refactor(talent): 天赋升级系统重构为金币消耗模式

- 移除碎片相关配置与数据结构,统一使用 costs 数组配置每级金币消耗
- 优化天赋配置文案,去除名称中的冗余字样,精简属性描述文本
- 清理 SingletonModuleComp 存档及云端同步中的碎片字段
- 修改 TalentsComp 界面逻辑,升级校验、扣除及重置返还全面切换为金币体系
- 调整界面显示细节:等级格式变更为 current/max,消耗仅显示纯数值
This commit is contained in:
walkpan
2026-05-10 23:59:39 +08:00
parent 5e5a152fec
commit 78e325e8e5
3 changed files with 48 additions and 155 deletions

View File

@@ -8,7 +8,7 @@ import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
import { GameEvent } from "./config/GameEvent";
import { GameScoreStats } from "./config/HeroAttrs";
import { mLogger } from "./Logger";
import { TalentFragmentType, TalentType } from "./config/TalentSet";
import { TalentType } from "./config/TalentSet";
import { gameDataSync } from "./GameDataSync";
import { FightSet } from "./config/GameSet";
@@ -23,7 +23,6 @@ export interface GameDate{
talents: Record<TalentType, number>,
player_level: number,
player_exp: number,
talent_fragments: Record<TalentFragmentType, number>,
talent_points?: number,
}
}
@@ -67,7 +66,6 @@ export class SingletonModuleComp extends ecs.Comp {
talents: Record<TalentType, number>;
player_level: number;
player_exp: number;
talent_fragments: Record<TalentFragmentType, number>;
talent_points?: number;
} = {
talents: {
@@ -85,16 +83,6 @@ export class SingletonModuleComp extends ecs.Comp {
}, // 存储各个天赋的等级: { talent_id: level }
player_level: 1, // 玩家等级
player_exp: 0, // 玩家当前经验
talent_fragments: {
[TalentFragmentType.Power]: 0,
[TalentFragmentType.Tempest]: 0,
[TalentFragmentType.Vitality]: 0,
[TalentFragmentType.Frost]: 0,
[TalentFragmentType.Tactics]: 0,
[TalentFragmentType.Spirit]: 0,
[TalentFragmentType.Trade]: 0,
[TalentFragmentType.Fate]: 0
}, // 当前拥有的天赋碎片库存
talent_points: 0, // 兼容旧存档的历史字段
};
@@ -266,9 +254,6 @@ export class SingletonModuleComp extends ecs.Comp {
}
if (typeof remoteCol.player_level === 'number') this.collection.player_level = remoteCol.player_level;
if (typeof remoteCol.player_exp === 'number') this.collection.player_exp = remoteCol.player_exp;
if (remoteCol.talent_fragments) {
Object.assign(this.collection.talent_fragments, remoteCol.talent_fragments);
}
if (typeof remoteCol.talent_points === 'number') this.collection.talent_points = remoteCol.talent_points;
}
}

