
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const { ccclass, property } = _decorator;
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@@ -579,9 +580,9 @@ export class MissionComp extends CCComp {
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private triggerHeroBattleSkills(isStart: boolean) {
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let triggerCount = 1;
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if (isStart) {
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triggerCount += HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.StartCount);
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triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.StartCount);
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} else {
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triggerCount += HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.EndCount);
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triggerCount += FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.EndCount);
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}
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triggerCount = Math.max(1, Math.floor(triggerCount));
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@@ -600,7 +601,7 @@ export class MissionComp extends CCComp {
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* 战斗结束阶段治疗所有英雄(包括墓地英雄),恢复70%最大生命值
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*/
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private healAllHeroes() {
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const healRateBoost = HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.WaveHeal);
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const healRateBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.WaveHeal);
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const finalHealRate = Math.min(1, FightSet.WAVE_HEAL_RATE + healRateBoost);
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ecs.query(this.heroAttrsMatcher).forEach(entity => {
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@@ -5,6 +5,7 @@ import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { TalentType } from "../common/config/TalentSet";
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import { FightSet } from "../common/config/GameSet";
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import { FieldSkillHelper } from "../hero/FieldSkillHelper";
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/**
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* 局内经济统一管理类
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@@ -70,7 +71,7 @@ export class MissionEconomy {
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*/
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static getSellGold(): number {
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const baseSellGold = 1; // 基础卖出金币
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const goldBoost = HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.SellGold);
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const goldBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.SellGold);
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let totalSellGold = baseSellGold + goldBoost;
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// 应用天赋 SellBonus (增加数值)
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const bonusGold = HeroAttrsComp.getTalentValue(TalentType.SellBonus);
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@@ -94,7 +95,7 @@ export class MissionEconomy {
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*/
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static getWaveGold(baseReward: number): number {
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let reward = Math.max(0, Math.floor(baseReward));
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const goldBoost = HeroAttrsComp.getFieldSkillTotalValue(FieldSkillType.WaveGold);
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const goldBoost = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.WaveGold);
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reward += goldBoost;
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return reward;
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}
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