View File

@@ -17,28 +17,6 @@ export enum TalentType {
SellBonus = 11 // 出售补贴
}
export enum TalentFragmentType {
Power = 1, // 力量碎片
Tempest = 2, // 风暴碎片
Vitality = 3, // 生机碎片
Frost = 4, // 寒霜碎片
Tactics = 5, // 谋略碎片
Spirit = 6, // 灵契碎片
Trade = 7, // 商贸碎片
Fate = 8 // 命运碎片
}
export interface TalentFragmentInfo {
/** 碎片 ID */
id: TalentFragmentType;
/** 碎片名称 */
name: string;
/** 碎片图标或标识(可选) */
icon?: string;
/** 该碎片可用于哪些天赋,单个碎片最多映射 3 个天赋 */
talentIds: TalentType[];
}
export interface TalentInfo {
/** 天赋 ID */
id: number;
@@ -52,10 +30,8 @@ export interface TalentInfo {
maxLevel: number;
/** 每一级的加成数值从第1级到最大级 */
values: number[];
/** 每一级的消耗数量,下标 0 表示升到 1 级 */
/** 每一级的金币消耗数量,下标 0 表示升到 1 级 */
costs: number[];
/** 升级所需的单碎片类型 */
fragmentType: TalentFragmentType;
}
export const TalentConfig = {
@@ -66,41 +42,29 @@ export const TalentConfig = {
{ maxLevel: 30, expPerLevel: 200 }
],
// 天赋碎片配置:不同天赋可共用同一种碎片,单个碎片最多映射 3 个天赋
fragments: [
{ id: TalentFragmentType.Power, name: "力量碎片", icon: "◆", talentIds: [TalentType.Attack, TalentType.Critical, TalentType.Puncture] },
{ id: TalentFragmentType.Tempest, name: "风暴碎片", icon: "◇", talentIds: [TalentType.WindFury, TalentType.RefreshDiscount] },
{ id: TalentFragmentType.Vitality, name: "生机碎片", icon: "●", talentIds: [TalentType.Hp, TalentType.DeadTrigger, TalentType.Summon] },
{ id: TalentFragmentType.Frost, name: "寒霜碎片", icon: "○", talentIds: [TalentType.Freeze] },
{ id: TalentFragmentType.Tactics, name: "谋略碎片", icon: "■", talentIds: [TalentType.BuyDiscount] },
{ id: TalentFragmentType.Spirit, name: "灵契碎片", icon: "□", talentIds: [TalentType.SellBonus] },
{ id: TalentFragmentType.Trade, name: "商贸碎片", icon: "▲", talentIds: [] },
{ id: TalentFragmentType.Fate, name: "命运碎片", icon: "△", talentIds: [] }
] as TalentFragmentInfo[],
// 所有天赋定义(使用数组维护)
talents: [
{ id: TalentType.Attack, name: "攻击强化", icon: "⚔️", desc: "所有英雄 ATK +{value}%",
maxLevel: 5, values: [3, 6, 9, 12, 15], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Power },
{ id: TalentType.Hp, name: "生命强化", icon: "❤️", desc: "所有英雄 HP +{value}%",
maxLevel: 5, values: [5, 10, 15, 20, 25], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Vitality },
{ id: TalentType.Critical, name: "暴击强化", icon: "🔥", desc: "所有英雄暴击率 +{value}%",
maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Power },
{ id: TalentType.WindFury, name: "风怒强化", icon: "⚡", desc: "所有英雄风怒率 +{value}%",
maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Tempest },
{ id: TalentType.Freeze, name: "冰冻强化", icon: "❄️", desc: "所有英雄冰冻率 +{value}%",
maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Frost },
{ id: TalentType.Puncture, name: "穿刺强化", icon: "🗡️", desc: "所有英雄穿刺 +{value}",
maxLevel: 5, values: [0.2, 0.4, 0.6, 0.8, 1.0], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Power },
{ id: TalentType.DeadTrigger, name: "亡语强化", icon: "🛡️", desc: "死亡触发技能额外触发次数+{value}次",
maxLevel: 1, values: [1], costs: [25], fragmentType: TalentFragmentType.Vitality },
{ id: TalentType.Summon, name: "召唤强化", icon: "🛡️", desc: "召唤触发技能额外触发次数+{value}次",
maxLevel: 1, values: [1], costs: [25], fragmentType: TalentFragmentType.Vitality },
{ id: TalentType.BuyDiscount, name: "购优惠", icon: "🛒", desc: "购买英雄 -{value}金",
maxLevel: 1, values: [1], costs: [10], fragmentType: TalentFragmentType.Tactics },
{ id: TalentType.RefreshDiscount, name: "刷新优惠", icon: "🔄", desc: "刷新重抽 -{value}金",
maxLevel: 1, values: [1], costs: [10], fragmentType: TalentFragmentType.Tempest },
{ id: TalentType.SellBonus, name: "出售补贴", icon: "💰", desc: "出售英雄返还 +{value}金币",
maxLevel: 1, values: [1], costs: [10], fragmentType: TalentFragmentType.Spirit }
{ id: TalentType.Attack, name: "攻击", icon: "⚔️", desc: "+{value}%",
maxLevel: 5, values: [3, 6, 9, 12, 15], costs: [1, 1, 2, 2, 3] },
{ id: TalentType.Hp, name: "生命", icon: "❤️", desc: "+{value}%",
maxLevel: 5, values: [5, 10, 15, 20, 25], costs: [1, 1, 2, 2, 3] },
{ id: TalentType.Critical, name: "暴击", icon: "🔥", desc: "+{value}%",
maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
{ id: TalentType.WindFury, name: "风怒", icon: "⚡", desc: "+{value}%",
maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
{ id: TalentType.Freeze, name: "冰冻", icon: "❄️", desc: "+{value}%",
maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
{ id: TalentType.Puncture, name: "穿刺", icon: "🗡️", desc: "+{value}",
maxLevel: 5, values: [0.2, 0.4, 0.6, 0.8, 1.0], costs: [1, 1, 2, 2, 3] },
{ id: TalentType.DeadTrigger, name: "亡语额外触发", icon: "🛡️", desc: "+{value}次",
maxLevel: 1, values: [1], costs: [25] },
{ id: TalentType.Summon, name: "召唤额外触发", icon: "🛡️", desc: "+{value}次",
maxLevel: 1, values: [1], costs: [25] },
{ id: TalentType.BuyDiscount, name: "购优惠", icon: "🛒", desc: "-{value}金",
maxLevel: 1, values: [1], costs: [10] },
{ id: TalentType.RefreshDiscount, name: "刷新优惠", icon: "🔄", desc: "-{value}金",
maxLevel: 1, values: [1], costs: [10] },
{ id: TalentType.SellBonus, name: "出售返还", icon: "💰", desc: "+{value}金币",
maxLevel: 1, values: [1], costs: [10] }
] as TalentInfo[]
};

View File

@@ -24,7 +24,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
import { mLogger } from "../common/Logger";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { TalentConfig, TalentFragmentInfo, TalentFragmentType, TalentInfo, TalentType } from "../common/config/TalentSet";
import { TalentConfig, TalentInfo, TalentType } from "../common/config/TalentSet";
const { ccclass, property } = _decorator;
@@ -32,9 +32,9 @@ const { ccclass, property } = _decorator;
* TalentsComp —— 天赋系统界面组件
*
* 职责:
* 1. 展示玩家等级、当前经验、进度条、碎片库存
* 1. 展示玩家等级、当前经验、进度条、金币
* 2. 展示天赋列表及每个天赋的当前等级。
* 3. 处理天赋升级点击事件,扣除碎片并保存。
* 3. 处理天赋升级点击事件,扣除金币并保存。
* 4. 处理重置天赋(看广告)功能。
*/
@ccclass('TalentsComp')
@@ -53,7 +53,7 @@ export class TalentsComp extends CCComp {
@property({ type: ProgressBar, tooltip: "经验进度条" })
pb_exp: ProgressBar = null!;
@property({ type: Label, tooltip: "当前碎片库存摘要文本" })
@property({ type: Label, tooltip: "当前金币文本" })
lbl_points: Label = null!;
@property({ type: Node, tooltip: "天赋列表容器,用于动态添加天赋项" })
@@ -96,12 +96,11 @@ export class TalentsComp extends CCComp {
this.updateTalentList();
}
/** 更新玩家等级、经验、碎片信息 */
/** 更新玩家等级、经验、金币信息 */
private updatePlayerInfo() {
const collection = smc.collection;
let level = collection.player_level || 1;
let exp = collection.player_exp || 0;
const fragmentSummary = this.getFragmentSummaryText();
// 限制最大等级
if (level > this.MAX_PLAYER_LEVEL) {
@@ -109,7 +108,7 @@ export class TalentsComp extends CCComp {
}
if (this.lbl_level) this.lbl_level.string = `Lv.${level}`;
if (this.lbl_points) this.lbl_points.string = fragmentSummary;
if (this.lbl_points) this.lbl_points.string = `金币: ${smc.vmdata.gold}`;
// 计算当前等级升级所需经验
let expRequired = this.getExpRequirement(level);
@@ -175,18 +174,18 @@ export class TalentsComp extends CCComp {
lblDesc.string = talentInfo.desc.replace('{value}', currentVal.toString());
}
if (lblLevel) lblLevel.string = `Lv.${currentLevel}`;
if (lblLevel) lblLevel.string = `${currentLevel}/${talentInfo.maxLevel}`;
let isMax = currentLevel >= talentInfo.maxLevel;
const levelCost = isMax ? null : this.getLevelFragmentCost(talentInfo, currentLevel);
const canUpgrade = !!levelCost && this.hasEnoughFragments(levelCost);
let cost = isMax ? 0 : (talentInfo.costs[currentLevel] ?? 0);
let canUpgrade = !isMax && smc.vmdata.gold >= cost;
if (lblCost) {
lblCost.string = isMax ? "已满级" : `消耗: ${this.buildFragmentCostText(levelCost!)}`;
lblCost.string = isMax ? "已满级" : `${cost}`;
}
if (btnUpgrade) {
btnUpgrade.interactable = !isMax && canUpgrade;
btnUpgrade.interactable = canUpgrade;
// 清除旧的监听,避免重复绑定
btnUpgradeNode?.off(Button.EventType.CLICK);
btnUpgradeNode?.on(Button.EventType.CLICK, () => {
@@ -209,15 +208,11 @@ export class TalentsComp extends CCComp {
return;
}
const levelCost = this.getLevelFragmentCost(talentInfo, currentLevel);
if (!levelCost) {
oops.gui.toast("天赋消耗配置异常");
return;
}
const cost = talentInfo.costs[currentLevel] ?? 0;
if (this.hasEnoughFragments(levelCost)) {
// 1. 扣除单碎片消耗
this.consumeFragments(levelCost);
if (smc.vmdata.gold >= cost) {
// 1. 扣除金币消耗
smc.updateGold(-cost);
// 2. 更新等级
collection.talents[talentId] = currentLevel + 1;
@@ -229,7 +224,7 @@ export class TalentsComp extends CCComp {
oops.gui.toast("天赋升级成功");
} else {
oops.gui.toast("碎片不足或已满级");
oops.gui.toast("金币不足");
}
}
@@ -239,31 +234,26 @@ export class TalentsComp extends CCComp {
this.watch_ad().then(success => {
if (success) {
const collection = smc.collection;
// 计算已消耗碎片并返还
const refundedFragments: Partial<Record<TalentFragmentType, number>> = {};
// 计算已消耗金币并返还
let refundedGold = 0;
for (let id in collection.talents) {
let talentId = Number(id) as TalentType;
let level = collection.talents[talentId];
let talentInfo = TalentConfig.talents.find(t => t.id === talentId);
if (talentInfo) {
for (let i = 0; i < level; i++) {
const levelCost = this.getLevelFragmentCost(talentInfo, i);
if (!levelCost) continue;
refundedFragments[levelCost.type] = (refundedFragments[levelCost.type] || 0) + levelCost.amount;
refundedGold += talentInfo.costs[i] ?? 0;
}
}
}
// 重置天赋等级并返还碎片
// 重置天赋等级并返还金币
for (let k in collection.talents) {
collection.talents[k as any as TalentType] = 0;
}
for (const fragmentType in refundedFragments) {
const key = Number(fragmentType) as TalentFragmentType;
const amount = refundedFragments[key] || 0;
if (amount > 0) {
collection.talent_fragments[key] += amount;
}
if (refundedGold > 0) {
smc.updateGold(refundedGold);
}
// 同步到云端
@@ -271,59 +261,13 @@ export class TalentsComp extends CCComp {
// 刷新界面
this.refreshUI();
oops.gui.toast("天赋已重置,碎片已返还");
oops.gui.toast("天赋已重置,金币已返还");
} else {
oops.gui.toast("广告观看失败,无法重置");
}
});
}
/** 获取升级到下一等级所需的单碎片消耗 */
private getLevelFragmentCost(talentInfo: TalentInfo, currentLevel: number): { type: TalentFragmentType; amount: number } | null {
if (talentInfo.fragmentType === undefined) {
return null;
}
return {
type: talentInfo.fragmentType,
amount: talentInfo.costs[currentLevel] ?? 0
};
}
/** 判断当前库存是否满足一次升级 */
private hasEnoughFragments(cost: { type: TalentFragmentType; amount: number }): boolean {
const bag = smc.collection.talent_fragments;
return bag[cost.type] >= cost.amount;
}
/** 执行碎片扣除 */
private consumeFragments(cost: { type: TalentFragmentType; amount: number }) {
const bag = smc.collection.talent_fragments;
bag[cost.type] = Math.max(0, bag[cost.type] - cost.amount);
}
/** 生成单次升级消耗文案 */
private buildFragmentCostText(cost: { type: TalentFragmentType; amount: number }): string {
const info = this.getFragmentInfo(cost.type);
const own = smc.collection.talent_fragments[cost.type];
const fragmentName = info ? info.name : `碎片${cost.type}`;
return `${fragmentName} ${own}/${cost.amount}`;
}
/** 顶部碎片库存摘要 */
private getFragmentSummaryText(): string {
const bag = smc.collection.talent_fragments;
const summary = TalentConfig.fragments
.filter(fragment => bag[fragment.id] > 0)
.map(fragment => `${fragment.name}:${bag[fragment.id]}`)
.join(" ");
return summary ? `碎片: ${summary}` : "碎片: 暂无";
}
/** 按碎片类型查找碎片配置 */
private getFragmentInfo(type: TalentFragmentType): TalentFragmentInfo | undefined {
return TalentConfig.fragments.find(fragment => fragment.id === type);
}
/** 模拟看广告回调实际项目中需要替换为真实的广告SDK调用 */
private watch_ad(): Promise<boolean> {
return new Promise((resolve) => {